| Full Name |
Paul Montrose |
| Race |
Half-elf |
| Classes/Levels |
CORE Rogue/2 Fighter/1 HP 12/23 AC18*/T 13/FF 15* Fort +4/Ref +7/ Will +2 Init +3 Perc +11/+12 for traps|Sense Motive +6 |
| Gender |
M |
| Size |
M |
| Alignment |
CG |
| Strength |
13 |
| Dexterity |
17 |
| Constitution |
12 |
| Intelligence |
13 |
| Wisdom |
12 |
| Charisma |
13 |
About Paul Montrose
Male half-elf rogue 2/fighter 1
CG Medium humanoid (half-elf)
Init +3 (+3 DEX) Perception +11/12 vs. traps
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 23 (2d8+1d10+3+1)
Current hp
Fort +3+1, Ref +6+1, Will +1+1
OFFENSE
Speed 30 ft.
Melee mw rapier +6 (1d6+1 18-20/x2) or cold iron dagger +5 (1d4+1/x2)
Ranged shortbow +5 (1d6/x3)
Special Attacks +1d6 sneak attack
Spells Known None
STATISTICS
Str 13, Dex 17, Con 12, Int 13, Wis 12, Cha 13
Base Atk +2; CMB +3; CMD 16
Feats
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (L1)
Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (half-elf bonus)
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (L3)
Improved Feint: You can make a Bluff check to feint in combat as a move action. <NB: Feint DC=10+Opponent BAB+Opponent WIS bonus or 10+Opponent Sense Motive bonus> (L3 Ftr/1 bonus)
Skills
Perception +11/+12 to find traps (+2 rank, +1 WIS, +3 class skill, +2 racial, +3 skill focus. +1 trapfinding)
Acrobatics +9 in armor (+3 rank, +3 DEX, +3 class skill)
Disable Device +12 (+3 rank, +3 DEX, +3 class skill, +1 trapfinding, +2 mw tools)
Sense Motive +6 (+2 rank, +1 WIS, +3 class skill)
Climb +5 (+1 rank, +1 STR, +3 class skill)
Bluff +7 (+3 rank, +1 CHA, +3 class skill)
Escape Artist +8 (+2 rank, +3 DEX, +3 class skill)
Stealth +8 in armor (+2 rank, +3 DEX, +3 class skill)
Use Magic Device +6 (+2 rank, +1 CHA, +3 class skill)
Swim +5 (+1 rank, +1 STR, +3 class skill)
Diplomacy +5 (+1 rank, +1 CHA, +3 class skill)
Knowledge (Nobility) +5 (+1 rank, +1 INT, +3 class skill*)
*Class skill due to chronicle
ACP: 0
Traits
Expert Duelist +1 AC when adjacent to a single foe.
Armor Expert -1 Armor Check Penalty
Racial Modifiers none
Languages Common, Elvish, Draconic
SQ None
Combat Gear Masterwork rapier (320/2), studded leather armor (25/20) (sold), masterwork chain shirt (250/25) cold iron dagger (4/1), shortbow (30/2), 20 cold iron arrows (2/3), sap (1/2), backpack (2/2), bedroll (0.1/5), belt pouch (2) (2/1), traveler's outfit (1/5), flint & steel (1/0), torches (5) (0.05/5), 50' silk rope (10/5), whetstone (0.02/1), waterskin (1/4), 5 days trail rations (2.5/5), masterwork thieves' tools (100/2) 0 pp, wand of cure light wounds 50 charges, personalized wayfinder, cloak of resistance +1 1004 gp, 8 sp, 3 cp, #71 encumbrance (#50 w/o backpack)
SPECIAL ABILITIES
Favored Classes: Fighter, Rogue; L1: +1 HP, L2-3: +1 SR
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
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.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.