Ehr'lynd Hûraegon
Male elf fighter (lore warden) 1/rogue (unchained, roof runner) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Ultimate Combat 73, Pathfinder Unchained 20)
N Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +5
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Defense
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 18 (2 HD; 1d8+1d10+3)
Fort +3 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +6, Will +1; +2 vs. enchantments, +1 trait bonus vs. enchantment
Immune sleep
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Offense
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Speed 30 ft.; roof running
Melee rapier +5 (1d6+1/18-20)
Ranged darkwood composite longbow +6 (1d8+1/×3)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 7
Base Atk +1; CMB +2; CMD 16
Feats Run, Two-weapon Fighting, Weapon Finesse, Weapon Focus (hooked lance)
Traits mordant heritage, warrior of old
Skills Acrobatics +7 (+11 to jump with a running start), Appraise +10, Climb +4, Diplomacy +2 (+4 vs. people from chosen country), Disable Device +9, Intimidate -2 (+0 vs. people from chosen country), Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +5, Sense Motive +5, Sleight of Hand +7, Spellcraft +7, Stealth +7, Survival +1 (+3 to avoid becoming lost), Swim +5
Languages Azlanti, Common, Elven, Skald, Tien, Varisian
SQ desert runner
Combat Gear cold iron arrows (50), potion of cure light wounds (2), wand of infernal healing (50 charges); Other Gear parade armor[UE], shield spikes darkwood light wooden quickdraw shield[APG], darkwood composite longbow (+1 Str), rapier, cracked dusty rose prism ioun stone, wayfinder[ISWG], masterwork backpack[APG], masterwork thieves' tools, masterwork tool, wrist sheath, spring loaded, wrist sheath, spring loaded, 596 gp
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Tracked Resources
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Cold iron arrows - 0/50
Light (At will) - 0/0
Potion of cure light wounds - 0/2
Wand of infernal healing (50 charges) - 0/50
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Special Abilities
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Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Roof Running (Ex) Can move across rooftops at full speed and without penalties.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.