Sneek the Silent
Male Ratfolk Ranger 2( Galvanic Saboteur ) / Rogue 2
CN Small
Initiative +6; Perception +10
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Defense
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AC 19, Touch 15, Flat-Footed 14
HP 35
Fort +5, Ref +10, Will +1
Speed 20 ft.
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Offense
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Crossbow, light +8 1d6 19-20
Mace, light small +10 1d4+2 20
Mace, light small +8/+8 1d4+1/1d4+1 20
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Statistics
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Str 12 Dex 19 Con 14, Int 12, Wis 12, Cha 8
Base +3; CMB +3; CMD 17
Feats
Two-Weapon Fighting
Weapon Finesse
Weapon Focus Mace, light small
Traits
Reactionary, Robot Slayer
Skills
Acrobatics 2+7=9, Appraise 0+1=1, Bluff 0-1=-1,Climb 1+4=5, Diplomacy 0-1=-1, Disable Device 4+7=11, Disguise 0-1=-1, Escape Artist 0+4=4, Fly 0+4=4, Heal 0+1=1, Intimidate 0-1=-1, Knowledge Engineering 3+4=7, Knowledge Local 1+4=5, Linguistics 2+4=6, Perception 4+6=10, Perform 0-1=-1, Ride 0+4=4, Sense Motive 2+4=6, Sleight of Hand 2+7=9, Stealth 4+11=15, Survival 3+4=7, Swim 0+1=1 , Use Magic Device 4+4=8
Languages
Abyssal, Androffan, Common, Undercommon
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Equipment
Backpack, small, Battery 2, Bedroll, small, Blanket, winter small, Bolts(40), Buckler, small, Crossbow, light small, Flame, silver, Flask 3, Flint and steel, Grappling hook, Mace, light small +1, Mace, light small masterwork, Neraplast Armor, Rations, trial 3, Rope, hemp, Studded leather +1, Tailblade, Thieves’ tools, masterwork, Wand of Shield ( 50 )
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Money
GP 46
SP
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Special Abilities
Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Darkvision: Ratfolk can see in the dark up to 60 feet.
Evasion: 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.
Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Favored Enemy: He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against constructs. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Reprogram: A galvanic saboteur can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The ranger can use this ability against constructs with an intelligence score, but he takes a –4 penalty on the check.
Robot Slayer: You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception and Use Magic Device checks.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
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.
Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.