Crypt of the Everflame
Greedy Rogue/Wizard who is defintely hearing voices in her head
Female half-elf rogue 2/wizard 3
CN Medium humanoid (elf, human)
Init + 6; Senses low-light vision; Perception + 8
AC 1, touch 14, flat-footed 15 (+ 4 armor, + 4 Dex, + 1 Natural)
hp 29 (5 HD; 3d6+2d8)
Fort + 2, Ref + 9, Will + 5; + 2 vs. enchantments
Immune sleep, Evasion
Speed 30 ft.
Melee + 1 merciful prehensile scorpion whip (aa) + 7 (1d4+2 nonlethal plus 1d6 on-lethal) or
+ 1 short sword + 7 (1d6+2/19-20) or
cold iron switchblade knife + 6 (1d4+1/19-20) or
dagger + 6 (1d4+1/19-20) or
whip + 6 (1d3+1 nonlethal)
Ranged mwk composite shortbow + 7 (1d6+1/×3)
Special Attacks hand of the apprentice (6/day), sneak attack (unchained) +1d6
Wizard Spells Prepared (CL 3rd; concentration +6)
2nd—blindness/deafness (DC 15), invisibility
1st—animate rope, charm person (DC 14), web bolt[ARG] (DC 14) (DC 14)
0 (at will)—detect magic, haunted fey aspect[UC], jolt[UM], mage hand
Str 12, Dex 18, Con 10, Int 17, Wis 13, Cha 10
Base Atk + 2; CMB + 6 (+ 12 trip); CMD 20 (22 vs. trip)
Feats Combat Expertise, Furys Fall, Improved Trip, Knowledge Is Power, Psychic Sensativity, Weapon Finesse
Traits elven reflexes, mentored, possessed, prehensile whip
Skills Acrobatics +8, Appraise +7, Bluff +5, Climb +5, Craft (jewelry) +8, Disable Device +14, Disguise +6, Escape Artist +10, Fly +8, Heal +2, Knowledge (arcana) +9, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (planes) +8, Linguistics +7, Perception +8, Sense Motive +5, Sleight of Hand +8, Spellcraft +11, Stealth +10, Survival +2, Swim +10, Use Magic Device +4;
Racial Modifiers + 2 Perception
Languages Abyssal, Aklo, Common, Dwarven, Elven, Sylvan
SQ arcane bond (cold iron switchblade knife), elf blood, trapfinding + 1
Combat Gear potion of cure light wounds (CL 3rd) (4), potion of gaseous form (2), potion of invisibility (2), scroll of blend, wand of alarm (4 charges), wand of magic missile (CL 3rd, 25 charges), wand of misdirection (6 charges), wand of protection from evil (5 charges), wand of scorching ray (18 charges), wand of shield (50 charges), wand of unseen servant (9 charges), alchemist’s fire (6), antiplague[APG] (2), antitoxin (2), healer’s kit, oil (6), scent blocker (2), shadow essence (2), smokestick (4), tanglefoot bag (2), vermin repellent[UE];;
Other Gear + 1 glamered darkleaf cloth studded leather, + 1 merciful prehensile scorpion whip (aa), + 1 short sword, arrows (40), blunt arrows[APG] (20), cold iron switchblade knife, dagger, mwk composite shortbow (+ 1 Str), amulet of natural armor + 1, bag of holding i, boots of levitation, cloak of elvenkind, cloak of resistance +1, ioun torch ioun stone[APG], ring of swimming, adventurer’s sash, bell, bullseye lantern, chalk (5), fishhook (15), flask, flint and steel, grappling arrow[UE], grappling hook, hammer, human skull including jawbone (1 lb), ink, inkpen, iron spike[APG] (10), journal[UE], masterwork thieves’ tools, masterwork tool, mirror, powder[APG] (5), scroll case, silk rope (150 ft.), spell component pouch, spellbook, string or twine[APG], tindertwig (7), torch (3), trail rations (9), travelling spellbook[APG], waterproof bag[UE], waterskin, mule, bedroll, camouflage netting, camouflage netting, climber’s kit, cold weather outfit, collapsible plank, grappling arrow, horseshoes of speed, medium tent, pack saddle, pot, trail rations, winter blanket, 430 gp, 3 sp, 7 cp
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
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 succeed on Reflex save for half dam, take none instead.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Hand of the Apprentice (6/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Improved Trip You don’t provoke attacks of opportunity when tripping.
Knowledge Is Power (Ex) Add intelligence bonus to CMB, CMD, and to Strength checks to break or lift objects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.