Emil Dumitru

Description:

NE Male Forest Elf Rogue 7, Thief Acrobat 4
Base attack bonus: 7, Fort:3, Ref: +8, Will: +3

HP 68 (66)
Energy: 49
Wound Points: 20

Stats

Strength 13/11 (1)
- Vitality 3 (0)
- Vigor 8 (2)
Constitution 11(0)
- endurance 3 (0)
- stamina 8 (2)
Adroitness 18/20(
5)
-Focus 13 (5)
-Craft 7 (
2)
Guile 17 (3)
- Acumen 8 (
2)
- Cunning 9 (3)
Spirit 12 (
1)
-Insight 7 (2)
-Resolve 5 (
1)
Dexterity 19/21(5) (15(10) on move silently) (17(12) on sneak)
-Agility 12 (
4)
-Grace 9 (3)
Wisdom 17/19 (
4)
-Sensibility 10 (3)
-Perception 9(
2 on spot) (3) (16(uncanny observer,racial, stat) on spot with bottom bonus)
Intelligence 17 (3)
-Mind 7 (
2)
-Reason 10 (3)
Charisma 16/14 (
2)
-Personality 6 (1)
-Influence 8 (
2)

108

Class Abilities

Sneak Attack +5D6 Damage

Back Stab, Triple Damage, X2 Crit

Thief Acrobat
Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using her acrobatic talents. She ignores the normal —5 penalty when making a Balance check while moving at her full normal speed. She can climb at half her speed as a move action without taking a —5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal —10 penalty on her Tumble check.
Kip Up (Ex): A thief-acrobat can stand up from a prone position as a free action that doesn’t provoke attacks of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load.
Steady Stance (Ex): A thief-acrobat remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.

Agile Fighting (Ex): A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. When fighting defensively or using total defense, this bonus becomes +2. At 4th level, these bonuses increase by 1 (to +2 and +3, respectively). In addition, a thief-acrobat takes no penalty to her Armor Class or on her melee attack rolls when kneeling, sitting, or prone. This ability works only if a thief-acrobat wears light or no armor and carries no more than a light load.
Slow Fall (Ex): Beginning at 2nd level, a thief-acrobat reduces the effective distance of falls by 20 feet. At 4th level, this improves to reduce the effective distance of falls by 30 feet. See the monk class feature, page 41 of the Player’s Handbook. If a thief-acrobat has this ability from another class, the distances stack to determine the effective reduction of the falling distance.
Acrobatic Charge (Ex): Starting at 3rd level, a thief-acrobat can charge in situations where others cannot. She can charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables her to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstances, she may still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.

Defensive Roll (Ex): Beginning at 3rd level, once per day a thief-acrobat can roll with a potentially lethal blow. If a melee attack would have killed the Rogue in one hit, you can make so that the rogue is reduced to 1 hit point. Other effects of the attack still apply.

Slippery Mind: Slippery mind: The Rogue gets a second chance on saving throws for will saves, but only once

Trap Sense +3

Uncanny Dodge- Can’t be flanked, and you can only be sneak attacked by rogues 4 levels higher

Evasion- If you are allowed a reflex save for half damage and succeed, you take no damage.

Befuddling Strike: When the rogue deals a sneak attack, the foe takes a -2 on all attack rolls for 1D4 rounds

Black Market Connections: The Rogue’s shopping ability counts as one settlement larger than normal for the purposes of determining the wealth of somethings.

33) Peerless Maneuver: They can reroll a single acrobatics check
43) Sniper’s Eye: She can apply ranged damage on her sneak attacks beyond the usual 30 feat

Fast Stealth: A rogue can move at full speed while using Stealth

Rogue Finesse

+2 Dex, +2 Wisdom, +2 Adroitness, -2 Strength, -2 Charisma,
+2 to all Knowledge (Nature) and Survival Checks
+2 to all perception Check

Skills

• Acrobatics- 10
Appraise- 4
Balance- 8
Climb 8
• Concentration-
• Craft- 5
• Decipher Script-
Disable Device- 5
• Disguise- 2
Escape Artist 5
Forgery-
Handle Animal-
Heal-
Hide- 9
• Jump 8
Knowledge
Linguistic-
Listen- 4
Move Silently- 10
Operate Device-
Perform-
Ride-
Research:
Search- 5
*Sleight of Hand – 6
Sneak- 15
Speak Language
Spellcraft-
Spot- 10
Survival- 2
Swim- 5
Tumble- 8
Use magic device-
Use Rope
Wild Empathy-
Alchemy- 4
Innuendo- 3
Inuit Direction-
Read Lips-
Pick Pocket- 8
Sway- 4
Games- 2
Investigation- 6
Lore- 5
Conceal-
Assessment- 6
Level 1 16 +32= 48

Gather Information- 5
Bluff- 7
Coercion
Awareness 4
Wits *(Charisma-personality)- 2
*Admire (Charisma-persuade)-
Taunt (Charisma- influence )-
Insult (Guile Cunning)-
Manipulation (Guile- cunning)-
Boast (Charisma-influence)-
Joke (Charisma- personality)- 4
Mediate (influence)- 3
Haggle (Charisma-influence)- 7
Etiquette * (Guile, Acumen)- Your understanding of formal rules. Technically you don’t need this skill
*Persuasion (Charisma, influence) –6
Charm *(Charisma, personality)- 8
*Temptation/seduction (Guile-cunning)-1
Intuition (Guile, Cunning) –1
Sympathetic (Guile, Cunnung)-
Mocking *(Guile/Acumen)-
*Composure (Charisma, personality)-4
Speechcraft *(Charisma, influence)-
*Streetwise (Charisma, personality)-
Sincerity *(Charisma, personality)- 3
*Gossip (Guile, Cunning)-
Torture (Constitution/Guile)-
Intimidation *(Strength, Vitality)- 6
*Innuendo *(Guile, Acumen)-
*Sense Motive- 10
Diplomacy- (Guile/Charisma) 4

Bio:

Equipment

Pendent of Good Health (cure disease once per day)

Amulet of Health +2

Wedding Ring,

Personal Ring

Bracers of Armor +2 (Dodge)

+3 Multishot Crossbow (dork)
177 bolts
1 Holy Vial Bolts
7 silver tipped bolts (3 heads)
5 silvered bolts
7 Undead Flare stake bolts
10 +1 Bolts
3 +2 Bolts
9 Undead Bane Bolts
2 Undead Bust bolts (1d6 extra damage)
10 cold iron bolts
7 Fireball bolts
1 Sunbolt
5 +2 bolts

Party fund 255 silver

One vials of Holy Water (full)

Cossack Sword

Silvered Dirk

+2 Studded Leather Armor

Chain Shirt

Potion of Invisibility to Undead, 1 potions of Cure moderate Wounds, Potion of Cold Resistance 50%

Emil Dumitru

Imperial Dreams EvilElitest