Vit Magrar
Male dwarf rogue (unchained) 1
N Medium humanoid (dwarf)
Init +6;
Senses darkvision 60 ft.; Perception +4
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DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d8+3)
Fort +2,
Ref +6,
Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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OFFENSE
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Speed 20 ft.
Melee dagger +4 (1d4, 19-20) or masterwork light mace +5 (1d6)
Ranged dagger +4 (1d4, 19-20) or shortbow +4 (1d6, x3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, finesse training, sneak attack 1d6
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STATISTICS
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Str 10, Dex 18, Con 15, Int 12, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 14 (18 vs. bullrush or trip while standing on the ground)
Traits Reactionary, Orphaned
Feats Weapon Finesse, Point Blank Shot
Skills Acrobatics +8, Appraise +1 (+3 to determine the price of non-magical goods that contain precious metals or gemstones), Bluff +3, Disable Device +11, Knowledge (local) +5, Perception +4 (+6 to notice unusual stonework, +5 to notice traps), Sleight of Hand +8, Stealth +8, Survival +5, Use Magic Device +3
9 ranks
Languages Common, Dwarven
SQ trapfinding +1,
Gear acid flask (3), alchemist's fire (3), backpack, bedroll, belt pouch, caltrops, chalk (10), daggers (5), flint and steel, grappling hook, iron pot, leather armor, masterwork light mace, masterwork studded leather, masterwork thieves’ tools, mess kit, mirror, pipe, pitons (10), rope, shortbow (20 arrows), soap, torches (10), trail rations (5 days), wand of cure light wounds (50 charges), waterskin, 304.5 gp
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SPECIAL ABILITIES
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