User:Askewnotion/PCs/Corrin of Luminance
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Rogue 1 (ECL 3)
Race:Human (Half Celstial)
Alignment: LG | Size: M
Patron Deity:
Abilities Assumes 31 point buy
Str 19 +4 |
Dex 16 +3 |
Con 18 +4 |
Int 14 +2 |
Wis 13 +1 |
Cha 18 +4
Abilities Daryl 24+3d4
Str 12+1d4 |
Dex 14+1d4 |
Con 12+1d4 |
Int 10 |
Wis 10 |
Cha 14
Defense
AC: 14 / Touch: 13, Flatfooted: 11
(+3 Dex, +1 Natural)
DR / 5 magic
SR 11
HP: 10 / HD: 1d6+4
Initiative: +3 / Speed: 30' land, 60' glide (good)
Fort: 4 / Reflex: 5 / Will: 1
+4 vs Poison
Immune to Disease
Attacks
- Unarmed +4 / 1d3+4 / 20x2 / b
- Touch +4 / Ranged Touch +3
Space/Reach: 5 ft./5 ft. Base Attack: +0
Feats
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Skills
Languages: Celestial, Common, Draconic |
Special Abilities
Racial Traits
- Glide (Ex): See here for more detials.
- Smite Evil (Su): Once per day may smite evil, dealing 1 extra damage.
- Spell-like Abilities (Sp): CL 1, DC 15
- Protection from Evil 3/day
- Bless
- Darkvision (Ex): 60'
- Immunity to Disease
- DR / 5 Magic
- SR 11
- +4 vs Poison
Rogue
- Sneak Attack +1d6: 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. Basically, the rogue’s attack deals extra damage any time 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.
- 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.