Full Name |
Slivan "Sli" Simmeran |
Race |
Half-Elf /HP 9 (1d8+1)/Init +3/ AC 15/ T 13/ FF 12/ Fort 1/ Ref 5/ Will 1/ BAB 0/ CMB 1/ CMD 14/ Rapier 1d6-1/ Bow 1d6+4/Percep +3/ |
Classes/Levels |
Rouge/1 |
Gender |
male |
Size |
5'4" |
Age |
120 |
Alignment |
NG |
Languages |
common & elven |
Strength |
12 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
13 |
Charisma |
14 |
About Slivan "Sli" Simmeran
Defense
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AC:15, Touch:13, Flat Footed:12
(+3 DEX +2 Leather)
HP:9(1D8 +1 Favored Class)
Perception: +3=(+2 keen sense/ranks=2)
Fort: 1
Ref: 5
Will: 1
Offensive
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Init + 3
BAB: 0
CMD: 14
CMB: 1
Melee: Rapier dex+4 (1d6-1) critical 18-20/X2 type piercing
Ranged: Composite Short Bow dex+4 (1d6 ) critical x3 type piercing range 110'
ammo 80
Class Abilities
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty
Traits
Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge(nobility) checks and Knowledge (local) checks.Knowledge (local) is always a class skill for you
Feats
Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons
Skills
(TB=AB+SkillRank+Misc Mod)
Acrobatics: 7=3+1+3
Bluff: 6=2+1+3
Diplomacy: 6=2+1+3
Disable Device: 7=3+1+3
Escape Artist: 7=3+1+3
Intimidate: 6=2+1+3
Slight of Hand: 6=2+1+3
Stealth: 10=3+1+3+(3 skill focus)
Rapier 1
Composite short Bow 1
Arrows 80
Leather Armor 1
Tool Kit 1
Rations 5