Damiel

Morait's page

47 posts. Organized Play character for klonac.


Race

Elf Rogue 6 Initative +9 AC: 19 Touch:14 Flatfooted 16 Fort +4 Reflex +14 Will +6 Perception +13

About Morait

Morait
Male elf Unchained Rogue 6 (Pathfinder Unchained 20)
CG Medium humanoid (elf)
Init 9; Senses low-light vision; Perception +13
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 39 (6d8+6)
Fort 4, Ref 14, Will 6; +2 vs. enchantments
Defensive Abilities danger sense +2, evasion, uncanny dodge; Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +2 rapier +12 (1d6+7 P/18+)
Ranged shortbow +9 (1d6 P/×3)
Special Attacks sneak attack (unchained) +3d6
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Statistics
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Str 10, Dex 21, Con 11, Int 14, Wis 15, Cha 10
Base Atk +4; CMB 4; CMD 20
Feats Improved Initiative, Lightning Reflexes, Weapon Finesse, Weapon Focus (rapier)
Traits dangerously curious, thrill-seeker
Skills Acrobatics +11 (+7 to jump), Bluff +6, Diplomacy +9, Disable Device +14, Disguise +6, Escape Artist +11, Knowledge (dungeoneering) +9, Knowledge (local) +9, Linguistics +6, Perception +13, Sense Motive +6, Sleight of Hand +6, Stealth +11, Swim +1, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elven magic, rogue talents (bleeding attack +3, slow reactions, trap spotter), trapfinding +3
Combat Gear wand of cure light wounds, wand of magic missile; Other Gear +2 studded leather, +2 rapier, shortbow, arrows (20), belt of incredible dexterity +2, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, masterwork backpack[APG], thieves' tools, torch, waterskin, 20 pp, 12,431 gp
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Special Abilities
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Bleeding Attack +3 (Ex) Sneak attack causes extra damage over time.
Danger Sense +2 (Ex) Bonus on reflex saves and AC vs. traps and perception vs. surprise improves by +1.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.