Misarru
Male Tiefling Rogue 2
CN Medium Outsider (Native)
Faction: The Exchange
Init +4; Senses: Perception +6, +7 vs Traps, Darkvision
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DEFENSE
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AC 17, touch 14, flat-footed 13. . (+4 Dex, +3 Armor)
HP 15 (8+1d8+2)
Fort +0, Ref +7, Will +2, Resistances (Cold 5, Electricity 5, Fire 5)
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OFFENSE
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Speed 20 ft. (Medium armor), Climb 20 feet
Melee: Bite +5 (1d6+2, x2)
Rapier +5 (1d6+2, 18-20x2)
Dagger +5 (1d6+2, 19-20x2)
Ranged: Shortbow +5 (1d6, x3) (60 ft) (40 arrows)
Dagger +5 (1d4+2, 19-20x2) (10ft)
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STATISTICS
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Str 14, Dex 18(16+2), Con 10, Int 13(11+2), Wis 14, Cha 7(9-2)
Base Atk +1; CMB +3; CMD 17 (10 +2 Str +4 Dex +1 BAB)
Feats: Weapon Finesse, Two-Weapon Fighting
Traits: Group Fighter; You gain a +1 trait bonus on attacks made while flanking an opponent.
Blade of the Society; You gain a +1 trait bonus to damage rolls from sneak attacks.
Skills: Acrobatics 1 rank (+8,+7 in armor), Climb 1 rank (+6, +5 in armor), Disable Device 1 rank (+8, +7 in armor, +8 vs Traps), Knowledge (Local) 1 rank (+5), Linguistics 1 rank (+5), Perception 1 rank (+6,+7 vs Traps), Sense Motive 1 rank (+6), Sleight of Hand 1 rank (+8, +7 in armor), Stealth 1 rank (+10,+9 in armor), Bluff no ranks (+1)
Languages: Common, Abyssal, Infernal, Elven
Combat Gear: Studded Leather Armour (25gp,20lbs), Shortbow +6 (30gp,2lbs), 2 Daggers (4gp,2lbs), Rapier (20gp, 2lbs), 40 arrows (2gp,6lbs)
Other Gear:
(69gp left for mundane gear, 417 gp first scenario, 519 gp second PFS scenario, expended 3 cp for travel costs)
Total money: 1004gp, 9 sp, 7 cp
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SPECIAL ABILITIES
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Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Maw or Claw (Bite) Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. (+1)
Sneak Attack 1d6
Evasion
Rogue talents
Combat Trick: Two-Weapon Fighting
Favored Class Bonus: Rogue (+1 HP)