The Blood Forge
Male half-elf fighter 2/rogue 6
CG Medium humanoid (elf, human)
Init 6 armor, 2d10+10)
Fort 1 vs. fear); 6 (1d4+1/19-20)
Ranged bow of the north 6 (1d8+1/×3 plus 1d6 cold)
Special Attacks sneak attack 1 to jump), Appraise +6, Bluff +6, Climb +8, Craft (traps) +6, Diplomacy +8, Disable Device +9, Disguise +6, Escape Artist +7, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (local) +9, Linguistics +6, Perception +12, Perform (oratory) +7, Ride +5, Sense Motive +5, Sleight of Hand +7, Stealth +25, Survival +8, Swim +7, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Elven, Gnoll, Gnome, Halfling
SQ elf blood, rogue talents (camouflage, sniper’s eye, surprise attacks), trapfinding +3
Combat Gear arrow of obscuring mist (10), caltrops, oil; Other Gear elven chain, bow of the north, dagger of venom, searing arrow (4), sizzling arrow (4), sleep arrow (10), amulet of natural armor +2, gloves of swimming and climbing, ring of chameleon power, backpack, bedroll, belt pouch, blanket, candle, flask, grappling hook, hemp rope (50 ft.), iron spike, lock, simple, torch, twine (50’), vial, 20 pp, 150 gp
Camouflage (1/day) (Ex) Craft camouflage from foliage for +4 stealth until ruined by acid, fire, or cold attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Accuracy Reroll miss chance due to concealment.
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.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Requirements: Forge Ring, disguise self, invisibility; Cost 6,350 gp
Searing arrow This +1 flaming arrow continues to burn its target each round, dealing 1d6 fire damage on the attacker’s turn for the next 3 rounds. Removing the arrow requires a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it burns up once the 3 rounds pass.
Requirements Craft Magic Arms and Armor, flame blade, flame strike, or fireball; Cost 758 gp
Sizzling arrow Does 1d6 acid damae for next 3 rounds. DC 10 Heal to remove.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sniper’s Eye (Ex) Can use ranged sneak attack vs. targets with concealment.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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