XP 76,800
Human Rogue 6/Transmuter 4/Conjurer 7
NE Medium humanoid (human)
Init +5; Senses Perception +21
DEFENSE
AC 24, touch 18, flat-footed 18 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural)
hp 109 (6d8+4d6+7d6+40)
Fort +9, Ref +19, Will +13
Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 40 ft.
Melee +1 frost rapier +15/+10 (1d6/18–20)
Ranged mwk dagger +15 (1d4–1/19–20)
Special Attacks impromptu sneak attack 2/day, sneak attack +6d6
Transmuter Spell-Like Abilities (CL 11th; concentration +16)
Transmuter Spells Prepared (CL 11th; concentration +16; arcane spell failure 10%)
6th—antimagic field, disintegrate (DC 22)
5th—passwall, prying eyes, teleport, transmute rock to mud
4th—beast shape II, charm monster (DC 19), dimension door, greater invisibility, illusory wall (DC 19)
3rd—blink, dispel magic, fly, slow (DC 19), stinking cloud (DC 18), water breathing
2nd—flaming sphere (DC 17), invisibility, knock, levitate, mirror image, spider climb
1st—comprehend languages, detect secret doors, expeditious retreat, feather fall, obscuring mist, shield, sleep (DC 16),
0th (at will)—detect magic, ghost sound, mage hand, open/close
Opposition Schools evocation, necromancy
TACTICS
During Combat The arcane trickster uses teleport, greater invisibility, blink, and fly to keep out of melee. If forced into melee, she uses Spring Attack and Vital Strike to make quick, devastating attacks before leaping away.
STATISTICS
Str 9, Dex 20, Con 14, Int 20, Wis 12, Cha 10
Base Atk +9; CMB +8; CMD 26
Feats Arcane Strike, Dodge, Fleet (2), Lightning Reflexes, Mobility, Point-Blank Shot, Scribe Scroll, Spell Focus (transmutation), Spring Attack, Vital Strike, Weapon Finesse
Skills Acrobatics +18 (+22 when jumping), Appraise +18, Climb +12, Disable Device +25, Disguise +8, Escape Artist +13, Knowledge (arcana, geography, history, local, nature, nobility, planes, religion) +13, Knowledge (dungeoneering, engineering) +18, Perception +21, Sleight of Hand +13, Spellcraft +18, Stealth +25, Survival +6, Swim +7, Use Magic Device +13
Languages Celestial, Common, Draconic, Dwarven, Elf, Gnome, Goblin
SQ arcane bond (+1 frost rapier), physical enhancement +1 (Strength), ranged legerdemain, rogue talents (finesse rogue, surprise attack, trap spotter), trapfinding +3, tricky spells 4/day
Combat Gear potions of cure serious wounds (2), scrolls of dispel magic (3); Other Gear +2 leather armor, +1 frost rapier, masterwork daggers (5), amulet of natural armor +2, belt of incredible dexterity +4, boots of speed, chime of opening, cloak of resistance +2, headband of vast intelligence +2, lens of detection, ring of protection +2, spell component pouch, spellbook, 167 gp