Fario Ellegoth CR 9
XP 6,400
Male half-elf investigator (infiltrator, sleuth) 4/slayer (velvet blade) 6 (Pathfinder RPG Advanced Class Guide 30, 53, 100, 101, Pathfinder RPG Ultimate Intrigue 70)
N Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +14
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 80 (10 HD; 4d8+6d10+20)
Fort +7, Ref +15, Will +5; +2 vs. enchantments
Defensive Abilities trap sense +1; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 mithral rapier +15/+10 (1d6+7/18-20) or
. . swashbuckler's rapier +15/+10 (1d6+7/18-20)
Ranged composite longbow +15/+10 (1d8/×3)
Special Attacks deed: run like hell, sneak attack +2d6, studied combat (+2, 1 round), studied strike +1d6, studied target +2 (2nd, move action)
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Statistics
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Str 14, Dex 22, Con 12, Int 10, Wis 8, Cha 14
Base Atk +9; CMB +11; CMD 27
Feats Double Slice, Fencing Grace[UI], Improved Two-weapon Fighting, Prodigious Two-weapon Fighting, Skill Focus (Diplomacy), Two-weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +13, Bluff +9, Climb +6, Diplomacy +21, Disable Device +16, Disguise +10, Escape Artist +12, Linguistics +4, Perception +14, Sense Motive +3, Sleight of Hand +10, Stealth +19, Swim +6, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ combat style (two-weapon combat), deed: daring, deed: make it count, deed: opportunist evasion, deed: second chance, deed: sleuth's initiative, elf blood, inspiration (2/day), investigator talent (coax information), keen recollection, master of disguise, mimic mastery, slayer talents (finesse rogue, powerful sneak, ranger combat style[ACG]), sleuth's luck, studied socialite, vocal mimicry
Combat Gear potion of cure serious wounds (2), potion of invisibility (2); Other Gear mithral shirt, +1 mithral rapier, swashbuckler's rapier[ACG], arrows (20), composite longbow, belt of incredible dexterity +4, masterwork thieves' tools, spyglass
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Special Abilities
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Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Make it Count (Ex) Spend 1 luck to apply talent you don't know when using inspired strike.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Run Like Hell (Ex) Spend 1 luck point to gain a +20-foot bonus to speed for 1 minute.
Deed: Second Chance (Ex) Spend 1 luck to reroll an inspirationd die or daring deed die.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
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.
Fencing Grace Use Dexterity on rapier damage rolls
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Disguise (Ex) Disguise in 1d3 minutes. Reduce penalties for different traits by 2 each.
Mimic Mastery Count as 2 level higher for duration of disguise self or any polymorph on yourself.
Powerful Sneak (Ex) During a full attack take -2 to hit for 1 rd. Reroll Sneak attack damage rolls of 1 (take 2nd).
Prodigious Two-Weapon Fighting Treat a 1-handed offhand weapon as light; use STR instead of DEX to qualify for TWF feats
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Combat (+2, 1 round) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Socialite +2 (Ex) Studied Target also benefits Diplomacy, Disguise, Intimidate and Stealth, but not att/dam
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Vocal Mimicry (Ex) You can mimic voices and sounds around you.