"Seargent" Bizon Mosspool

"Out in these parts, they call me "Seargent"

Description:

SEARGENTBIZON MOSSPOOL
CR 5
Male Human rogue 6
NG medium humanoid (human)
Init 3; Senses Perception +8,
Languages Common, Elven, Gnoll
AC 18, touch 13, flat-footed 18
hp 43 (6HD)
Fort 
4, Ref +8, Will +4, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a 1 trait bonus on all saving throws against fire effects., 2 Reflex to avoid traps
Defensive Abilities Evasion, Trap Sense +2,
Speed 30 ft. (6 squares)
Melee chain 1 (spiked) (two handed) 8 ((two handed) 2d4+4)
Ranged masterwork crossbow (repeating heavy) +8 (1d10/19-20)
Melee dagger +7 (1d4+2/19-20)
Ranged dagger (thrown) +7 (1d4+2/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +4; CMB +6; CMD 19
Atk Options Assault Leader, Sneak Attack 3d6,
Special Actions Scout’s Charge, Abilities Str 14, Dex 16, Con 14, Int 16, Wis 14, Cha 14
Special Qualities Bonus Feat, Camouflage, Follow Up, Skilled, Survivalist, Weapon and Armor Proficiency,
Feats Armor Proficiency, Light, Exotic Weapon Proficiency (Chain (Spiked), Crossbow (Repeating Heavy)), Precise Strike, Weapon Finesse
Skills Acrobatics +9, Appraise +10, Bluff +11, Climb +7, Craft (Untrained) +3, Diplomacy +11, Disable Device +9, Disguise +11, Escape Artist +9, Fly +2, Handle Animal +5, Heal +7, Intimidate +8, Knowledge (Local) +12, Perception +8, Perform (String Instruments) +10, Perform (Untrained) +2, Ride +4, Sense Motive +10, Sleight of Hand +7, Stealth +11, Survival +9, Swim +5,
Possessions chain +1 (spiked); chain shirt +1; potion of cure light wounds (x5); Backpack [ Blanket; Masterwork Crossbow (Repeating Heavy); Paper (Sheet) (x20); Thieves’ Tools; Torch; ]; Masterwork Crossbow (Repeating Heavy) [ Bolt, Repeating Crossbow (x5); ]; Horse (Heavy/Combat Trained) [ Musical Instrument (Lute); Saddle (Military); Feed (Per Day) (x50); Bolt, Repeating Crossbow (x72); Rations (Trail/Per Day) (x60); Hot Weather Outfit; Portrait Book; Traveler’s Outfit; Wine (Fine/Bottle) (x2); Dagger (x5); ]; Assault Leader (Ex) Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Bonus Feat Humans select one extra feat at 1st level.
Camouflage (Ex) Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Follow Up (Ex) An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false. This ability replaces trapfinding.
Scout’s Charge (Ex) Whenever you make a charge, your attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Survivalist A rogue with this talent adds Heal and Survival to her list of class skills.
Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Bio:

"Seargent" Bizon Mosspool

The Chronicles of Duman Aysaf