Full Name |
Darioos |
Race |
Gillman Rog 6 HP 46 | AC 20; Touch 14; FF 16 | F +7; R +11; W +4 | CMB+5; CMD 20 | Speed 30 ft | Init +4 | Perc +9 | Stealth: +12 |
Classes/Levels |
rogue 5 |
Gender |
male |
Size |
medium |
Languages |
Aboleth, Aklo, Aquan, Common, Elven |
Strength |
13 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
10 |
Charisma |
10 |
About Darrioos
Darioos
Male gillmanboon rogue (eldritch raider) 6 (Pathfinder Campaign Setting: Inner Sea World Guide 310, Pathfinder RPG Advanced Race Guide 189)
N Medium humanoid (aquatic)
Init +4; Senses Perception +9
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Defense
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AC 20, touch 15, flat-footed 16 (+4 armor, +1 deflection, +4 Dex, +1 natural)
hp 46 (6d8+13)
Fort +7, Ref +11, Will +4; +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments
Defensive Abilities enchantment resistance, evasion, uncanny dodge
Weaknesses water dependent
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Offense
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Speed 30 ft., climb (non-smooth walls only) 20 ft., swim 30 ft.
Melee +1 short sword +6 (1d6+2/19-20) or
dagger +5 (1d4+1/19-20) or
sea-knife -1 (1d4+1/19-20)
Ranged mwk shortbow +9 (1d6/×3)
Special Attacks sneak attack +3d6
Rogue Spell-Like Abilities (CL 6th; concentration +6)
At will—detect magic[ARG]
2/day—magic missile
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Statistics
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Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 20
Feats Extra Rogue Talent[APG], Extra Rogue Talent[APG], Skill Focus (Use Magic Device)
Traits resilient, scholar of the great beyond
Skills Acrobatics +12, Climb +9, Disable Device +21, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +6, Knowledge (planes) +9, Linguistics +10, Perception +9, Spellcraft +8, Stealth +12, Swim +9, Use Magic Device +10 (+12 to activate sorcerer and wizard spell completion and spell trigger items)
Languages Aboleth, Aklo, Ancient Osiriani, Aquan, Azlanti, Common, Draconic, Elven, Thassilonian
SQ amphibious, eldritch intuition, rogue talents (major magic, occult dungeoneer, trap spotter, wall climber[UC]), trapfinding +3
Combat Gear potion of cure light wounds, potion of invisibility, wand of cure light wounds, wand of fireball (16 charges), alchemist's fire, caltrops, liquid ice[APG]; Other Gear +2 leather armor, +1 short sword, arrows (20), dagger, mwk shortbow, sea-knife[ARG], amulet of natural armor +1, cloak of resistance +2, goggles of minute seeing, ring of protection +1, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], mirror, piton (10), pot, soap, torch (10), trail rations (5), waterskin, 4,632 gp
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Climb (20 feet, non-smooth walls only) You have a climb speed, but only on limited surfaces.
Detect Magic (At will) (Sp) Detects all spells and magic items within 60 ft.
Eldritch Intuition +2 (Ex) Gain a bonus to Use Magic Device to activate Sor/Wiz spell completion or trigger items.
Enchantment Resistance (Ex) +2 bonus vs. all enchantment not from aboleth, -2 vs. aboleth enchantment effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Major Magic (Magic Missile, 2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Occult Dungeoneer (1/day) (Su) Activate to use knock. Use spell-trigger/completion items as though had small spell list.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swim (30 feet) You have a Swim speed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Wall Climber (Su) Climb non-smooth vertical surfaces.
Water Dependent (Ex) If can't fully submerge in water for 1 day, die 4d6 hours later.