Init +3

Spe 6

HP 9

BAB +0

Race Human

Class Rouge lv 1


STR 13

CON 10

DEX 16





AC 15 (+2 armor, +3 Dex)

Armor Leather Armor


Fort +0

Ref +5

Will -1


Shortsword     AB+1  1d6+1

Light Crossbow     AB+3  1d6+3


Trapfinding- Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. Sneak Attack-If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue 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. A rogue can’t strike with deadly accuracy from beyond that range. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Toughness- +3 HP

Rapid Reload(light crossbow)-The time required for you to reload your chosen type of crossbow is reduced to a free action


Sleight of Hand +4

Move Silently +4

Disable Device +4

Search +4

Balance +4

Bluff +4

Jump +4

Climb +4

Tumble +4


Leather Armor (+2 AC, max dex +6, arcane spell failure 10%, 15 Ibs)


Shortsword 1d6

Light crossbow 1d6