| Full Name |
Narad |
| Race |
Human |
| Classes/Levels |
Rogue/6 | HP: 27/45 | AC 17, tch 14, FF 17 | Fort +5, Ref +12 (+14 vs traps), Will +6 | Init +11 | Perception +13 (+15 vs traps) |
| Gender |
Male |
| Size |
Medium |
| Age |
24 |
| Alignment |
NG |
| Languages |
Common |
| Strength |
12 |
| Dexterity |
21 |
| Constitution |
12 |
| Intelligence |
12 |
| Wisdom |
12 |
| Charisma |
12 |
About Narad, Rogue
Narad
Male human rogue 6
NG Medium humanoid (human)
Init +11; Senses Perception +13
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Defense
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AC 17, touch 15, flat-footed 17 (+2 armor, +5 Dex)
hp 45 (6d8+12)
Fort +5, Ref +12, Will +6
Defensive Abilities evasion, trap sense +2, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 dagger +10 (1d4+2/19-20) or
. . club +5 (1d6+1) or
. . dagger +9 (1d4+1/19-20) or
. . unarmed strike +9 (1d3+1 nonlethal)
Special Attacks sneak attack +3d6
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Statistics
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Str 12, Dex 21, Con 12, Int 12, Wis 12, Cha 12
Base Atk +4; CMB +5; CMD 20
Feats Improved Initiative, Skill Focus (Disable Device), Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Traits indomitable faith, reactionary
Skills Acrobatics +14, Bluff +10, Climb +5, Diplomacy +6, Disable Device +22, Escape Artist +14, Knowledge (local) +10, Perception +13 (+15 vs traps), Profession (merchant) +10, Sense Motive +10, Sleight of Hand +9, Stealth +17, Survival +1 (+3 to avoid becoming lost), Swim +5, Use Magic Device +5
Languages Common, Elven
SQ rogue talents (fast stealth, finesse rogue, trap spotter), trapfinding +3
Combat Gear potion of invisibility (2), wand of cure light wounds, acid (2), holy water (2); Other Gear leather armor, +1 dagger, club, dagger, belt of incredible dexterity +2, cloak of resistance +2, wayfinder[ISWG], backpack, masterwork thieves' tools, wooden holy symbol of Sarenrae, Pathfinder Pouch
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Tracked Resources
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+1 dagger - 0/1
Acid - 0/2
Club - 0/1
Dagger - 0/1
Holy water - 1/2
Light (At will, from Wayfinder) - 0/0
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Special Abilities
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Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
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.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Pathfinder Pouch This nondescript belt pouch is quite popular among those who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
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Sessions
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1) 1 XP, 2 PP: Perils of the Pirate Pact
2) 3 XP, 4 PP: The Emerald Spire Superdungeon - Level 1: The Tower Ruins
3) 3 XP, 4 PP: The Emerald Spire Superdungeon - Level 2: The Cellars
4) 1 XP, 2 PP: Among the Dead
5) 1 XP, 2 PP: Among the Living
6) 3 XP, 4 PP: The Emerald Spire Superdungeon - Level 3: Splinterden
7) 1 XP, 2 PP: Destiny of the Sands, Part 1
8) 1 XP, 2 PP: Destiny of the Sands, Part 2
9) 1 XP, 2 PP: Destiny of the Sands, Part 3
15 XP (level 6.00) and 24 PP earned
8 PP spent BUT 3 PP "recovered" from Emerald Spire "Land Rush" boons.
Also +1 fame from Emerald Spire "Land Rush" boon.
Net Prestige: 19 PP
Net Fame: 25