Classes/Levels |
Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4 |
About Djack Nymball
Male Human
Unchained Rogue (Scout) 6
NG Medium humanoid (human)
Init +4; Senses Perception +10 (+14 to hear conversation or find concealed object, +8 when further than 10 feet from a fallen ally)
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 57 (6d8+18)
Fort +4, Ref +9, Will +3
Defensive Abilities danger sense +2, evasion
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Offense
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Speed 30 ft.
Melee mwk bronze rapier +9 (1d6+4/18-20) or
. . mwk dagger +9 (1d4+1/19-20) or
. . rapier +1/+2 vs aberrations +9 (1d6+5/18-20) or
. . silver light mace +8 (1d6+1)
Special Attacks scout's charge, sneak attack (unchained) +3d6
Rogue (Unchained) Spell-Like Abilities (CL 6th; concentration +7)
. . At will—minor magic, minor magic
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 13
Base Atk +4; CMB +5; CMD 19
Feats Bodyguard[APG], Combat Reflexes, Skill Focus (Acrobatics), Twist Away[ACG], Weapon Finesse
Traits sacred touch, savannah child
Skills
Acrobatics +16 (always running, +6 to Jump)
Appraise +0
Bluff +5
Climb +5
Diplomacy +6
Disable Device +18
Disguise +1
Escape Artist +10
Fly +4
Heal +1
Intimidate +1
Know (dungeoneering) +8
Know (local) +6
Linguistics +8
Perception +10 (+14 to hear conversation or find concealed object)
Ride +10
Sense Motive +5
Sleight of Hand +8
Stealth +13
Survival +1
Swim +5
Use Magic Device +10
* All skills -2 penalty, when further than 10 feet from a fallen ally.
Languages Common, Draconic, Elven, Giant, Gnoll, Protean, Sylvan
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, overprotective, rogue talents (canny observer, expert leaper, minor magic, minor magic), trapfinding +3
Other Gear +1 mithral chain shirt, mwk chain shirt, rapier +1/+2 vs aberrations, mwk bronze rapier, mwk dagger, silver light mace, traveler's any-tool[UE], belt pouch, flint and steel, masterwork backpack[APG], 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
Money 775 gp, 6 sp, 1 cp
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Special Abilities
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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 +2 (Ex) +2 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.
Expert Leaper (Ex) Always running for jumps, add +6 to jump, and can negate more fall distance.
Minor Magic (Message, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Minor Magic (Ray of Frost, 3x/Day) (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) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
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Horse, light (combat trained) CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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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
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)
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Special Abilities
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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.