
Full Name |
Mirrin Oranna |
Race |
Anizari |
Classes/Levels |
Rogue 11/Guardian 2 HP:66/76; AC: 22, T: 17, FF: 16, Fort: +5, Ref: +14, Will: +7 (+2 vs illusions); Init: +7; Perception: +16 (+4 vs concealed objects/conversations) |
Gender |
F |
Size |
M |
Alignment |
CN |
Languages |
Common, Draconic, Sylvan |
Strength |
14 |
Dexterity |
20 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
12 |
About Mirrin Oranna
Mirrin Oranna
Anizari rogue 11/Guardian 2
CN Medium humanoid (human)
Init +7; Senses Perception +16 (+20 to hear conversation or find concealed object)
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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 dodge, +1 natural)
hp 76 (11d8+21)
Fort +5, Ref +14, Will +7; +2 trait bonus vs. illusion
Defensive Abilities hard to kill, improved evasion, improved uncanny dodge, trap sense +3
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 agile rapier +14/+9 (1d6+6/18-20)
Ranged +1 composite shortbow +14/+9 (1d6+3/×3)
Special Attacks mythic power (7/day, surge +1d6), sneak attack +6d6
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Statistics
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Str 14, Dex 20, Con 10, Int 12, Wis 14, Cha 12
Base Atk +8; CMB +13; CMD 27
Feats Agile Maneuvers, Careful Sneak[UI], Catch Off-guard, Dastardly Finish[M], Desperate Battler[ISWG], Dodge, Throw Anything, Weapon Finesse
Traits killer, skeptic
Skills Acrobatics +13, Bluff +9, Diplomacy +9, Disable Device +20, Escape Artist +13, Intimidate +9, Knowledge (local) +15, Perception +16 (+20 to hear conversation or find concealed object), Sense Motive +12, Sleight of Hand +13, Stealth +13, Survival +13
Languages Common, Draconic, Sylvan
SQ amazing initiative, fast healing[MA], guardian's shout[MA], rogue talents (canny observer[APG], fast fingers[APG], fast stealth, finesse rogue, improved evasion), sudden block[MA], trapfinding +5
Combat Gear potion of cure light wounds (5), potion of expeditious retreat, potion of glibness, potion of glibness, potion of haste, potion of shield of faith +2, caltrops; Other Gear +1 studded leather, +1 agile rapier, +1 composite shortbow (+2 Str), arrows (20), amulet of natural armor +1, belt of giant strength +2, boots of striding and springing, cloak of resistance +2, ring of protection +1, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], mirror, pavilion tent[APG], piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 1,004 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Careful Sneak Use Stealth slowly without penalty from most armor
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Dastardly Finish [Mythic] Coup de grace dazed/staggered non-mythic foes. Saves vs. your coup de grace are at -2.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Fast Fingers (3/day) (Ex) Can roll 2d20 for Sleight of Hand check and take the better result.
Fast Healing 5 (Ex) Spend 1 power to gain fast healing 5 for 1 minute
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Guardian's Shout +2 (Ex) Spend 1 power to grant allies within 100 ft. bonus to Ref saves vs. same effect as you.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sudden Block (Su) As an imm action, use 1 power to add +2 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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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