(Insert description here.)
- human witch (the Gaunt Man) 4 / rogue 3 / arcane trickster 1
- ability scores:
14 18 15 14 12 14 - hp: 55
- AC: 19 (T 15 F 15)
- includes mage armor
- vs. traps: +1 dodge
- BAB: +4
- CMD: 20
- saves: F +4 / R +9 / W +7
- vs. traps: R +10
- initiative: +4
- racial features:
- human spirit (+1 to morale bonuses)
- languages: Abyssal, Common, Draconic, Goblin, Infernal, Orc
- pact boons:
- proficiencies:
- weapons: basic weapons, unarmed strike, crossbows, light blades, maces & clubs, shortbows
- armor: light armor
- class features:
- patron: the Gaunt Man
- pact affinity:
- Sense Energy (Su): You can concentrate as a standard action to detect the presence of energy fields. (see text)
- pact affinity:
- augury 1/day
- invoke patron 1/day
- familiar:
- incorporeal projection; appears as hummingbird (Diminutive); fly 60 ft. (perfect); can manipulate objects as mage hand (even magical)
- (see full statistics for details)
- improved evasion, share spells, empathic link, speak with master, deliver touch spells
- incorporeal projection; appears as hummingbird (Diminutive); fly 60 ft. (perfect); can manipulate objects as mage hand (even magical)
- sneak attack +2d6
- evasion
- trapfinding
- trap sense +1
- ranged legerdemain
- rogue talent: finesse rogue
- patron: the Gaunt Man
- attacks:
- CMB: +6
- dagger +8 (1d4+2)
- dissipating touch +8 touch (1d6, or more)
- dissipating ray +8 touch (1d6, or more
- TK hurled daggers +8/+8/+8/+8 (1d4)
- TK hurled alchemical items +8/+8/+8/+8 touch (by item)
- feats:
- Extra Pact Boon (dissipating ray)
- Extra Pact Boon (dissipating touch)
- Precise Shot
- Shadow Strike
- Shot on the Run
- Weapon FinesseB
- skills:
- Acrobatics +11
- Appraise +8
- Bluff +9
- Climb +8
- Diplomacy +8
- Disable Device +17
- Escape Artist +11
- Knowledge (arcana) +7
- Perception +8
- Sense Motive +7
- Sleight of Hand +15
- Spellcraft +7
- Stealth +15
- skill tricks:
- cantrips:
- spells known (CL 5th):
- 1st level:
- mage armor
- 2nd level:
- (none)
- 1st level:
- spells prepared (4/2):
- 1st level:
(mage armor cast)- (open slot)
- (open slot)
- (open slot)
- 2nd level:
- (open slot)
- (open slot)
- 1st level:
- equipment: (— gp)
- desert traveler’s outfit
- class items:
- spell component pouch
- masterwork thieves’ tools
- combat gear:
- dagger ×10 (20 gp)
- hide-and-seek wand (charge die: d6)
- shadow cloak
- bag of flames
- mule (8 gp)
- carrying a medium load
- supplies:
- trail rations (2 weeks) (7 gp)
- barrel, 40 gal. (filled with water) (2 gp)
- misc. adventuring equipment:
- backpack (2 gp)
- bedroll (1 sp)
- silk rope, 50 ft. (10 gp)
- grappling hook (1 gp)
- flint & steel (1 gp)
- alchemical items:
- antitoxin (2) (20 gp)
- antiplague (2) (50 gp)
- eye drops of darkvision (150 gp)
- potion of healing (3) (150 gp)
- tindertwig (4) (4 gp)
- alchemist’s fire (8) (160 gp)
- acid (flask) (8) (80 gp)
- alkali flask (8) (120 gp)
- liquid ice (8) (320 gp)