Male human rogue 7/assassin 3
NE Medium humanoid (human)
Init +8; Senses Perception +12
AC 23, touch 18, flat-footed 19 (+5 armor, +4 deflection, +4 Dex)
hp 74 (10 HD; 7d8+3d8+27)
Fort +5, Ref +11, Will +2; +1 vs. poison
Defensive Abilities evasion, improved uncanny dodge, trap sense +2
Speed 30 ft.
Melee +2 dagger +14/+9 (1d4+4/19–20 plus poison) or +2 dagger +12/+7 (1d4+4/19–20 plus poison) and mwk dagger +11 (1d4+1/19–20 plus poison)
Ranged mwk dagger +13 (1d4+2/19–20 plus poison)
Special Attacks death attack (DC 14), sneak attack +6d6
Before Combat He coats his daggers with poison and drinks his potion of shield of faith before combat. He conceals the daggers in his sleeves and quietly observes a PC for at least 3 rounds if possible.
During Combat When the ghouls attack, he tries to flank his chosen target with one of the ghouls in order to make a death attack. He then continues to flank with the ghouls and make additional sneak attacks.
Morale If reduced to fewer than 15 hit points, he flees, attempting to lose pursuers in the alleyways or in the desolate moors outside town.
Str 14, Dex 18, Con 14, Int 12, Wis 8, Cha 10
Base Atk +7; CMB +9; CMD 27
Feats Deceitful, Improved Initiative, Quick Draw, Two-Weapon Fighting, Vital Strike, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +17, Bluff +17, Diplomacy +13, Disable Device +10, Disguise +19, Escape Artist +17, Knowledge (local) +6, Perception +12, Sense Motive +5, Sleight of Hand +17, Stealth +17
Languages Common, Necril
SQ poison use, rogue talents (bleeding attack +6, finesse rogue, surprise attack), trapfinding +3
Combat Gear potion of shield of faith +4, large scorpion venom (4 vials); Other Gear +1 mithral shirt, +2 dagger, masterwork daggers (2), disguise kit, small ceramic egg, thieves’ tools, 20 pp