Wendel

Mithas Aran's page

567 posts. Alias of Fanguar.


Race

Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Strength 10
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 10
Charisma 14

About Mithas Aran

Mithas Aran
Elf Unchained Rogue (Scout) 7
N Medium humanoid (elf)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 16 (+5 armor, +1 deflection, +5 Dex)
hp 45 (7d8+7)
Fort +5, Ref +10, Will +3
Cold Resistance 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Brass Knuckles +9 (1d3+0/20) and
. . +1 Composite Longbow +12 (1d8+1) (+1/+1 within 30 feet)
Special Attacks sneak attack +4d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha 14
Base Atk +5; CMB +5; CMD 20
Feats Point Blank Shot, Precise shot, Bludgeoner, Sap Adept, Weapon Finesses, Weapon focus(Light Mace), Sap Master
Traits Northern Ancestry(+1 Fort, 2 Cold resistance), Reactionary (+2 Initiative)
Skills (+9 per level) Acrobatics (Dex) +14, Bluff (Cha) +12, Diplomacy (Cha) +12, Disable Device (Dex) +18, Escape Artist (Dex) +14, Perception (Wis) +10, Sleight of Hand (Dex) +14, Stealth (Dex) +14, Use Magic Device (Cha) +12.
Languages Common, Sylvan and Elven
Other Gear +1 Mithral Chain Shirt (2100gp), Traveler’s Any-Tool (250gp), Cloak of resistance +1(1k), MWK Longbow(375), MWK light mace (305), MWK Thieves Tools (100gp), Outfit, Cold-Weather (8gp), Campfire bead (720gp), Arrows, Blunt (20) x5 (10gp) Handy haversack (2k), Boots of the cat (1000gp), Sleeves of many garments (200gp), Ring of Protection +1, Efficient Quiver, Lesser Bracers of Archery
--------------------

Race Special Abilities:

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

--------------------
Class Special Abilities:

--------------------
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex) (Light Mace)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.

Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Scout’s Charge (Ex)
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.

Rogue’s Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Stealth
With sufficient ranks in Stealth, you earn the following.

5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.

Rogue Talent;
Minor Magic: Acid Splash A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level.
Major Magic: (Alternate class 7/2) A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue’s caster level for this ability is equal to her rogue level.
Combat expertise Bonus feat