Female Elf Unchained Rogue 2
CG Medium Humanoid (Elf)
Init +5
Senses lowlight; darkvision 60ft; Perception +6/+7, Sense Motive +6
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Defense
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AC 16/*17 , touch 13, flat-footed 13 (+3 Dex, +3 AC, *add +1 to AC for attacks of opportunity against you)
hp 17 (1d8+1+5+1+2FC)
Fort +1, Ref +6, Will +2/+4 (+2 vs. enchantment spells and effects)
Immune: Magic Sleep
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Offense
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Speed 30 ft.
Melee: Dagger +4 (1d4, 19-20/x2, P or S, finesse)
Melee: MW Rapier +5 (1d6, 18-20/x2, P, finesse)
Melee: Cold Iron Light Mace +4 (1d6/x2, B, finesse)
Ranged: Light Xbow +4 (1d8, 19-20/x2, 80 ft range, P)
Ranged: Dagger +4 (1d4, 19-20/x2, P or S, 10 ft range thrown)
(*For any of the above weapon attacks: add 1d6 for Sneak Attack to damage when flanking or enemy denied dex.)
Rogue Talent: Minor Magic SLA @will Acid Splash
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Statistics
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Str 10, Dex 17, Con 13 Int 15, Wis 12, Cha 11 (Ability Modifiers +2 Dex, +2 Int, -2 Con)
Base Atk +1; CMB +1; CMD 14
Feats
• Two-Weapon Fighting
• Weapon Finesse (bonus feat from Finesse Training)
Traits
• Indominable Faith (Faith): You gain a +1 trait bonus on Will saves.
• Reactionary (Combat) : You gain a +2 trait bonus on initiative checks.
• Hero Worship: Shalelu (Campaign) : If your hero is Shalelu, you gain a +1 bonus to your AC against attacks of opportunity. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your hero.
Skills
Background (2 per level: 4):
• Appraise +7 (2 ranks, +2INT, +3CS)
• Sleight of Hand +8 (2 ranks, +3DEX, +3CS)
Adventuring (8+2INTx2=20):
• Acrobatics +8 (2 ranks, +3DEX, +3CS)
• Bluff +4 (1 rank, +0CHA, +3CS)
• Climb +4 (1 rank, +0STR, +3CS)
• Diplomacy +4 (1 rank, +0CHA, +3CS)
• Disable Device +11 (2 ranks, +3DEX, +3CS, +1Trapfinding, +2 M/W Thieves' Tools)
• Escape Artist +8 (2 ranks, +3DEX, +3CS)
• Know. Dungeoneering +6 (1 rank, +2INT, +3CS)
• Know. Local +7 (2 ranks, +2INT, +3CS)
• Linguistics +6 (1 rank, +2INT, +3CS)
• Perception +6/*+7 (2 ranks, +1WIS, +3CS, *+1 to locate traps)
• Sense Motive +6 (2 ranks, +1WIS, +3CS)
• Stealth +8 (2 ranks, +3DEX, +3CS)
• Use Magic Device +4 (1 rank, +0CHA, +3CS)
Languages Common, Elven, Draconic, Varisian, Tien
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Gear
(Starts with Explorer’s Outfit valued at 10gp for free) Gold 1000 gp
Armour:
• M/W Hide Shirt (170 gp, 18 lbs, +3 AC, O ACP)
Weapons & Ammunition:
• 2 x Daggers (4 gp, 2 lbs)
• 1 x Masterwork Rapier (320 gp, 2 lbs)
• 1 x Light Crossbow (35 gp, 4 lbs)
• 20 x Xbow Bolts (2 gp, 2 lbs)
• 1 x Cold Iron Light Mace (10 gp, 4 lbs, HP/inch 30, Hardness 10)
General Gear:
• Masterwork Backpack (50 gp, 4 lbs) (This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Bedroll (1 sp, 5 lbs)
• Belt Pouch (1 gp, 0.5 lbs)
• Canteen (2 gp, 1 lbs)
• Mess Kit (2 sp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• 3 days worth of Elven Trail Rations (6 gp, 3 lbs) (Elves favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)
• Masterwork Thieves' Tools (100 gp, 2 lbs) (This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.)
• Bandolier (5 sp, - lbs)
• Grooming Kit (1 gp, 2 lbs) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Whetstone (2 cp, 1 lbs) (A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.)
• Cold Weather Outfit (8 gp, 7 lbs) (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
• String/Twine (50 ft) (1 cp, 0.5 lbs)
• Sewing Needle (5 sp, - lbs)
• 1 x Oil of Bless Weapon (50 gp, - lbs)
• 3 x CLW Potions (150 gp, - lbs)
• 2 x Flasks of Holy Water (50 gp, 2 lbs) (Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash)
• 2 x Bottles of Fine Wine (20 gp, 2 lbs)
Total Cost and Weight: 971 gp, 3 sp & 3 cp/1000 gp and 59 lbs (medium load) (STR 11 due to MW Backpack : Light Load: 38 lbs or less, Medium Load: 39-76 lbs, Heavy Load: 77-115 lbs.)
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SPECIAL ABILITIES
Racial:
• Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
• Type: Elves are Humanoids with the elf subtype.
• Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: 30 feet.
• Languages: Elves begin play speaking Common and Elven.
• Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
• Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Alternate RACIAL TRAITS:
• Blended View: Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses.
• Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Class:
• Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
• Sneak Attack (1d6): 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
• 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): 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.
• Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. (CHOSEN: Minor Magic - Acid Splash)
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