Male human (Varisian) unchained rogue (sylvan trickster) 3/warpriest (cult leader) of Pharasma 4
NG Medium humanoid (human)
Init +5; Senses Perception +20 (+22 vs devils)
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Defense
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AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 52 (7d8+14)
Fort +9, Ref +11, Will +9; +1 vs. traps, +2 racial bonus vs. illusions
Defensive Abilities danger sense +1, evasion
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Offense
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Speed 30 ft.
Melee +1 adamantine dagger +13 (1d6+6/19-20) or
. . cold iron dagger +12 (1d6+5/19-20) or
. . silver dagger +12 (1d6+4/19-20) or
. . sap +10 (1d6+1 nonlethal)
Ranged +1 adamantine dagger +13 (1d6+2/19-20) or
. . cold iron dagger +12 (1d6+1/19-20) or
. . silver dagger +12 (1d6+0/19-20)
. . sling +10 (1d4+1)
Special Attacks blessings 5/day (Healing: powerful healer, Water: ice strike), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day), sneak attack +3d6
Warpriest Spell-Like Abilities (CL 4th; concentration +6)
. . At will—enthrall (uses 2 fervor) (DC 14)
Warpriest (Cult Leader) Spells Prepared (CL 6th; concentration +8)
. . 2nd—delay poison, obscuring mist
. . 1st—divine favor (2), liberating command, obscuring mist
. . 0 (at will)—detect magic, mending, guidance, stabilize
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Statistics
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Str 12, Dex 21, Con 14, Int 14, Wis 14, Cha 7
Base Atk +5; CMB +6; CMD 22
Feats Deific Obedience, Magical Trick (obscuring mist), Point-Blank Shot, Quick Draw, Two-weapon Fighting, Weapon Finesse
Traits fate's favored, magical knack
Skills Acrobatics +11, Appraise +6, Bluff +2, Climb +7, Diplomacy +2, Disable Device +17, Disguise +4, Escape Artist +15, Heal +8, Intimidate +2, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (religion) +8, Linguistics +6, Perception +20 (+22 vs devils), Sense Motive +12 (+14 vs devils), Sleight of Hand +15 (+17 to steal items without being noticed), Spellcraft +6, Stealth +17 (+19 to hide), Swim +5, Use Magic Device +2
Languages Ancient Osiriani, Common, Infernal, Necril, Sylvan, Tien, Varisian
SQ fey trick (murksight), imposter-wary, wild empathy +1
Equipment:
Combat Gear cold iron sling bullets (20), oil of unwelcome halo (2), pearl of power (1st level), scroll of gust of wind (5), scroll of lesser restoration (5), wand of bless, wand of comprehend languages, wand of cure light wounds, wand of cure light wounds, wand of protection from evil , alchemical grease (4), alchemist's fire (2), antiplague, antitoxin (2), clear ear (2), healer's kit, meditation tea, stillgut, twitch tonic; Other Gear +1 studded leather, +1 adamantine dagger, +1 adamantine dagger, cold iron dagger, cold iron dagger, cold iron dagger, cold iron dagger, sap, sap, silver dagger, silver dagger, sling, belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, handy haversack, headband of vast intelligence +2, ioun torch, lucky button, ring of protection +1, swarmbane clasp, traveler's any-tool, bandolier, bedroll, belled catsuit, blanket, blotter, canteen, chalk, chewing stick, climber's kit, comb, courtier's outfit, earplugs, fishhook (2), grappling hook, hairbrush, inkpen, jewelry, knife for cutting quills into pens, masterwork thieves' tools, mess kit, mirror, nail file, parchment (5), pen nibs, pigment for making ink, piton, ruler, small, scissors, scroll case, silk rope (50 ft.), smoked goggles, soap, speed sheath, speed sheath, sponge, tooth powder, twine (50'), vial, wooden holy symbol of Pharasma (2).
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Special Abilities
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Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Imposter-Wary +2 racial bonus vs. illusions plus 1 free rank in Sense Motive per level
Magical Trick (Obscuring Mist) You may perform magical tricks with the chosen spell.
Murksight (Su) See through natural fog, mist, murky water, and rain without penalty and ignore concealment from these effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Botting Instructions:
When the party are exploring a dangerous area, Radu likes to sneakily scout ahead to try and spot threats before the threats spot the party. He will use detect magic while exploring to locate sources of magic, although he won't do this if he thinks it will potentially give away his location.
If he gets time to prepare before a combat he will use his wand of protection form evil on himself if he expects to be fighting something evil (he will put the wand back in its speed sheaf afterwards) and will use his wand of bless to bless the party. He will also cast Divine Favor on himself.
If he doesn't get time to prepare before a combat he will use Fervor to cast Divine Favor on himself as a swift action and attack in the first round of combat. He has the Fate's Favored feat so gets +2 rather than +1 from Divine Favor.
When combat begins. Radu always likes to start combat from stealth if he can, he will also try and position himself so he has a clear shot at an enemy (preferably one not engaged in melee as he doesn't have precise shot yet). Typically he will open combat by throwing a pair of his cold iron daggers at a suitable target if he thinks he can get a sneak attack with them (he has Quick Draw, Two-Weapon Fighting and Point-Blank Shot which will help with this). He will then either continue throwing cold iron daggers or move in with his adamantine daggers (or cold iron or silver needed vs DR) to try and generate sneak attacks by flanking opponents. If his daggers are not a suitable weapon for an opponent he also has a sling and 2 saps which he can use instead.