About Luke Slade
Luke Slade
Human unchained rogue 2 (Pathfinder Unchained 20)
N Medium humanoid (human)
Init +6; Senses Perception +5, Darkvision 70 feet
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 20 (2d8+6)
Fort +3, Ref +7, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle +1 (1d6)
Ranged hand crossbow +5 (1d4/19-20)
Special Attacks sneak attack (unchained) +1d6
Rogue (Unchained) Spell-Like Abilities (CL 2nd; concentration +0)
At will—resize shadow
2/day— darkness
1/day— deeper darkness
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 17, Int 13, Wis 10, Cha 7
Base Atk +1; CMB +5; CMD 15
Feats Agile Maneuvers, Combat Expertise, Combat Stamina, Deadly Aim, Extra Rogue Talent, Extra Rogue Talent, Power Attack, Two-weapon Fighting
Traits hidden hand, inspired, reactionary
Flaw Umbral Unmasking
Skills Acrobatics +9, Climb +5, Craft (crochet), Disable Device +8, Escape Artist +9, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +5, Sleight of Hand +9 (+10 to conceal light weapons), Stealth +9, Survival +2
Languages Common, Orc
SQ agile maneuvers, combat expertise, deadly aim, expanded sight, finesse weapon attack attribute, point-blank shot, power attack, rogue talent (minor magic), two-weapon fighting
Combat Gear dimorphodon poison
Other Gear spidersilk bodysuit, hand crossbow, sickle, 44 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Dimdweller Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Expanded Sight (Su) At 1st level, a shadow walker gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 10 feet. When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity.
This ability replaces trapfinding.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Minor Magic (??, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Gloom Magic A rogue with this talent gains the ability to cast darkness twice each day as a spell-like ability. The darkness created by this ability does not impair the rogue’s vision. The caster level for this ability is equal to the rogue’s level.
Greater Gloom Magic A rogue with this talent gains the ability to cast deeper darkness once each day as a spell-like ability. The darkness created by this ability does not impair the rogue’s vision. The caster level for this ability is equal to the rogue’s level.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Two-Weapon Fighting [Combat Trick] Reduce two-weapon fighting penalty for primary hand by 1 for every 2 stamina spent.
Umbral Unmasking [Flaw] You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.