Iron Gods: Valley of the Brain Collectors
Leader of the skulk tribe under Black Hill.
Female skulk rogue 5
CN Medium humanoid (skulk)
Init + 8; Senses low-light vision; Perception + 12
AC 21, touch 17, flat-footed 16 (+ 4 armor, + 4 Dex, + 1 dodge, + 1 natural, + 1 deflection)
hp 64 (8 HD; 8d8+21)
Fort + 4, Ref + 11, Will + 3
Defensive Abilities evasion, danger sense + 1, uncanny dodge
Speed 30 ft.
Melee + 1 short sword + 11 (1d6+ 4/19–20)
Ranged dagger + 8 (1d4/19–20)
Special Attacks sneak attack + 4d6, debilitating injury
Rogue Spell-Like Abilities (CL 4th, concentration +5)
at will—mage hand
During Combat Sef keeps hidden during combat for as long as she can and makes ranged sneak attacks. She does so by hurling asks of alchemist’s fire and thrown daggers before using her fast stealth rogue talent to move deeper into the shadows to hide again. If cornered, she lashes out with her short sword until she can break free and run, but always returns after eluding (or fooling) pursuit, waging guerrilla attacks to wear down her opposition.
Str 11, Dex 18, Con 15, Int 12, Wis 12, Cha 12
Base Atk + 6; CMB + 6; CMD 20
Feats Improved Initiative, Skill Focus (Stealth), Weapon Finesse, Dodge, Extra argue Talent
Skills Climb + 10, Diplomacy +9, Disable Device + 15, Knowledge (engineering) + 4, Knowledge (local) + 6, Perception + 12, Sleight of Hand + 9, Stealth + 26, Survival + 6
Languages Common, Undercommon
SQ camouflaged step, chameleon skin, rogue’s edge (stealth skill talent), rogue talents (fast stealth, minor magic, major magic), trapfinding + 2
Combat Gear ring of protectin + 1, amulet of natural armor + 1, potion of spider climb (2), potion of cure light wounds (2), potion of cure serious wounds, alchemist’s fire (2), liquid ice, smokesticks (3);
Other Gear daggers (10), mwk short sword, 35 gp, 18 sp