Undercity Informer
CR 6 XP: 2,400Male Varasian human rogue 2/ hexblade 4
N Medium humanoid (human)
Init +3; Senses Perception +4
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 armor, +1 deflection)
HP 41 (4d10+2d6+12)
Fort +4, Ref +7, Will +5
Defensive Abilities Will +9 to saves against spells and spell-like effects
Speed 30 ft.
Melee +8 melee (1d10+4/19-20, +1 heavy flail)
Ranged +9 ranged (1d8+1/19-20, light crossbow)
Special Attacks hexblade's curse 1/day, sneak attack +1d6
Spells Known (CL 2nd)
1st-Distract Assailant (DC 15), Undetectable Alignment
Str 15, Dex 17, Con 14, Int 13, Wis 12, Cha 18
Base Atk +5; CMB +7; CMD 21
Feats Combat Expertise, Dreadful Wrath, Improved Trip, Power Attack
Skills Acrobatics +2, Appraise +1, Bluff +9, Climb +5, Craft (books) +2, Diplomacy +8, Disable Device +6, Disguise +4, Escape Artist +3, Intimidate +12, Knowledge (arcana) +2, Knowledge (gather information) +4, Knowledge (local) +3, Linguistics +9, Perception +4, Perform (oratory) +7, Profession (barrister) +2, Sense Motive +3, Sleight of Hand +5, Spellcraft +6, Stealth +4, Swim +2, Use Magic Device +8
Languages Common, Goblin, Undercommon
SQ arcane resistance, dark companion, evasion, mettle, trapfinding
Gear +2 chain shirt, +1 heavy flail, armbands of might, ring of protection +1, light crossbow with 20 +1 bolts, 10 silver bolts, 20 masterwork bolts, spell component pouch.
Arcane Resistances (Su) Gain a bonus equal to Charisma modifier on saving throws against spells and spell-like effects.
Dark Companion (Ex) You conjure an illusory panther from the darkness of night to be your companion. Any enemy adjacent to your dark companion takes a -2 penalty to saving throws and AC. Your companion's speed equals yours, acts during your turn, and it follows your mental commands perfectly. Since it has no real substance, it cannot attack or otherwise affect creatures or objects. To gain this class feature, the hexblade has given up the ability to summon a familiar.
Evasion (Ex) If the hexblade is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target takes a -2 penalty on attacks, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful Will save (DC 16) negates the effect. The target must be visible to the hexblade and within 60 feet. Any foe who resist the effect cannot be affected again by the same curse for 24 hours.
Hexblade's Curse (Ex) Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target takes a -2 penalty on attacks, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful Will save (DC 16) negates the effect. The target must be visible to the hexblade and within 60 feet. Any foe who resist the effect cannot be affected again by the same curse for 24 hours.
Mettle (Ex) If the hexblade is exposed to any effect that normally allows him to attempt a Fortitude or Will saving throw to negate or for half damage, he takes no damage with a successful saving throw.
Sneak Attack (Ex) He does an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex) You can find, disarm, or bypass traps with a DC of 20 or higher. You can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If your Disable Device result exceeds the trap’s DC by 10 or more, you discover how to bypass the trap without triggering or disarming it
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