XP 19,200
Dwarf Rogue 13
LE Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural, +1 shield)
hp 114 (13d8+52)
Fort +7, Ref +13, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved evasion, improved uncanny dodge, trap sense +4
OFFENSE
Speed 20 ft.
Melee +1 short sword +12/+7 (1d6+1/17–20), +1 short sword +12/+7 (1d6+1/17–20) or +1 short sword +14/+9 (1d6+1/17–20)
Ranged dagger +13/+8 (1d4/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, sneak attack +7d6
Rogue Spell-Like Abilities (CL 13th, concentration +14)
TACTICS
During Combat The rogue uses flanking and sneak attacks as often as possible. He relies on his resiliency and defensive roll rogue talents to stay alive against dangerous opponents.
STATISTICS
Str 10, Dex 18, Con 14, Int 13, Wis 14, Cha 12
Base Atk +9; CMB +9; CMD 25 (29 vs. bull rush or trip)
Feats Dodge, Improved Critical (short sword), Improved Two-Weapon Fighting, Iron Will, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +20 (+16 when jumping), Bluff +17, Climb +8, Disable Device +19, Disguise +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +2, Knowledge (local) +14, Perception +18 (+20 to notice unusual stonework), Sense Motive +18, Sleight of Hand +12, Stealth +20, Swim +8, Use Magic Device +9
SQ rogue talents (bleeding attack +7, combat trick, defensive roll, improved evasion, minor magic, resiliency), trapfinding +6
Combat Gear potion of cure serious wounds, potion of invisibility, antitoxin (2); Other Gear +2 studded leather, +1 short swords (2), daggers (4), amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +1, ring of protection +1, masterwork thieves' tools, 2,047 gp