Krucina Johhanna Sarai
Fetching rogue 2
CN Medium outsider (native)
Init +3; Senses Perception +4, Darkvision 60 feet, Low-Light Vision
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
HP 20 (1d8+2)
Fort +2, Ref +6, Will +1
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Offense
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Speed 30 ft.
Melee rapier +3 (1d6/18-20) or
. . short-sword +3 (1d6/19-20)
Ranged shortbow +3(1d6/x3) 60 ft range
Special Attacks sneak attack +1d6 damage
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Statistics
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Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD +16
Feats Point-Blank Shot (Combat)
Traits Looking for Work (Campaign), Indomitable Faith
Skills Acrobatics +8, Climb +6, Diplomacy +4, Disable Device +9, Escape Artist +7, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +4, Slight of Hand +7, Stealth +10, Swim +6, Use Magic Device +4.
Languages Common, Aklo, Draconic, D’ziriak , Elvish
SQ
Other Gear studded leather armor, rapier, short bow, short sword x2, mwk thieve’s tools, 60 gp.
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Special Abilities
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Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex) : At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents:
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
Native Outsider: Fetchlings are outsiders with the native subtype.
Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fetchlings have a base speed of 30 feet.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a
50% miss chance instead of the normal 20% miss chance. This ability
does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity
resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling’s caster level is equal to his total Hit Dice.
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
Gloom Shimmer: Some fetchlings can manipulate shadowy energy in order to displace their location instead of transporting between shadows. Upon reaching 9th level, instead of gaining shadow walk as a spell-like ability, these fetchlings gain displacement as a spell-like ability usable twice per day. For this ability, a fetchling’s caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.