Jeras van Hidden's page

147 posts. Organized Play character for neodam.

Full Name

Jeras van Hidden


| HP 111/111| AC 26 T 17 FF 20 | CMB +8, CMD 26 | F: +14, R: +21; +4 for traps W: +13; +2 vs. enchantment | Init: +9 | Senses low-light vision; Perc: +23 (+29 to locate traps), SM: +6


| Speed 30ft | / | | Active conditions: None.


Male CN Elf Rogue 12



Strength 8
Dexterity 25
Constitution 16
Intelligence 10
Wisdom 12
Charisma 10

About Jeras van Hidden

PFS # 137484-13
Experience 0
Faction Grand Lodge
Wealth 0 GP, 0 PP 0 Fame

Jeras van Hidden
Rogue (unchained) 12
N Medium humanoid (Elf)
Init +9; Senses low-light vision, Perc +23 (+29 to locate traps), SM +6,

AC 26, touch 17, flat-footed 20
HP 111
Fort +14, Ref +21, +4 for traps Will +13; +2 vs. enchantment
Speed 30 ft.

+3 dagger adamantine +20/+15 (1d4+11/19–20)
+1 dagger cold iron +18/+13 (1d4+9/19–20)
mkw dagger silver +18/+13 (1d4+8/19-20)

dagger +20/+15 (1d4+6/19–20)

Space 5 ft.; Reach 5 ft.
Special Attacks
sneak attack +6d6
Spell-Like Abilities

Str 8, Dex 25, Con 6, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +8; CMD 26
Weapon Finesse (dagger)
Two-Weapon Fighting
Weapon Finesse (rapier)
Weapon Focus (dagger)
Double Slice
Improved Two-Weapon Fighting
Improved Uncanny Dodge (Ex): can no longer be flanked
Uncanny Dodge (Ex) - can't be flat-footed
Iron will
Skill focus (disable device +6)

River Rat - +1 damage rolls with dagger and +1 Swim checks,
reactionary +2 INitiative

Languages Common,Elven, Abyssal
elven magic,
keen senses,
trapfinding +6,
Danger sense +3
weapon familiarity
Uncanny Dodge
Trap Spotter
Offensive Defense - +1 dodge bonus to AC for each sneak attack die rolled for one round
Resiliency - when 0HP - add 2*level of temp. HP
Debilitating Injury - -2 to AC or -2 to Attack or half speed
Rogue's Edge 10lvl - disable device

(Advanced talents or rogue talent)level 10???
Rogue talent level 12 ????


Acrobatics +27
Appraise +0
Bluff +4
Climb +5
Diplomacy +5
Disable Device +42
Disguise +4
Escape artist +22
Fly +8
Handle Animal
Heal +1
Intimidate +0
Know (local) +4
Linguistics +4
Perception +23 (+29 to locate traps)
Perform () +
Ride +7
Sense motive +6
Sleight of Hand +22
Stealth +22
Survival +1
Swim +5
Use Magic Device +15

Armor check Penalty 0

Combat Gear
alchemist’s fire
Other Gear
studded leather,
daggers (6),
hooded lantern,
Ring of Protection +1
Cloak of Resistance +5
oil (5),
Ioun Torch
silk rope (50 ft.),
Tools, Thieves Concealable
Tools, Thieves’ Extenders
wand of CLW (33)
antitoxin 2
antiplague 2
Talisman of Life’s Breath
Boots of Elvenkind
potion of fly x3
scroll of lesser restoration x2
Belt of Physical Might +2 dex con
Pale green prism (cracked) (saves)
Gloves, Trapspringer’s
oil of daylight x2
Eyes of the Eagle
19285 gp

Special Abilities
Sneak Attack If Merisiel can catch an opponent when it is unable
to defend itself effectively from her attack, she can strike a vital
spot for extra damage. Her attack deals an additional 1d6 points
of damage anytime her target would be denied a Dexterity
bonus to AC (whether the target actually has a Dexterity bonus
or not), or when she flanks her target. Should Merisiel score
a critical hit with a sneak attack, this extra damage is not
multiplied. Ranged attacks can count as sneak attacks only if the
target is within 30 feet.

Elven Immunities Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
Forlorn Having lived outside of traditional elf society for much of
her life, Merisiel knows the world can be cruel, dangerous, and
unforgiving of the weak. She gains a +1 trait bonus on Fortitude
saving throws.

Keen Senses Elves receive a +2 racial bonus on Perception checks.

Low-Light Vision As an elf, Merisiel can see twice as far as humans
in conditions of dim light.

Reactionary Merisiel is quick on her feet, and gains a +2 trait bonus
on initiative checks.

Trapfinding Merisiel gains a +1 bonus on Perception checks to
locate traps and on Disable Device checks. She can use Disable
Device to disarm magic traps.
Weapon Familiarity Elves are profcient with longbows,
longswords, rapiers, and shortbows, and treat any weapon with
the word “elven” in its name as a martial weapon.

Weapon Finesse With a light weapon, rapier, whip, or spiked chain,
Merisiel uses her Dexterity modifer instead of her Strength
modifer on attack rolls.

Armor Check Penalty Merisiel’s armor weighs her down when she
attempts physical tasks. She takes a –1 penalty on skill checks
with Dexterity- and Strength-based skills. This penalty is already
calculated into the skills listed in her statistics.