Khonnir

Strigh's page

46 posts. Alias of Herkymr the Silly.


Full Name

Strigh

Race

half elf

Alignment

True Neutral

Strength 10
Dexterity 16
Constitution 16
Intelligence 16
Wisdom 10
Charisma 13

About Strigh

Strigh
Male half-elf rogue 5
N Medium humanoid (elf, human)
Init 3; Senses low-light vision; Perception +10
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 43 (5d8+15)
Fort 4, Ref 7, Will 1; +2 vs. enchantments
Defensive Abilities evasion, trap sense +1, uncanny dodge; Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee drim +4 (1d6-1 P) or
. . shortspear +3 (1d6 P)
Ranged hand crossbow +6 (1d4 P/19+) or
. . shortbow +6 (1d6 P/×3)
Spell-Like Abilities (CL 5th; concentration +6)
. . 1/day—dancing lights, darkness, faerie fire
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Statistics
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Str 10, Dex 16, Con 16, Int 16, Wis 10, Cha 13
Base Atk +3; CMB 3 (+6 dirty trick); CMD 16 (18 vs. dirty trick)
Feats Improved Dirty Trick[APG], Skill Focus (Sleight of Hand), Stealthy
Traits dirty trickster, fast-talker
Skills Acrobatics +8 (+4 to jump), Appraise +11 (+13 on items valued by weight when using scales), Bluff +10, Diplomacy +9, Disable Device +12, Escape Artist +10, Intimidate +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +11, Knowledge (local) +11, Perception +10, Sense Motive +8, Sleight of Hand +11, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Dark Folk, Elven, Goblin, Undercommon
Combat Gear hand of the mage; Other Gear drom, drim (2), hand crossbow, shortbow, shortspear (4), arrows (30), coat of pockets[UI], crossbow bolts (20), belt pouch (3), charcoal, climber's kit, fire carrier, flint and steel, marked cards[APG], masterwork backpack[APG], masterwork thieves' tools, merchant's scale, sack, silk rope (50 ft.), superior loaded dice[APG], superior lock, twine (50')[APG], waterskin, 151 gp, 8 sp
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Special Abilities
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Elf Blood
Elven Immunities - Sleep
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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