Swen Xuo
Female Kayal Unchained Rogue (Shadow Walker) 2
CN Med Outsider (Native)
Init +4;
Senses Low-Light Vision, Dark Vision 70ft; Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+3 Armor, +3 Dex, +1 Dodge)
hp 18 (1d8+2+1)
Fort +2,
Ref +6,
Will +2
Resist Cold 5, Electricity 5
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Offense
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Speed 30 ft.
Ranged Short Bow +4 (1d6/x3)
Dagger +4 (1d4+2/19-20/x2)
Melee Short Sword +5 (1d6+2/19-20/x2)
Dagger +4 (1d4+2/19-20/x2)
Spell-Like Abilities Disguise Self (1/day) [CL2]
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Statistics
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Str 14 (+2), Dex 17 (+3), Con 14 (+2), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Traits Criminal, Survivor
Skills Acrobatics +7, Appraise +4, Bluff +5, Climb +6, Diplomacy +1, Disable Device +9, Disguise +1, Escape Artist +7, Fly +3, Heal +2, Intimidate +1, Kn. Dungeoneering +4, Kn. Local +5, Linguistics +4, Perception +7, Perform(Dance) +6, Ride +3, Sense Motive +8, Sleight of Hand +8, Stealth +12, Survival +2, Swim +6
Languages Common, Aklo
Carried Gear: 46lbs Short Bow, Arrows (40), Masterwork Short Sword, Traveller's Outfit, Masterwork Aszite Studded Leather, Dark Supple Leather Gloves, Lucky Coin, Bandolier (Alchemist's Fire (1), Dagger, Slightly Rusty Dagger), Backpack (folding pole, caltrops, chalk (10), flint and steel, grappling hook, mirror, rope, soap, torches (9), trail rations (5days), waterskin, iron pot, pitons (10), mess kit), bedroll, belt pouch, masterwork thieves tools, bird in a cage, Coin: 14gp, 27sp, 31cp.
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Special Abilities
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Racial Traits
Low Light Vision can see twice as far as humans in areas of dim light
Darkvision can see perfectly in the dark up to 60ft
Native Outsider Fetchlings are outsiders with the native subtype
Shadow Blending (Su) attacks against in dim light have 50% chance of missing
Shadowy Resistance gain cold resistance 5 and electricity resistance 5
Spell-Like Ability (Sp) Can use Disguise Self 1/day, can assume form of any humanoid creature, CL=HD, 10min/lvl
Skilled (World Walker) +1 to Kn. Nature, +1 to Kn. Local, +2 to Stealth
Background Traits
Criminal +1 trait bonus to Sleight of Hand checks
Survivor +1 trait bonus to Initiative and Sense Motive checks
Feats
Dodge +1 dodge bonus to AC, conditions which lose Dex bonus to AC also lose dodge bonus
Weapon Finesse With a light weapon, elven curve blade, 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.
Class Features
Finesse Training gain Weapon Finesse as feat
Expanded Sight range of darkvision increases by 10ft
Sneak Attack Attacks made when opponent does not have Dex bonus to AC or when flanking deal an extra 1d6 dmg
Evasion At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.
GM Bonuses
Dark Supple Leather Gloves 1/day you may reroll a sleight of hand or disable device check and take the higher of the two
Hair Did +2 on Char Skill checks for one adventure.