Full Name |
Reinor |
Race |
Half-Elf |
Classes/Levels |
Fighter(Mobile) 2/Rogue(Scout) 2; HP:34/34 AC:20 | T:15 | FF:15 | CMD:20 | Fort:+6 | Ref:+8 | Will:0 (+2 vs enchantments; +1 vs parlyze/slow/entangled) | Init: +4 | Perc: +8 |
Gender |
Male |
Size |
Medium |
Alignment |
CG |
Deity |
Cayden Cailean |
Languages |
Common, Elven, Verissian |
Occupation |
Pathfinder |
About Reinor
Reinor
Male half-elf fighter (mobile fighter) 2/rogue (scout) 2 (Pathfinder RPG Advanced Player's Guide 105, 134)
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +8
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Defense
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AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 natural)
hp 34 (4 HD; 2d8+2d10+8)
Fort +6, Ref +8, Will +0; +2 vs. enchantments, +1 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility, evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee mwk cold iron elven curve blade +9 (1d10+3/18-20) or
. . rapier +7 (1d6+2/18-20)
Ranged composite shortbow +7 (1d6+2/×3)
Special Attacks sneak attack +1d6
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Statistics
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Str 14, Dex 18, Con 14, Int 13, Wis 9, Cha 10
Base Atk +3; CMB +5; CMD 20
Feats Dodge, Exotic Weapon Proficiency (elven curve blade), Mobility, Skill Focus (Acrobatics), Weapon Finesse, Weapon Focus (elven curve blade)
Traits a sure thing, sacred touch
Skills Acrobatics +13, Climb +6, Diplomacy +4, Disable Device +10, Escape Artist +8, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +8, Perception +8, Perform (oratory) +4, Profession (soldier) +3, Stealth +8, Survival +3 (+5 to avoid becoming lost), Swim +6, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ elf blood, rogue talent (weapon training), trapfinding +1
Combat Gear adamantine arrows (10), potion of cure moderate wounds, potion of restoration, lesser, silver arrows (10), wand of cure light wounds (8 charges); Other Gear mithral shirt, arrows (15), composite shortbow (+2 Str), mwk cold iron elven curve blade, rapier, amulet of natural armor +1, cloak of resistance +1, wayfinder, backpack, bedroll, belt pouch, flask, flint and steel, masterwork thieves' tools, silk rope (50 ft.), torch (2), trail rations, waterskin, wooden holy symbol of Caiden Cailean(Mug), 161 gp, 6 sp
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Special Abilities
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A Sure Thing (1/day) 1/day, +2 to hit an evil creature.
Agility +1 (Ex) +1 save vs. Paralyzation, slowing, or entangling
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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).
Note: This item costs only 250 gp for members of the Pathfinder Society