Race |
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7 |
About Nezzarim
Nezzarim
Dwarf rogue 1 (unchained)
CG Medium humanoid (dwarf)
Init +9; Senses darkvision 90 ft.; Perception +5
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +1; -2 vs. [light] effects, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior
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Offense
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Rapier: +3 hit, 1d6+1 damage (18-20)
Speed 20 ft.
Special Attacks hatred, sneak attack +1d6
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Statistics
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Str 12, Dex 17, Con 15, Int 12, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7 (+3 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb +5, Disable Device +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +1, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ minesight, trapfinding +1
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Special Abilities
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Darkvision (90 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Minesight Dazzled in bright light and -2 to save vs. light effects.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Traits: Twitchy (+2 initiative), Accelerated Drinker
Gear:
Combat Gear acid, caltrops, holy water; Other Gear studded leather, javelin (2), rapier, backpack, belt pouch, flint and steel, mess kit, mirror, soap, thieves' tools, trail rations (2), waterskin, 10 gp, 11 sp