| WEIGHT ALLOWANCE |
| Light |
32 |
Medium |
65 |
Heavy |
97 |
| MONEY |
Gold Piece: 49
Unspent Funds = 832.0 |
Dagger (Small)
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Equipped
|
PS
|
S
|
19-20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
+8
|
+4
|
+8
|
+2
|
+4
|
+0
|
| Dam |
1d3+5
|
1d3+2
|
1d3+5
|
1d3+5
|
1d3+5
|
1d3+2
|
| Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
| Bonus |
+8
|
+6
|
+4
|
+2
|
+0
|
| Dam |
1d3+5 |
1d3+5 |
1d3+5 |
1d3+5 |
1d3+5 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
|
Alchemist's Fire
|
HAND |
TYPE |
SIZE |
CRITICAL |
Equipped
|
F
|
M
|
20/x2
|
| Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
| Bonus |
+6
|
+4
|
+2
|
+0
|
-2
|
| Dam |
1d6 |
1d6 |
1d6 |
1d6 |
1d6 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
splash weapon, Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
|
Oil, 1 Pint Flask
|
HAND |
TYPE |
SIZE |
CRITICAL |
Equipped
|
F
|
M
|
20/x2
|
| Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
| Bonus |
+6
|
+4
|
+2
|
+0
|
-2
|
| Dam |
1d6 |
1d6 |
1d6 |
1d6 |
1d6 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
splash weapon, full-round action to prepare, 50% chance to ignite
|
Masterwork Shortbow (Small)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
P
|
S
|
20/x3
|
| Range |
30 ft.'
|
60 ft.'
|
120 ft.'
|
180 ft.'
|
240 ft.'
|
| Bonus |
+9
|
+9
|
+7
|
+5
|
+3
|
| Dam |
1d4 |
1d4 |
1d4 |
1d4 |
1d4 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
|
| 1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
| LANGUAGES |
Common, Draconic, Goblin
|
| PROFICIENCIES |
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Brass Knuckles, Cestus, Club, Hand Crossbow, Heavy Crossbow, Light Crossbow, Dagger, Punching Dagger, Dart, Gauntlet, Spiked Gauntlet, Grapple, Javelin, Longspear, Heavy Mace, Light Mace, Mere Club, Morningstar, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Splash Weapon, Stake, Short Sword, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow
|
| Archetypes |
| Scout
Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon. |
| Traits |
| Beast Bond (Handle Animal) |
[Paizo Publishing - Ultimate Campaign, p.59] |
|
You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
|
| Reactionary |
[Paizo Inc. - Advanced Player's Guide, p.328] |
|
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
|
| SPECIAL ATTACKS |
|
Fast Getaway
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.130] |
|
After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement. |
|
Sneak Attack
(Ex)
|
[Paizo Inc. - Core Rulebook, p.68] |
|
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. |
| SPECIAL QUALITIES |
|
Danger Sense
(Ex)
|
[Paizo Inc. - Pathfinder Unchained] |
|
You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class). |
|
Evasion
(Ex)
|
[Paizo Inc. - Core Rulebook] |
|
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. |
|
Fast
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.115] |
|
Goblins have a base speed of 30 ft. |
|
Finesse Training
(Ex)
|
[Paizo Inc. - Pathfinder Unchained, p.20] |
|
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. |
|
Skilled
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.18] |
|
Goblins gain a +4 racial bonus on Ride and Stealth checks. |
|
Trapfinding
(Ex)
|
[Paizo Inc. - Pathfinder Unchained, p.20] |
|
You add +1 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. |
|
Weapon Choice (Dagger)
(Ex)
|
[Paizo Inc. - Pathfinder Unchained] |
|
Dexterity to Damage with Dagger |
| FEATS |
| Quick Draw |
[Paizo Inc. - Core Rulebook, p.131] |
| You can draw weapons faster than most. |
| You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
|
| Roll With It |
[Paizo Publishing - Pathfinder Player Companion: Goblins of Golarion, p.25] |
| You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs. |
| If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place. You are staggered for 1 round after you attempt to use this feat, whether or not you succeed.
|
| Weapon Finesse |
[Paizo Inc. - Core Rulebook, p.136] |
| You are trained in using your agility in melee combat, as opposed to brute strength. |
| With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
|
|