Luuther
Male dwarf rogue (unchained, sanctified rogue) 2 (Pathfinder RPG Ultimate Combat 73, Pathfinder Unchained 20)
CG Medium humanoid (dwarf)
Init +3;
Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 natural +1 ROP)
hp 17 (2d8+3)
Fort +1,
Ref +7,
Will +0
Defensive Abilities defensive training, evasion;
SR 7, magic resistant
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Offense
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Speed 20 ft.
Melee dagger +4 (1d4+1/19-20) or
. . dagger +4 (1d4+1/19-20) or
. . shortspear +2 (1d6+1) or
. . warhammer +2 (1d8+1/×3)
Ranged shortbow +5 (1d6/×3)
Special Attacks hatred, sneak attack (unchained) +1d6
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Statistics
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Str 13,
Dex 16,
Con 13,
Int 14,
Wis 10,
Cha 11
Base Atk +1;
CMB +2;
CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Ironhide[APG], Weapon Finesse, Weapon Focus (shortbow)
Traits grounded, trap finder
Skills Acrobatics +8 (+4 to jump, +10 on balance-related checks), Appraise +6 (+8 to assess nonmagical metals or gemstones), Bluff +4, Climb +6, Disable Device +10, Escape Artist +8, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +5 (+7 to notice unusual stonework), Profession (miner) +4, Sleight of Hand +8, Stealth +8, Swim +5, Use Magic Device +4;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Undercommon
SQ rogue talent (weapon training), trapfinding +1
Combat Gear potion of lesser restoration, Alchemist Fire (5), Holy Water (2), Tanglefoot bag ;
Other Gear lamellar cuirass[UC], dagger, dagger, shortbow, shortspear, warhammer, backpack, bandolier,belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (1), waterskin, whetstone, 328 gp, 6 sp, 6 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (7) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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