About Saga Eklund
Saga Eklund
Female human (Ulfen) unchained rogue 1 (Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +5; Senses Perception +5
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or
. . dagger +3 (1d4+1/19-20) or
. . dagger +3 (1d4+1/19-20) or
. . rapier +3 (1d6+1/18-20)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 13, Dex 16, Con 12, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Combat Expertise, Improved Feint, Weapon Finesse
Traits fast-talker, reactionary
Skills Acrobatics +7, Bluff +7, Diplomacy +6, Disable Device +8, Escape Artist +7, Intimidate +6, Knowledge (local) +5, Perception +5, Sense Motive +5, Stealth +7, Survival +1 (+3 to avoid becoming lost)
Languages Common, Skald, Varisian
SQ trapfinding +1
Combat Gear potion of cure light wounds, oil (2); Other Gear leather armor, dagger, dagger, dagger, rapier, backpack, belt pouch, compass[APG], flint and steel, hooded lantern, silk rope (50 ft.), thieves' tools, waterskin, 1 gp, 8 sp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Sneak Attack (Unchained) +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.
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Saga was born in Korvosa to parents who'd settled there from Kalsgaard, after crossing the wrong Thane. Saga gew up on the heroic tales of viking raiders, and decided that she wanted to be one, too. Her parents indulged her, and enrolled the young woman in the fencing school of Orsini Acadamy. Saga's skill with the blade was noticed by the Cerulean Society, who recruited her as an operative, teaching her some more nefarious skills. At first, she thought this was akin to the stories from her childhood, but she slowly came to the realization that she was actually not the hero of her story. After fleeing to Magnimar, she found herself sharing an ale with a woman who sang the praises of the Pathfinder Society. Deciding that this might be a way to slake her thirst for adventure, she presented herself to Venture-Captain Heidmarch, who recommended her to the Grand Lodge as an apprentice. After two short years, she has graduated and is eager for her first assignment.
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