| Full Name |
Merrik Von Shaktheistraven |
| Race |
Male Gnome |
| Classes/Levels |
Rogue 10 |
| Gender |
hp 93 / 93 ; AC 22 ; Init +12 |
| Size |
3'6", 41lbs |
| Age |
63 |
| Alignment |
Chaotic Good |
| Languages |
Common, Gnome, Sylvan |
| Strength |
10 |
| Dexterity |
22 |
| Constitution |
16 |
| Intelligence |
11 |
| Wisdom |
8 |
| Charisma |
14 |
About Merrik Von Shaktheistraven
Merrik Von Shaktheistraven
Male gnome rogue 10
CG Small humanoid (gnome)
Init +12; Senses low-light vision; Perception +14
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Defense
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AC 22, touch 17, flat-footed 16 (+5 armor, +6 Dex, +1 size)
hp 93 (10d8+40)
Fort +6, Ref +13, Will +2; +2 vs. illusions
Defensive Abilities defensive training, evasion, improved uncanny dodge, trap sense +3; SR 20
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Offense
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Speed 20 ft.
Melee rapier +14/+9 (1d4/18-20 plus 5d6 sneak attack)
Ranged mwk light crossbow +14/+14/+9 (1d6+1/19-20 plus 5d6 sneak attack)
Special Attacks hatred, sneak attack +5d6
Spell-Like Abilities (CL 10th; concentration +12)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Rogue Spell-Like Abilities (CL 10th; concentration +12)
. . 3/day—open/close (DC 12)
. . 2/day—vanish[APG] (DC 14)
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Statistics
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Str 10, Dex 22, Con 16, Int 11, Wis 8, Cha 14
Base Atk +7; CMB +6; CMD 22
Feats Improved Initiative, Point-Blank Shot, Rapid Reload, Rapid Shot, Weapon Finesse
Traits freedom fighter, reactionary
Skills Acrobatics +19 (+15 to jump), Appraise +5, Bluff +7, Craft (locks) +10, Diplomacy +15, Disable Device +31, Escape Artist +10, Knowledge (dungeoneering) +4, Knowledge (local) +13, Perception +14, Sleight of Hand +19, Stealth +24, Use Magic Device +6; Racial Modifiers +2 Craft (locks), +2 Perception
Languages Common, Gnome, Sylvan
SQ gnome magic, rogue talents (dispelling attack, major magic, minor magic, slow reactions, surprise attacks), trapfinding +5
Combat Gear scarab of protection, wand of cure light wounds (40 charges); Other Gear +1 mithral chain shirt, mwk light crossbow, rapier, belt of incredible dexterity +4, goggles of minute seeing, backpack, belt pouch, brown e-pick (10 charges each) (worth 30 gp, 1 lb) (2), flint and steel, masterwork locksmithing tools, masterwork thieves' tools, sack, simple lock, thieves' tools, waterskin, winter blanket, 12,268 gp, 3 sp, 5 cp
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Tracked Resources
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Dancing Lights (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Major Magic (Vanish, 2/day) (Sp) - 0/2
Minor Magic (Open/Close, 3/day) (Sp) - 0/3
Open/Close (3/day) - 0/3
Prestidigitation (1/day) - 0/1
Scarab of protection (12 uses) - 0/12
Speak with Animals (1/day) - 0/1
Vanish (2/day) - 0/2
Wand of cure light wounds (40 charges) - 0/40
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Special Abilities
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Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dispelling Attack (Su) Your sneak attacks attempt to dispel the target's active spells.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Major Magic (Vanish, 2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Open/Close, 3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (20) You have Spell Resistance.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
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Loves locks and classifies all of them into pin, ward and tumbler locks.
Looking at Merrik for too long can make the observer seasick.