Sally's rogue


Male Elf Rogue 3
NN Medium Humanoid (Elf)
Init 4; Senses Low-Light Vision; Perception +8


AC 16, touch 13, flat-footed 13   (3 armor, 3 Dex)
hp 15 (3d8-3)
1, Ref 8, Will 2
Defensive Abilities Evasion, Trap Sense 1; Immune sleep; Resist Elven Immunities


Spd 20 ft.
1 Rapier 3 (1d62/18-20/x2) and
   Dagger 4 (1d41/19-20/x2) and
   Dagger 6 (1d42/19-20/x2) and
   Dagger 6 (1d42/19-20/x2) and
   Dagger 6 (1d42/19-20/x2) and
   Unarmed Strike 6 (1d32/20/x2)
Special Attacks Bleeding Attack 2, Sneak Attack +2d6


Str 14, Dex 18, Con 8, Int 12, Wis 10, Cha 14
Base Atk
2; CMB 4; CMD 17
Feats Elven Weapon Proficiencies, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +7, Bluff +8, Climb +5, Disguise +8, Escape Artist +7, Fly +1, Intimidate +8, Perception +8, Ride +1, Sense Motive +6, Sleight of Hand +7, Stealth +7, Swim -1
Languages Common, dark folk, Elven
SQ Elven Magic, Ring of Feather Falling, Trapfinding +1
Combat Gear
1 Rapier, Dagger, Dagger, Dagger, Dagger, Masterwork Studded Leather; Other Gear Acid (flask) (2), Backpack, Masterwork (empty), Bedroll, Caltrops (2), Chain (10 ft.), Cloak of Resistance, +1, Grappling hook, Poison, Bloodroot, Poison, Giant Wasp Poison, Pouch, belt (empty), Pouch, belt (empty), Ring of Feather Falling, Rope, silk (50 ft.), Rope, Spider Silk (50’), Thieves’ tools, masterwork, Traveler’s outfit, Waterskin, Whetstone


Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage per round.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.


Bleeding Attack* (Ex): 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. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.


Age of worms (DSP) DSPDeath