Elf rogue 2
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +8

AC 16, touch 14, flat-footed 12 (2 armor, +4 Dex)
hp 17 (2d8
Fort +1, Ref +7, Will +1; +2 vs. enchantments, +1 morale vs. fear
Defensive Abilities evasion; Immune sleep

Speed 30 ft.
Melee rapier 6 (1d61/18-20)
Special Attacks sneak attack +1d6 +1 bleed

Str 12, Dex 18, Con 12, Int 14, Wis 13, Cha 10
Base Atk 1; CMB +3; CMD 16
Feats Weapon Finesse
Skills Acrobatics +9, Bluff +5, Disable Device +10, Escape Artist +9, Perception +8, Sense Motive +6, Sleight of Hand +9, Spellcraft +4 (
6 to identify magic item properties), Stealth +9, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Sylvan
SQ elven magic, rogue talent (bleeding attack +1), trapfinding +1
Combat Gear alchemist’s fire, caltrops (5); Other Gear leather armor, rapier, backpack, bear trap, bedroll, canvas (sq. yd.), crowbar, earplugs, flint and steel, ink, black, parchment (2), piton (3), silk rope (50 ft.), thieves’ tools, torch (5), trail rations (10), 110 gp, 3 sp, 8 cp

Special Abilities
Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities – Sleep You are immune to magic sleep effects.
Elven Magic +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.
Sneak Attack +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.



Devils will Cry Menagon