Race |
Quinley Bazdel Dhampir Shadow Walker 11 AC:29/19/22 HP: 77/91 Init:+11 Per:+16 F: +7 R: +16 W: +5 |
About Quinley Bazdel
Quinley Bazdel
Female dhampir rogue (shadow walker) 11
N Medium humanoid (dhampir)
Init +11; Senses darkvision 120 ft., low-light vision; Perception +16 (+18 in dim light or darkness)
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Defense
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AC 29, touch 19, flat-footed22 (+9 armor,+2 deflection, +6 Dex, +1 dodge, +1 natural)
hp 91 (11d8+4)
Fort +9, Ref +16 (+2 competence to avoid falling (including falling prone)), Will +5; +2 vs. disease and mind-affecting effects, +2 trait bonus vs. emotion spells and effects
Defensive Abilities evasion, negative energy affinity
Resist undead resistance
Weaknesses none
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee
+2 dueling keen rapier +17/+12 (1d6+4/15-20) or
+1 ghost Touch dagger +17/+12 (1d4+3/19-20)
Ranged
Masterwork Comp Short bow +16/+11 1d6 +2 70'
Special Attacks sneak attack +6d6
Spell-Like Abilities (CL 1st; concentration +4)
. . 3/day—detect undead
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Statistics
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Str 14, Dex 24, Con 14, Int 16, Wis 10, Cha 17
Base Atk +8;
CMB +10 (+14 dirty trick, +16 disarm, +14 reposition, +14 trip)
CMD 30 (34 vs. dirty trick, 36 vs. disarm, 34 vs. reposition, 36 vs. trip)
Feats
Combat Expertise
Dodge
Improved Critical (rapier)
Improved Feint
Improved Initiative
Weapon Finesse
Improved Disarm ( from combat trick talent )
Traits
anatomist +1 to confirm criticals
grief-filled +2 save vs emotion based spells and effects
Skills
Acrobatics +20 (+11 to jump)
Appraise +3
Bluff +19
Climb +7 (+3 with light load)
Diplomacy +13
Disable Device +30
Disguise +11
Escape Artist +18
Fly +7
Intimidate +12
Heal +0
Knowledge (local) +15
Perception +16 (+18 in dim light or darkness)
Ride +7
Sense Motive +7
Sleight of Hand +21
Stealt+2 ( +0 with light load)
Use Magic Device +14
Languages
Common, Elven, Varisian
Rogue Talents
surprise attacks opponents are always flatfooted against you in the suprise round
hunter's surprise Against chosen adjacent foe, all attacks are secret attacks for 1 round. 1/day
bleeding attack +6 sneak attack also deals 6 bleed damage/round
befuddling attack [i]sneak attack victim takes -2 on attacks vs you for 1d4 rounds
combat trick additional combat feat : Improved Disarm
Gear
Bandolier
potion of barkskin +4 (3)
potion of cure serious wounds (3)
potion of water breathing (2)
potion of spider climb (2)
potion of haste (3)
universal solvent (4)
+5 mithral chain shirt
+2 dueling keen rapier
mwk dagger
Ring of Protection +2
acrobat slippers retains DEX AC mods when running, climbing or acrobating
amulet of natural armor +1
burglar's bracers
cloak of resistance +2
handy haversack
headband of mental prowess +2 (Int, Cha)
belt of physical perfection +4
ioun torch ioun stone
rope of climbing
stubborn nail (6)
bedroll
belt pouch
chalk (10)
flint and steel
grappling hook
hemp rope (50 ft.)
mess kit[UE]
mirror
piton (10)
pot
soap
trail rations (5)
waterskin
masterwork thieve's tools
thieve's tool extenders, mithral
1936 gp, 1 sp
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Special Abilities
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+2 to Stealth and Perception checks made in dim light or darkness. Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Disarm You are skilled at knocking weapons from a foe's grasp
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Befuddling Attack When sneak attack damage done, target gets -2 on attack against self for 1d4 rounds
Bleeding Attack +6 bleed damage from sneak attack
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Hunters Surprise 1/day Designate target as prey , until end of next turn all attacks do sneak attack damage, flatfooted or not
Ilumination Control 6 Illuimiation Points (IP) Cast: Light 1IP, Darkness 2IP, Daylight, deeper Darkness or motes of dusk and dawn 3IP
Favoured Illumiation Normal Light: +2 initiative, Acrobatics, Perception, Sleight of Hand skill checks, take 10 on Stealth.
if confirms critical on melee attack that deals sneak damamge, regains 3 IP