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Male human rogue 4 / cleric of Vusha 1
N Medium humanoid (human)
Init +8; Senses Perception +12
Aura aura of chaos
AC 15, touch 13, flat-footed 15 (+2 armor, +3 Dex)
hp 45 (5d8+5)
Fort +4, Ref +8, Will +5, +1 Reflex to avoid traps
Defensive Abilities evasion, trap sense +1, uncanny dodge;
Speed 20 ft.
Melee sword, short +1 +8 (1d6+1/19-20)
Melee dagger +7 (1d4/19-20)
Ranged dagger (thrown) +7 (1d4/19-20)
Ranged shortbow +7 (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks channel positive energy (1d6, DC 12, 5/day), sneak attack 2d6, touch of darkness (5/day)
Domain Power Spell-Like Abilities Copycat (5/day), Touch of Darkness (5/day)
Cleric Spells Prepared (CL 1st, concentration +3):
- 1st—bless, cause fear (DC 13), disguise self
- 0 (at will)—create water, detect magic, spark (DC 12)
D Domain spell; Domains Darkness, Trickery
Str 11, Dex 18, Con 12, Int 15, Wis 15, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Alertness, Blind-Fight, Improved Initiative, Persuasive, Selective Channeling, Weapon Finesse
Skills Acrobatics +5 , Acrobatics (Jump) +1 , Appraise +7 , Bluff +10 , Climb -3 , Diplomacy +12 , Disable Device +11 , Disguise +10 , Escape Artist +1 , Fly +1 , Heal +10 , Intimidate +8 , Knowledge (Religion) +10 , Perception +12 , Perception (Trapfinding) +14 , Ride +1 , Sense Motive +11 , Sleight of Hand +7 , Spellcraft +6 , Stealth +7 , Swim -3 , Use Magic Device +8
Languages Common, Dwarven, Elven
SQ aura, aura of chaos, bonus feat, copycat (5/day), honeyed words, orisons, skilled, spontaneous casting, trapfinding
Combat Gear torch; Other Gear leather, sword, short +1, dagger, shortbow, reversible cloak (common), explorer's outfit, backpack, common, vestments (cleric's), rope (hemp/50 ft.), bedroll, belt pouch, cards (common), dice, flint and steel, holy symbol (wooden), marbles, marked cards, arrows (20)
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Chaos (Ex) You project a faint chaotic aura.
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.
Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for 1 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one Copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability 5 times per day.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Honeyed Words (Ex) Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. A rogue can use this ability one additional time per day for every five rogue levels she possesses.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rogue ~ Uncanny Dodge Tracker
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Touch of Darkness (Sp) As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for 1 rounds. You can use this ability 5 times per day.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.