Adventurer (Tomb Raider)
Defense
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
Offense
Speed: 30 ft.
Melee: short sword +7 (1d6+1/19–20)
Ranged: mwk shortbow +8 (1d6/×3)
Special Attacks: sneak attack +3d6
Statistics
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
SQ: rogue talents (fast stealth, rogue crawl, trap spotter), trapfinding +3
Languages: Aklo, Common, Terran, Undercommon
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
Description
Human rogue 6
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).
Source: GameMastery Guide, p. 257
