Josephus Barfolomew

Description:

Josephus Barfolomew Smith
Male half-elf rogue 2
N Medium humanoid (elf, human)
Init 8; Senses low-light vision; Perception +7


Defense

AC 17, touch 13, flat-footed 14 (4 armor, 3 dexterity)
hp 10 (2d8
2)
Fort 1, Ref 7, Will 1; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep

Offense

Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4
3/19-20) or
   shortsword 4 (1d63/19-20) or
   unarmed strike 4 (1d33 nonlethal)
Ranged heavy crossbow 5 (1d10/19-20)
Special Attacks sneak attack +1d6

Statistics

Str 16, Dex 19, Con 13, Int 16, Wis 12, Cha 10
Base Atk
1; CMB 4; CMD 18
Feats Improved Initiative, Skill Focus (Acrobatics)
Skills Acrobatics +8, Bluff +4, Climb +4, Disable Device +6, Escape Artist +5, Knowledge (dungeoneering) +7, Knowledge (local) +7, Linguistics +7, Perception +7, Sleight of Hand +5, Stealth +5, Use Magic Device +4; Racial Modifiers
2 Perception
Languages Common, Dwarven, Elven, Goblin, Halfling, Orc
SQ elf blood, hero points, trapfinding +1
Other Gear chain shirt, crossbow bolts (20), dagger, heavy crossbow, shortsword, backpack, bedroll, blanket, winter, block and tackle, chalk, fishhook, fishing net, flask, flint and steel, grappling hook, hemp rope (50 ft.), silk rope (50 ft.), soap, thieves’ tools, torch, waterskin, 20 gp, 2 sp, 4 cp

Tracked Resources

Crossbow bolts – 0/20
Dagger – 0/1
Torch – 0/1

Special Abilities

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 you succeed at a Reflex save for half damage, you take none instead.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
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.

Bio:

Josephus Barfolomew

Lux Rise of the Runelords jmsiegma