Male Elf Fighter 1/Rogue 1
CN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +8
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 14 (1d10+1d8)
Fort +2, Ref +6, Will +1 (+2 trait bonus vs. charm and compulsion effects); +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
» Light mace +1 (1d6/×2) and
» Rapier +1 (1d6/18-20/×2)
» Shortbow +6 (1d6+1/×3)
Special Attacks sneak attack +1d6
1/day—comprehend languages, detect magic, detect poison, read magic
Str 11, Dex 18, Con 10, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits free spirit, warrior of old
Skills Acrobatics +8, Bluff +4, Climb +4, Diplomacy +4, Disable Device +9, Escape Artist +8, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +8 (+9 to locate traps), Sleight of Hand +8, Stealth +9; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ trapfinding +1
Combat Gear Oil (2)
Other Gear Leather armor, Arrows (20), Light mace, Rapier, Shortbow, Backpack (9 @ 13 lbs), Chalk, Flint and steel, Hammer, Iron spike, Silk rope, Thieves’ tools, Trail rations (2), 39 GP, 2 SP, 4 CP
Comprehend Languages (Envoy) (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Free Spirit You embody the independent spirit of the River Kingdoms and do best when sailing under your own flag, in every sense. You gain a +2 trait bonus on Will saves to avoid charm and compulsion effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.
Read Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.