Full Name |
Shohiraj |
Race |
N Human | |
Classes/Levels |
Unchained Rogue 7 | Rapier +11; 1d6+1 (18-20) OR Crossbow +11; 1d8 (19-20) |
Gender |
HP 46/46 | AC 19 T 15 FF 14 | Init +5 Perc +12 | CMB +6 CMD 21 | F+3 R+10 (+2 Traps) W+6 | |
About Shohiraj; The Professional
Human (Keleshite) rogue (unchained) 7
N Medium humanoid (human)
Init +5; Senses low-light vision; Perception +12
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 45 (7d8+7)
Fort +3, Ref +10, Will +6
Defensive Abilities danger sense +2, evasion, uncanny dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk rapier +11 (1d6+5/18-20) or
. . night stick +11 (1d6+2 nonlethal)
Ranged mwk light crossbow +11 (1d8/19-20)
Special Attacks sneak attack (unchained) +4d6
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Statistics
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Str 12, Dex 20, Con 12, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +6; CMD 21
Feats Deft Hands, Extra Rogue Talent[APG], Iron Will, Quick Draw, Sap Adept[UC], Weapon Finesse
Skills Acrobatics +15 (+11 to jump), Bluff +11, Climb +7, Diplomacy +7, Disable Device +22, Disguise +11, Escape Artist +9, Knowledge (local) +11, Perception +14, Sense Motive +12, Sleight of Hand +17 (+21 to conceal a weapon), Stealth +15, Use Magic Device +11
Languages Common, Kelish
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (deft palm, fast stealth, trap spotter, underhanded), trapfinding +3
Combat Gear cloak of fiery vanishing, potion of cure moderate wounds, potion of displacement, potion of invisibility, wand of true strike (5 charges), alchemist's fire (2), antitoxin, smokestick (2), tanglefoot bag (2);
Other Gear shadow hide (+1 glamered studded leather), night stick (+1 sap), crossbow bolts (20), mwk light crossbow, mwk rapier, belt of incredible dexterity +2, dust of tracelessness, eyes of keen sight, handy haversack, bronze Aspis Consortium badge, climber's kit, crowbar, disguise kit, grappling hook, jewelry, masterwork thieves' tools, silk rope (100 ft.), tindertwig (5), 54 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cloak of fiery vanishing (1/day) Become invisible when done fire damage, leaving behind illusory remains.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deft Palm (Ex) Conceal a weapon while being observed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Eyes of keen sight Gain lowlight vision, or double the distance you can see if you already have it.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sap Adept Gain bonus damage on nonlethal attacks,
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Underhanded (1/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam.
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