Human Rogue 2 AC 18/15/13 / CMD 14 / HP : 15/15 / F +1 R +8 W +0 / Init. +5 / Perc. +5 / Sense Motive +5
Strength
8
Dexterity
20
Constitution
12
Intelligence
14
Wisdom
10
Charisma
8
About Fezzan Valdemar
Fezzan Valdemar
Human Unchained Rogue 2
N Medium humanoid (Human)
Init +5; Senses Perception +5
Favoured bous: 1/6 Rogue Talent
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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 15 (2d8+2)
Fort +1, Ref +8, Will +0
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Offense
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Speed 30 ft.
Melee SA: Dagger +6 1d4-1/19-20 or FA: Dagger +4 1d4-1/19-20 and Dagger +4 1d4-1/19-20
Ranged SA: Dagger +6 1d4-1/19-20 or Light crossbow +5 1d8/19-20
Special Attacks sneak attack +1d6
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Statistics
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Str 8, Dex 20, Con 12, Int 14, Wis 10, Cha 8
Base Atk +1; CMB 0; CMD 14
Skills (+8+2+1 per level) Acrobatics (Dex) +10, Bluff (Int) +7, Climb (Str) +4, Disable Device (Dex) +10, Escape Artist (Dex) +10, Knowledge (dungeoneering) (Int) +7, Knowledge (local) (Int) +7, Perception (Wis) +5, Sense Motive (Wis) +5, Stealth (Dex) +10, Use Magic Device (Int) +7.
Background Skills(2/level) Appraise (Int) +7, Sleight of Hand (Dex) +10
Languages Common, Gnome, Sylvan
Gear Rogue's kit (backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.) (50gp), Spring loaded wrist sheath x 2(10gp), daggers x 4(8gp), Studded leather (25gp), Light crossbow (35), Bolts x20 (2gp), 10gp
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Traits:
Clever Wordplay:Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Bluff
Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Feats:
Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action.You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Two-weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Race Special Abilities:
Skilled Gain 1 skill point per level.
Bonus Feat Gain a bonus feat at 1st level.
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Class Special Abilities:
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Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex) (Daggers)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Rogue Talent: 1st: Bleeding Attack (Ex)
Benefit: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.