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Killia_Curse (fued) Pathfinder Society

Updated: 4:43 PM 17 January, 2014 View: CHARACTER SHEET, text [stripped]

Name:   Killia Curse    Faction:           Alignment: Chaotic Nuetral
Race:   Dhampir         Deity:             Class:     Rogue 1
Age:    125             Height:  6' 2"     Weight:    70kg
Gender: Male            Size:    Medium    Prestige:  0
Exp:    185/1000        PFS#:    
Big jaw, sharp teeth

 Statistics                                                                
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Str: 11  +0                   HP:          /9
Dex: 20  +5 +2 race bonus     Initiative:  
Con: 12  +1 -2 race bonus     Speed:       30
Int: 11  +0                   BAB:          0   (BAB) (STR) (SIZE) (DEX)
Wis:  9  -1                   CMB:         +0  =  0    +0                         
Cha: 13  +1 +2 race bonus     CMD:         15  =  0    +0           +5 

Fortitude:  1 = 0 +1 (con)  
Reflex:     5 = 0 +5 (dex)  
Will:      -1 = 0 -1 (wis)  
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 Attack      Totals  =  Base  Abil    Size  Misc                           
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Melee          +0    =   0    +0(str)       weapon finesse
Ranged         +5    =   0    +5(dex)       
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 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
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17 (standard)   =   10           +5      2             
15 (vs touch)   =   10     --    +5     --             
10 (flatfooted) =   10           --                     
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 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
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Bite                      +5      1d4     2       1      S    P
  #Natural
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 Armour                         AC   Dex  ASF  ACP  Type                   
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 Leather Armour                   2   6    0    0         
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 Combat Notes and Modifiers                                                
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 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
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#Acrobatics                   dex   6  = +5    1   
 Appraise                     int   0  = +0        
 Bluff                        cha   1  = +1        
 Climb                        str   0  = +0        
 Diplomacy                    cha   1  = +1        
#Disable Device               dex   6  = +5    1   
#Disguise                     cha   2  = +1    1   
#Escape Artist                dex   6  = +5    1   
 Fly                          dex   5  = +5        
 Handle Animal                cha   1  = +1        
 Heal                         wis  -1  = -1        
 Intimidate                   cha   1  = +1        
 Knowledge (arcana)           int   0  = +0        
 Knowledge (dungoneering)     int   0  = +0        
 Knowledge (engineering)      int   0  = +0        
 Knowledge (geography)        int   0  = +0        
 Knowledge (history)          int   0  = +0        
 Knowledge (local)            int   0  = +0        
 Knowledge (nature)           int   0  = +0        
 Knowledge (nobility)         int   0  = +0        
 Knowledge (planes)           int   0  = +0        
 Knowledge (religion)         int   0  = +0        
 Linguistics                  int   0  = +0        
 Perception                   wis  -1  = -1        
 Perform                      cha   1  = +1        
 Ride                         dex   5  = +5        
 Sense Motive                 wis  -1  = -1        
#Sleight of Hand              dex   6  = +5    1   
 Spellcraft                   int   0  = +0        
#Stealth                      dex   6  = +5    1   
 Survival                     wis  -1  = -1        
#Swim                         str   1  = +0    1   
#Use Magic Device             cha   2  = +1    1   
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 Feats and Features                                                        
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Knife Master

sneak attack does 1d8

A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.

When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.

FEATS
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Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength
Talks to Rats/Bats/Wolves CL 1/2

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Manipulative Dhampire gain a +2 racial bonus on Bluff and Perception checks.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
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 Inventory                                                                 
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Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | Leather armour
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Leather Armour                                (   10)

Carrying Capacity
 Light Load:  <=         
 Medium Load: <=         
 Heavy Load:  <=         
 Carrying             10 
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 Wealth                                                                    
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pp    
gp    150
sp    
cp    
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 Languages                                                                 
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Common
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