Rogue

David Ash's page

5 posts. Alias of Bane88.


About David Ash

David Ash
Male half-elf assassin 5/rogue (unchained) 7
LE Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 16 (+6 armor, +6 Dex, +1 dodge)
hp 109 (12d8+13)
Fort +6, Ref +15, Will +5; +2 vs. enchantments, +2 vs. poison
Defensive Abilities danger sense +2, evasion, improved uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee david's cane +18/+13 (1d6+9/15-20 plus 1d6 acid)
Special Attacks death attack (DC 19), sneak attack (unchained) +4d6, sneak attack +3d6 +3 bleed, true death (DC 20)
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 12, Int 18, Wis 10, Cha 10
Base Atk +8; CMB +7; CMD 24
Feats Combat Reflexes, Deft Hands, Dodge, Hellcat Stealth, Shadow Dodge, Skill Focus (Stealth), Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +21, Appraise +8, Bluff +15, Climb +3, Diplomacy +7, Disable Device +30, Disguise +15, Escape Artist +21, Intimidate +4, Knowledge (dungeoneering) +8, Knowledge (local) +10, Linguistics +8, Perception +17, Sense Motive +15, Sleight of Hand +25 (+30 to hide weapons on body), Stealth +37, Swim +3, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven, Gnome, Osiriani, Tien, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, hidden weapons, poison use, rogue talents (bleeding attack +3, fast stealth, stand up, undetected sabotage), trapfinding +3
Other Gear +2 creeping shadow, improved mithral chain shirt, david's cane, cloak of resistance +1, bedroll, bell tripwire trap, belt pouch, chalk, disguise kit, flint and steel, glass cutter, grappling hook, hemp rope (50 ft.), hip flask, masterwork backpack, masterwork thieves' tools, piton (7), pocket watch, sewing needle, snuffbox, ivory, soap, string or twine (2), waterproof bag, waterskin, wire (2), wire saw, adamantine, light horse (combat trained), 545 gp, 1 sp, 6 cp
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Death Attack (DC 19) (Ex) You can kill or paralyze for 1d6+5 rds with a prepared sneak attack.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Hidden Weapons +5 (Ex) You gain +5 to Sleight of Hand checks made to hide weapons on your person.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Dodge +3 dodge bonus to AC when you move your speed or more in normal or dim light.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stand Up (Ex) Stand up as a free action (provokes AoO) or swift action (no AoO).
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
True Death (DC 20) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 20 caster level check.
Undetected Sabotage +7 (Ex) Whenever a ninja with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he bea

--------------------

Horse, light (combat trained)
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.