Sniper (Rogue)-3 | AC 17 T 13 FF 14 | HP 21/21 | F +1 R +6 W +1 | Init +5 | Perc +6
Strength
14
Dexterity
17
Constitution
11
Intelligence
12
Wisdom
10
Charisma
14
About Vague Henri
PFS#: 83583-5
Vague Henri
Male Human Sniper (Rogue) 3
CN Medium Humanoid
Init +5; Senses: Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+3 Dex; +4 armor)
hp 21 (3d8 +1 favored class per level)
Fort +1, Ref +6, Will +1
+5 circumstance bonus on Fortitude saving throws against exposure to cold weather (Outfit)
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Offense
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Speed 30 ft.
Base Atk +2; CMB +4; CMD 17
Melee: Morningstar: Attack +4, Damage 1d8+2 (crit: x2)
Ranged: Mwk Short bow (60 ft): Attack +7 (+1 w/in 30ft), Damage 1d6 (+1 w/in 30ft) (crit: x3)
Sneak Attack: 2d6
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Statistics
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Str 14, Dex 17, Con 11, Int 12, Wis 10, Cha 14
Languages: Common,
Skills:10 ranks per level
Acrobatics* (+8) {+3 ability -1 AC +2 rank +3 class}
Appraise* (+1) {+1 ability}
Bluff* (+7) {+2 ability +1 trait +1 rank +3 class }
Climb* (+5) {+2 ability -1 AC +1 rank +3 class}
Craft(locks)* (+7) {+1 ability +2 rank +3 class}
Diplomacy* (+6) {+2 ability +1 rank +3 class}
Disable Device* (+8) {+3 ability -1 AC +1 rank +3 class}
Disguise* (+7) {+2 ability +1 rank +3 class}
Escape Artist* (+8) {+3 ability -1 AC +2 rank +3 class }
Fly (+2) {+3 ability -0 AC}
Heal (+0) {+0 ability}
Intimidate* (+6) {+2 ability}
Knowledge (dungeoneering)* (-) {+1 ability +0 rank +0 class }
Knowledge (local)* (+6) {+1 ability +1 rank +3 class }
Linguistics* (-) {+1 ability +0 rank +0 class }
Perception* (+6) {+0 ability +2 rank +3 class}
Perform* (+2) {+2 ability}
Ride (+2) {+3 ability -1 AC}
Sense Motive* (+0) {+0 ability}
Sleight of Hand* (+7) {+3 ability -1 AC +2 rank +3 class}
Stealth* (+7) {+3 ability -1 AC +2 rank +3 class}
Survival (+0) {+0 ability}
Swim* (+1) {+2 ability -1 AC}
Use Magic Device* (+7) {+2 ability +2 rank +3 class}
Gear:
Magic: Potion of cure light wounds (x2); Potion of cure moderate wounds Armor: Studded leather (+3 AC; Max Dex +5; Armor Check -1)
Weapons: Morningstar; Mwk Long bow; Arrows (100)
Other Gear: artisan’s tools (common), backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves' tools, trail rations (15 days), waterskin
Treasure: 481 gp
Special:
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Traits
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Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Reactionary: You gain a +2 trait bonus on Initiative checks.
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Feats
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Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Weapon Focus (bow): You gain a +1 bonus on all attack rolls you make using the selected weapon.
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Rogue Talents
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Sniper talents: camouflage, snap shot, sniper's eye, and weapon training*. Advanced talents: defensive roll*, master of disguise, and stealthy sniper. Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
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Special Abilities
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Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. (This ability replaces trapfinding.)
Deadly Range (Ex): At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This ability replaces trap sense.
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.
Sneak Attack: 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.
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.