Roland Cross




Roland Cross
Male Half-Elf Fighter (Mobile Fighter) 2/Pathfinder Delver 4/Rogue (Burglar) 4 
CG Medium humanoid (elf, human) 
Init +9; Senses low-light vision; Perception +17 
-------------------- 
Defense 
-------------------- 
AC 28, touch 17, flat-footed 22 (+8 armor, +3 shield, +5 Dex, +1 deflection, +1 dodge) 
hp 85 (2d10+8d8+30) 
Fort +10, Ref +13 (+2 bonus when set off a trap with a failed Disable Device check, +2 bonus vs. traps), Will +6; +2 vs. enchantments, +1 bonus vs. effects that cause paralyzed, slowed, or entangled conditions 
Defensive Abilities agility, evasion, thrilling escape, trap sense +2; Immune sleep 
-------------------- 
Offense 
-------------------- 
Speed 30 ft., surefooted 
Melee +1 agile undead-bane adamantine shortsword +14/+9 (1d6+6/19-20 plus 2d6 vs. Undead) and 
. . +1 returning mithral chakram +10/+5 (1d8+3) and 
. . dagger +13/+8 (1d4+2/19-20) and 
. . sap +13/+8 (1d6+2 nonlethal) 
Special Attacks guardbreaker, sneak attack +2d6 
-------------------- 
Statistics 
-------------------- 
Str 14, Dex 20, Con 16, Int 15, Wis 11, Cha 10 
Base Atk +8; CMB +10; CMD 27 
Feats Deadly Aim, Dodge, Iron Will, Point-Blank Shot, Precise Shot, Skill Focus (Disable Device), Skill Focus (Use Magic Device), Weapon Finesse 
Traits dangerously curious, elven reflexes, freedom fighter 
Skills Acrobatics +22, Appraise +6, Bluff +4, Climb +7, Diplomacy +4, Disable Device +29, Escape Artist +12, Fly +14, Handle Animal +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +10, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +12, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +11, Perception +17, Profession (Locksmith) +4, Sense Motive +4, Sleight of Hand +10, Stealth +15, Survival +4 (+6 to avoid becoming lost), Swim +5, Use Magic Device +20; Racial Modifiers +2 Perception, careful disarm, master explorer, resourceful disabler 
Languages Azlanti, Common, Dwarven, Elven, Jistka, Osiriani, Ancient, Polyglot, Thassilonian, Undercommon, Varisian 
SQ bardic knowledge +2, elf blood, rogue talents (fast getaway, trap spotter), trapfinding +2 
Combat Gear potion of cure light wounds (2), potion of cure serious woundspotion of darkvisionpotion of flypotion of invisibilitypotion of restoration, lesser (2), scroll of endure elementswand of cure light wounds (18 charges)wand of mirror image (10 charges)Other Gear +2 mithral breastplate+2 buckler+1 agile undead-bane adamantine shortsword+1 returning mithral chakram, dagger (2), sap, amulet of natural armor +1belt of physical might +2 (Dex, Con)boots of elvenkindcloak of resistance +2golembane scarabhandy haversackheadband of vast intelligence +2pathfinder pouchring of protection +1ring of the sublimeversatile vestwayfinder, bedroll, belt pouch, climber's kit, cold weather outfit, nexus crystal (0.5 lb), thieves' tools, masterwork, trail rations (10), traveler's outfit, 2,946 gp 
-------------------- 
TRACKED RESOURCES 
-------------------- 
+1 returning Mithral chakram - 0/1 
Dagger - 0/2 
Light (At will) - 0/0 
Potion of cure light wounds - 0/2 
Potion of cure serious wounds - 0/1 
Potion of darkvision - 0/1 
Potion of fly - 0/1 
Potion of invisibility - 0/1 
Potion of restoration, lesser - 0/2 
Thrilling Escape (1/day) (Ex) - 0/1 
Trail rations - 0/10 
Wand of cure light wounds (18 charges) - 0/18 
Wand of mirror image (10 charges) - 0/10 
-------------------- 
Special Abilities 
-------------------- 
Agility +1 (Ex) +1 save vs. Paralyzation, slowing, or entangling 
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks. 
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is. 
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. 
Elf Blood Half-elves count as both elves and humans for any effect related to race. 
Elven Immunities - Sleep You are immune to magic sleep effects. 
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. 
Fast Getaway (Ex) After a sneak attack or Sleight of hand check, can withdraw as a move action. 
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round. 
Guardbreaker (Ex) Trap sense is favored enemy bon vs construct/ooze/undead. Stacks w/ranger. 
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. 
Master Explorer +2 (Ex) Disable traps at 2x spd, OL as stand, always take 10 on Disable & Stealth. 
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. 
Precise Shot You don't get -4 to hit when shooting or throwing into melee. 
Resourceful Disabler (Ex) No penalty for lacking tools when Disable Device. 
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. 
Surefooted (Ex) Move through difficult terrain at full speed. 
Thrilling Escape (1/day) (Ex) Imm, make disable chk vs trap just triggered to delay activation 1 rd. 
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. 
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. 
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Related Posts Plugin for WordPress, Blogger...