Male elf unchained rogue 3
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 23
Fort +2, Ref +7, Will +2; +2 vs. enchantments
Immune sleep
Offense
Speed 30 ft.
Melee: (MW) Cold-iron Elven curve blade +6 (1d10+4/18-20)
Special Attacks Sneak attack +2d6
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Statistics
Str 12, Dex 16, Con 10, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +3; CMD 16
Rogue Talents: Combat trick (Combat expertise)
Feats: Combat Expertise, Martial Weapon Proficiency (elven curve blade), Weapon Finesse, Finesse Training (Elven Curved Blade), Improved Feint.
Traits: poverty-stricken, vagabond child (urban)
Skills: Acrobatics +7, Appraise +7, Bluff +8, Climb +5, Diplomacy +7, Disable Device +9, Escape Artist +5, Intimidate +6, Perception +8, Sleight of Hand +7, Sense Motive +5, Stealth +6, Survival +5 (+7 to avoid becoming lost), Swim +4, Use Magic Device +8; Racial Modifiers +2 Perception.
Languages: Common, Elven, Gnome
SQ Trap-finding +1
Gear: caltrops, oil, chain shirt, (MW) Cold-iron elven curve blade, (MW) backpack, belt pouch, blanket, chalk, compass, flint and steel, parchment (2), sack (2), thieves' tools, trail rations (3), water skin, Phylactery (From kobold), potion of CLW (From necro), Gold holy symbol worth 100 gp. (From necro), Cloak of fangs
Coin 4 gp, 11 sp, 14 cp
Special Abilities
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Danger Sense: +1 bonuse on reflex saves and AC vs traps.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion: If succeed on reflex save for half damage, take none instead.
Improved Feint: You can mak a bluff check to feint in combat as a move action.
Low-Light Vision - See twice as far as a human in dim light, distinguishing color and detail.
Major Magic: +1 Major magic pr. day
Minor Magic: +1 Minor magic pr. day.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap finding +1 Gain a bonus to find or disable traps, including magical ones.