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Init ; Senses Listen +6, Spot +8
Languages Common, Undercommon, Goblin, theives cant
AC28, touch 18, ff 23, uncanny dodge
hp 67 (10 HD)
Resist Improved Evasion
Fort +6 Ref +12 Will +3 (-2 vs fear)
Speed 30ft.
Melee +5 sword, short / () and
+3 sword, short or
Melee +3 sword, short / () or
Ranged +1 javelin / () or
Base Atk +7, Grp +10
Attack Options Sneak attack +, Improved Feint
Special Actions Crippling Strike, Evasion, Improved uncanny dodge, Sneak attack +, trapfinding, trap sense +3, Uncanny dodge
Combat Gear Potion of cure serious wounds , potion of magic weapon , greater (+0), potion of magic vestments (+0) (cl0), potion of shield of faith (+0), potion of cat's grace (cl 2), potion of bull's strength(cl 3), potion of bear's endurance (cl 0), potion of haste, potion of barksin (+0), potion of invisibility
Abilities Str 17 Dex 21 Con 17 Int 16 Wis 10 Cha 10
Feats Combat Expertise, Craven, Force of Personality, Improved Feint, Staggering Strike, Two-weapon Fighting, Weapon Finess
Skills Balance +12AP, Bluff +8, Disable Device +17, Gather Information +7, Hide +22AP, Intimidate +5, Knowledge (local) +10, Listen +6, Move Silently +23AP, Search +16, Sense Motive +2, Spot +8, Tumble +14AP, Use Magic Device +13
Equipment +5 sword, short, +3 sword, short, +1 javelin, Bracers of Armor +8, amulet of natural armor +2, ring of protection +3, gloves of dexterity +4, amulet of health +4, belt of giant strength +4, Bracers of Armor +8, 2pp, 10877.02g (banked)[small]Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
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.
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Custom Rogue 10
NN Medium Humanoid (custom)Init ; Senses Listen +6, Spot +8
Languages Common, Undercommon, Goblin, theives cant
AC28, touch 18, ff 23, uncanny dodge
hp 67 (10 HD)
Resist Improved Evasion
Fort +6 Ref +12 Will +3 (-2 vs fear)
Speed 30ft.
Melee +5 sword, short / () and
+3 sword, short or
Melee +3 sword, short / () or
Ranged +1 javelin / () or
Base Atk +7, Grp +10
Attack Options Sneak attack +, Improved Feint
Special Actions Crippling Strike, Evasion, Improved uncanny dodge, Sneak attack +, trapfinding, trap sense +3, Uncanny dodge
Combat Gear Potion of cure serious wounds , potion of magic weapon , greater (+0), potion of magic vestments (+0) (cl0), potion of shield of faith (+0), potion of cat's grace (cl 2), potion of bull's strength(cl 3), potion of bear's endurance (cl 0), potion of haste, potion of barksin (+0), potion of invisibility
Abilities Str 17 Dex 21 Con 17 Int 16 Wis 10 Cha 10
Feats Combat Expertise, Craven, Force of Personality, Improved Feint, Staggering Strike, Two-weapon Fighting, Weapon Finess
Skills Balance +12AP, Bluff +8, Disable Device +17, Gather Information +7, Hide +22AP, Intimidate +5, Knowledge (local) +10, Listen +6, Move Silently +23AP, Search +16, Sense Motive +2, Spot +8, Tumble +14AP, Use Magic Device +13
Equipment +5 sword, short, +3 sword, short, +1 javelin, Bracers of Armor +8, amulet of natural armor +2, ring of protection +3, gloves of dexterity +4, amulet of health +4, belt of giant strength +4, Bracers of Armor +8, 2pp, 10877.02g (banked)[small]Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
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.
