Tomb Raider (Human Rogue 6)
Tomb Raider CR 5
Human rogue 6
N Medium humanoid
Init +3; Senses Perception +14
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
HP 45 (6d8+18)
Fort +6, Ref +8, Will +2
Defensive Abilities evasion, trap sense +2, uncanny dodge
Speed 30 ft.
Melee shortsword +7 (1d6+1/19–20)
Ranged mwk shortbow +8 (1d6/x3)
Special Attacks sneak attack +3d6
Str 12, Dex 17, Con 14, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +5; CMD 18
Feats Great Fortitude, Skill Focus (Disable Device), Stealthy, Weapon Finesse
Skills Acrobatics +12, Appraise +11, Bluff +5, Climb +10, Disable Device +20, Escape Artist +14, Knowledge (dungeoneering) +11, Knowledge (local) +6, Linguistics +6, Perception +14 (+17 to find traps), Sleight of Hand +12, Stealth +14, Swim +5, Use Magic Device +8
Languages Aklo, Common, Terran, Undercommon
SQ rogue talents (fast stealth, rogue crawl, trap spotter), trapfinding +3
Combat Gear antitoxin; Other Gear masterwork studded leather, masterwork buckler, masterwork shortbow with 20 arrows, short sword, eyes of the eagle, magnifying glass, masterwork thieves' tools, sunrod, 18 gp
Boon A tomb raider could agree to appraise the PCs’ goods or to travel with them and disable a trap.
Tomb raiders are cunning explorers of ruined delves and trap-haunted dungeons and daring looters of ancient, treasure-laden crypts. They are invaluable allies, helping any would-be explorers get in and out without falling prey to lurking death and hidden danger. Of course, if a tomb raider should happen to find and keep the choicest bits for himself, who would know? He would never tell. A tomb raider might also be found as a rival inside a dungeon, perhaps seeking to loot the treasure inside before the PCs can. Replacing his Sleight of Hand skill with Craft (trapmaking) makes him an even more dangerous foe.
Tomb raiders make excellent burglars and scouts. A tomb raider often works alone, but he may also cooperate with an archaeologist and a pair of burglars (CR 8). A tomb raider scout might be found with a monster hunter (CR 7) or even with a group of four raiders (CR 9). Adventuring tomb raiders often travel with a medium or minstrel, a battle mage, and a gladiator or monster hunter (CR 9).
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