Aldern Foxglove

Djack Nymball's page

565 posts. Alias of Hassan Ahmed.


Human Male uRogue 4 | HP 38/41 | AC19/T14/F15 | Saves F+3/R+8/W+2 | Perc +8/+12 hidden-secret | Init +4

About Djack Nymball

Male Human
Unchained Rogue (Scout) 4

Init +4
Senses Perception + 8 (+12 to hear conversation or find concealed object)

AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 41 (4d8+4+4)
Fort +3, Ref +8, Will +2
Defensive Abilities Evasion, Danger Sense

Speed 30 ft
Melee +1/+2 aberr bronze rapier + 8 (1d6+5/18-20) or
. . silver light mace + 7 (1d6+1) or
. . mwk dagger + * (1d4+1/19-20)
Special Attacks scout's charge, sneak attack +2d6
Rogue (Unchained) Spell-Like Abilities (CL 4th; concentration +5)
. . At will — Message

Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 13

Base Atk +3
CMB +4
CMD 18

Feats Bodyguard, Combat Reflexes, Skill Focus (Acrobatics), Weapon Finesse

Traits sacred touch, savannah child

Acrobatics +14
Bluff +1
Climb +5
Diplomacy +5
Disable Device +15
Disguise +1
Escape Artist +9
Heal +1
Intimidate +1
Kn (dungeoneering) +7
Kn (local) +5
Linguistics +6
Perception +8 (+12 to hear conversation or find concealed object)
Ride +10
Sense Motive +5
Sleight of Hand +8
Stealth +10
Survival +1
Swim +5
Use Magic Device +7

Languages Common, Elven, Giant, Protean, Sylvan

SQ debilitating injury: bewildered or hampered, green tongue, overprotective, rogue talents (canny observer, minor magic), trapfinding +2

Other Gear +1 mithral chain shirt, bronze rapier +1/+2 vs aberrations, mwk dagger, silver light mace, traveler's any-tool, belt pouch, flint and steel, masterwork backpack, masterwork thieves' tools, torch (2), trail rations, waterskin, light horse (combat trained), bedroll, bit and bridle, feed (per day), hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, soap, torch, trail rations

Coppery Sphere, heal +1 hp per hour.

Money: 1062 gp, 10 sp, 1 cp

Special Abilities
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Training Rapier. Add Dex bonus to weapon damage.
Green Tongue (Ex) attempt a DC 15 Linguistics check to communicate basic concepts with magical beasts and monstrous humanoids with which she does not share a common language.
Minor Magic (Message, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.



Horse, light (combat trained) CR –
N Large animal
Init +2
Senses low-light vision, scent
Perception + 6
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Speed 50 ft
Melee 2 hooves + 3 (1d4+3)
Space 10 ft
Reach 5 ft
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
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
Other Gear bedroll, bit and bridle, feed(per day)(5), hemp rope(50 ft.), mess kit[UE], pot, riding saddle, saddlebags, soap, torch(8), trail rations(4)
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 dim 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 + ft. by sense of smell.