Reign of Winter
A “business-man from the south”, he dominates the political life of the Fishcamps as leader of the Fishcamp Guards. In reality he is a reprobate who extorts the populace through fear and intimidation with the Fishcamp Guards serving more as a his personal protection racket. A coward at heart, he lies low and provides the right bribes when the Iron Guards come around and otherwise rides herd over his charges with impunity.
male human (Taldan) rogue 6
LE medium humanoid (human)
Init +4; Senses Perception +8
AC 19, touch 15, flat-footed 15 (+4 armor, +1 deflection, +4 Dex)
hp 48 (6d8 +18)
Fort +4 , Ref +9 ( +11 vs. traps), Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge
Speed 30 ft.
Melee +1 rapier +10 (1d6 +1/18-20) or dagger +8 (1d4/19-20)
Ranged mwk light crossbow +9 (1d 8/19-20) or dagger +8 (1d4/19-20)
Special Attacks sneak attack +3d6
Str 10, Dex 18, Con 14, Int 13 , Wis 8, Cha 12
Base Atk +4; CMB +4; CMD 19
Feats Combat Expertise, Improved Feint, Iron Will, Skill Focus (Bluff), Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +12, Bluff +13 , Climb +5, Craft (traps) +10, Disable Device +14, Escape Artist +12, Intimidate +10, Knowledge (local) +10, Linguistics +5, Perception +8, Sleight of Hand +12, Stealth +12, Swim +5
Languages Common, Giant, Skald
Rogue Talents bleeding attack +3 , finesse rogue, weapon training
Special Quality* trapfinding +3
Gear +1 studded leather, +1 rapier, dagger, mwk light crossbow with 10 bolts, ring of protection +1, cold-weather outfit, key to locker, mwk thieves’ tools, gold necklace worth 50 gp, 17 gp
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.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Sneak Attack (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
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.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Bleeding Attack (Ex)
Benefit: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Finesse Rogue Ex)
Benefit: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Weapon Finesse (Ex)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: 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. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.