Crasical
2012-06-02, 02:33 AM
Okay, Playground, I'm coming here with a problem. Ordinarily I'd post this in the RHoD handbook, but that's for DMs and full of spoilers, so I'm afraid to look through it as I'm just a player, not a DM.
To my knowledge, the DM has been running the module exactly as written. And I'm starting to fear I'm over-optimized for the adventures to come, in response to my first character getting killed off in the first session. So my question is basically threefold:
1.) What level of Optimization does the default RHoD module expect?
2.) Take a look at my character and her thrall. Do they seem overpowered to you?
3.) Lastly, I'm considering swapping my thrall out for a Warforged Charger at level 9. Is this more or less powerful than my current thrall?
Tres Bonne
Tres Bonne
Age: 19
Height: 5'5
Weight: 157
Eyes: Green
Hair: Brown
Skin: Fair
Alignment: Chaotic Neutral
Race: Human
Class: Shaper Psion 5, Thrallherd 2
EXP: 29,138
Abilities Stat modifier
Strength 10 (+0)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 10 (+0)
Charisma 12 (+1)
Total hit Points: 43/43
Speed: 30 Feet
Armor Class: 16 10 [Base] + 5 [Armor] + 1 [Dex]
Touch AC: 11 10 [Base] + 1 [Dex]
Flat Footed: 15 10 [Base] + 5 [Armor]
Initiative Modifier: +1
Fortitude Save: +3 = +1 [class] +2 [Con]
Reflex Save: +2 = +1 [class] +1 [Dex]
Will Save: +7 = +7 [class] +0 [Wis]
Attack(handheld): +3 = +3 [BAB] + 0 [STR]
Attack(Missile): +4 = +3 [BAB] + 1 [DEX]
Grapple Check: +4 = +3 [BAB] + 1 [STR]
Languages: Common, Dwarven, Giant, Goblin
Feats: Psionic Body, Hidden Talent, Psycrystal Affinity, Rapid Metabolism, Inquisitor, Extend Power, Psycrystal Alertness
Skills
Skill name Key Ability Skill Modifier Ability Modifier Ranks misc modifier
Appraise Int 6 = 4 + 0 +2(Craft)
Balance Dex 1 = 1 + 0
Bluff Cha 11 = 1 + 10
Climb Str 0 = 0 + 0
Concentration Con 12 = 2 + 10
Craft(Alchemy) Int 17 = 4 + 10 +3 (psycrystal)
Craft(Blacksmith) Int 17 = 4 + 10 +3 (psycrystal)
Decipher Script Int 4 = 4 + 0
Diplomacy Cha 9 = 1 + 6 + 2(Bluff)
Disable Device Int 4 = 4 + 0
Disguise Cha 3 = 1 + 0 + 2(Bluff)
Escape Artist Dex 1 = 1 + 0
Forgery Int 4 = 4 + 0
Gather Info Cha 3 = 1 + 0 + 2(Local)
Handle Animal Cha 1 = 1 + 0
Heal Wis 0 = 0 + 0
Hide Dex 4 = 4 + 0
Intimidate Cha 3 = 1 + 0 + 2(Bluff)
Jump Str 0 = 0 + 0
Knowledge(Dungeoneer) Int 12 = 4 + 8
Knowledge(Engingeer) Int 12 = 4 + 8
Knowledge(Local) Int 12 = 4 + 8
Listen Wis 2 = 0 + 0 +2 Alertness
Move Silently Dex 1 = 1 + 0
Open Lock Dex 1 = 1 + 0
Perform Cha 1 = 1 + 0
Profession Wis 0 = 0 + 0
Ride Dex 5 = 1 + 4(8)
Search Int 6 = 4 + 0 + 2(Engineer)
Sense Motive Wis 0 = 0 + 0
Sleight of Hand Dex 3 = 1 + 0 + 2(Bluff)
Speak Language NA 0 = - + 0
Spellcraft In 4 = 4 + 0
Spot Wis 2 = 0 + 0 + 2(Alertness)
Survival Wis 2 = 0 + 0 + 2(Dungeon)
Swim Str 0 = 0 + 0
Tumble Dex 1 = 1 + 0
Use Magic Device Cha 1 = 1 + 0
Use Rope Dex 1 = 1 + 0
HUMAN RACIAL ABILITIES:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Psionic POWER!
PP = 49/49
Powers Known: 13 (+ Mindlink bonus power)
5 1st level powers
Crystal Shard, Psionic Minor Creation, Vigor, Entangling Ectoplasm, Psionic Grease, Mindlink
4 2nd level powers
Psionic Identify, Share Pain, Ego Whip, Crystalstorm
4 3rd level powers
Greater Concealing Amorpha, Dispel Psionics, Time Hop, Ectoplasmic Cocoon
Equipment:(19000 starting gold)
4500 = Masterwork Mithral Breastplate
4500 = Dorje of Body Adjustment
4000 = Cognizance Crystal +3
2000 = Handy Havresack
1200 = Travel Cloak (Magic of Faerun p. 166)
0500 = Magic Bedroll (MIC 163)
0200 = x4 Antitoxin
0100 = x10 Forger's Paper (Complete Scoundrel p. 110)
0100 = x4 Torch Bug Paste (Complete Scoundrel p. 120)
0060 = Auran Mask (Complete Mage p. 134)
0050 = Masterwork Manacles
0040 = Forgery Kit (Complete Adventurer p. 122)
0025 = Holy Water
0020 = Defoliater (A&E p.33)
0020 = Stonebreaker Acid (Arms & Equipment Guide p. 35)
0020 = Jewler's Loupe (Arms & Equipment Guide p. 24)
0015 = Sprayer (Arms & Equipment Guide p. 25)
0010 = Mobile Brace (RoFaerun p. 158)
0010 = Silk Rope '50
0001 = x10 Insectbane Candle (A&E p.21)
0001 = Clearwater Tablet (C.Scoundrel p. 110)
0001 = Lasso (Book of Exalted Deeds p. 34)
702 = gold
Dem Bonne
Dem(itri) Bonne
Age: 16
Height: 5'8
Weight: 180
Eyes: Grey
Hair: Brown
Skin: Fair
Alignment: Chaotic Neutral
Race: Human
Class: Rogue 5, Warlock 1
Abilities Stat modifier
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 15 (+2)
Total hit Points: 38/38
Speed: 30 Feet
Armor Class: 16 18 [Base] + 4 [Armor] + 1 [Enhancement] + 3 [Dex]
Touch AC: 11 13 [Base] + 3 [Dex]
Flat Footed: 15 15 [Base] + 4 [Armor] + 1 [Enhancement]
Initiative Modifier: +3
Fortitude Save: +3 = +1 [class] +2 [Con]
Reflex Save: +7 = +4 [class] +3 [Dex]
Will Save: +3 = +3 [class] +0 [Wis]
Attack(handheld): +3 = +3 [BAB] + 0 [STR]
Attack(Missile): +6 = +3 [BAB] + 3 [DEX]
Grapple Check: +3 = +3 [BAB] + 0 [STR]
Languages: Common, Goblin, Undercommon
Feats: Fade Into Darkness, Blend into Shadows, Point blank Shot, Precise shot
Skills
Skill name Key Ability Skill Modifier Ability Modifier Ranks misc modifier
Appraise Int 2 = 2 + 0
Balance Dex 5 = 3 + 0 +2 [Tumble]
Bluff Cha 10 = 2 + 8
Climb Str 0 = 0 + 0
Concentration Con 2 = 2 + 0
Craft Int 2 = 2 + 0
Decipher Script Int 2 = 2 + 0
Diplomacy Cha 2 = 2 + 0 +2 [Bluff]
Disable Device Int 10 = 2 + 8
Disguise Cha 2 = 2 + 0
Escape Artist Dex 3 = 3 + 0
Forgery Int 10 = 2 + 8
Gather Info Cha 2 = 2 + 0
Handle Animal Cha 2 = 2 + 0
Heal Wis 0 = 0 + 0
Hide Dex 11 = 3 + 8
Intimidate Cha 4 = 2 + 0 +2 [Bluff]
Jump Str 7 = 0 + 5 +2 [Tumble]
Knowledge(Any) Int 2 = 2 + 0
Listen Wis 8 = 0 + 8
Move Silently Dex 11 = 3 + 8
Open Lock Dex 11 = 3 + 8
Perform Cha 2 = 2 + 0
Profession Wis 0 = 0 + 0
Ride Dex 3 = 3 + 0
Search Int 10 = 2 + 8
Sense Motive Wis 0 = 0 + 0
Sleight of Hand Dex 13 = 3 + 8 +2 [Bluff]
Speak Language NA 0 = - + 0
Spellcraft In 2 = 2 + 0
Spot Wis 10 = 0 + 8
Survival Wis 2 = 0 + 0 +2 [Search]
Swim Str 0 = 0 + 0
Tumble Dex 13 = 3 + 8 +2 [Jump]
Use Magic Device Cha 2 = 2 + 0
Use Rope Dex 3 = 3 + 0
HUMAN RACIAL ABILITIES:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Warlock Abilities
Powers Known: Least Invocation: Darkness, 1d6 eldritch blast
Rogue Abilities
Sneak Attack + 3d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue 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 sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Equipment:(13000 starting gold)
Chasuble of Fell Power = 8000
Gloves of El. Admixture = 2500
+1 Chain Shirt = 1250
To my knowledge, the DM has been running the module exactly as written. And I'm starting to fear I'm over-optimized for the adventures to come, in response to my first character getting killed off in the first session. So my question is basically threefold:
1.) What level of Optimization does the default RHoD module expect?
2.) Take a look at my character and her thrall. Do they seem overpowered to you?
3.) Lastly, I'm considering swapping my thrall out for a Warforged Charger at level 9. Is this more or less powerful than my current thrall?
Tres Bonne
Tres Bonne
Age: 19
Height: 5'5
Weight: 157
Eyes: Green
Hair: Brown
Skin: Fair
Alignment: Chaotic Neutral
Race: Human
Class: Shaper Psion 5, Thrallherd 2
EXP: 29,138
Abilities Stat modifier
Strength 10 (+0)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 10 (+0)
Charisma 12 (+1)
Total hit Points: 43/43
Speed: 30 Feet
Armor Class: 16 10 [Base] + 5 [Armor] + 1 [Dex]
Touch AC: 11 10 [Base] + 1 [Dex]
Flat Footed: 15 10 [Base] + 5 [Armor]
Initiative Modifier: +1
Fortitude Save: +3 = +1 [class] +2 [Con]
Reflex Save: +2 = +1 [class] +1 [Dex]
Will Save: +7 = +7 [class] +0 [Wis]
Attack(handheld): +3 = +3 [BAB] + 0 [STR]
Attack(Missile): +4 = +3 [BAB] + 1 [DEX]
Grapple Check: +4 = +3 [BAB] + 1 [STR]
Languages: Common, Dwarven, Giant, Goblin
Feats: Psionic Body, Hidden Talent, Psycrystal Affinity, Rapid Metabolism, Inquisitor, Extend Power, Psycrystal Alertness
Skills
Skill name Key Ability Skill Modifier Ability Modifier Ranks misc modifier
Appraise Int 6 = 4 + 0 +2(Craft)
Balance Dex 1 = 1 + 0
Bluff Cha 11 = 1 + 10
Climb Str 0 = 0 + 0
Concentration Con 12 = 2 + 10
Craft(Alchemy) Int 17 = 4 + 10 +3 (psycrystal)
Craft(Blacksmith) Int 17 = 4 + 10 +3 (psycrystal)
Decipher Script Int 4 = 4 + 0
Diplomacy Cha 9 = 1 + 6 + 2(Bluff)
Disable Device Int 4 = 4 + 0
Disguise Cha 3 = 1 + 0 + 2(Bluff)
Escape Artist Dex 1 = 1 + 0
Forgery Int 4 = 4 + 0
Gather Info Cha 3 = 1 + 0 + 2(Local)
Handle Animal Cha 1 = 1 + 0
Heal Wis 0 = 0 + 0
Hide Dex 4 = 4 + 0
Intimidate Cha 3 = 1 + 0 + 2(Bluff)
Jump Str 0 = 0 + 0
Knowledge(Dungeoneer) Int 12 = 4 + 8
Knowledge(Engingeer) Int 12 = 4 + 8
Knowledge(Local) Int 12 = 4 + 8
Listen Wis 2 = 0 + 0 +2 Alertness
Move Silently Dex 1 = 1 + 0
Open Lock Dex 1 = 1 + 0
Perform Cha 1 = 1 + 0
Profession Wis 0 = 0 + 0
Ride Dex 5 = 1 + 4(8)
Search Int 6 = 4 + 0 + 2(Engineer)
Sense Motive Wis 0 = 0 + 0
Sleight of Hand Dex 3 = 1 + 0 + 2(Bluff)
Speak Language NA 0 = - + 0
Spellcraft In 4 = 4 + 0
Spot Wis 2 = 0 + 0 + 2(Alertness)
Survival Wis 2 = 0 + 0 + 2(Dungeon)
Swim Str 0 = 0 + 0
Tumble Dex 1 = 1 + 0
Use Magic Device Cha 1 = 1 + 0
Use Rope Dex 1 = 1 + 0
HUMAN RACIAL ABILITIES:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Psionic POWER!
PP = 49/49
Powers Known: 13 (+ Mindlink bonus power)
5 1st level powers
Crystal Shard, Psionic Minor Creation, Vigor, Entangling Ectoplasm, Psionic Grease, Mindlink
4 2nd level powers
Psionic Identify, Share Pain, Ego Whip, Crystalstorm
4 3rd level powers
Greater Concealing Amorpha, Dispel Psionics, Time Hop, Ectoplasmic Cocoon
Equipment:(19000 starting gold)
4500 = Masterwork Mithral Breastplate
4500 = Dorje of Body Adjustment
4000 = Cognizance Crystal +3
2000 = Handy Havresack
1200 = Travel Cloak (Magic of Faerun p. 166)
0500 = Magic Bedroll (MIC 163)
0200 = x4 Antitoxin
0100 = x10 Forger's Paper (Complete Scoundrel p. 110)
0100 = x4 Torch Bug Paste (Complete Scoundrel p. 120)
0060 = Auran Mask (Complete Mage p. 134)
0050 = Masterwork Manacles
0040 = Forgery Kit (Complete Adventurer p. 122)
0025 = Holy Water
0020 = Defoliater (A&E p.33)
0020 = Stonebreaker Acid (Arms & Equipment Guide p. 35)
0020 = Jewler's Loupe (Arms & Equipment Guide p. 24)
0015 = Sprayer (Arms & Equipment Guide p. 25)
0010 = Mobile Brace (RoFaerun p. 158)
0010 = Silk Rope '50
0001 = x10 Insectbane Candle (A&E p.21)
0001 = Clearwater Tablet (C.Scoundrel p. 110)
0001 = Lasso (Book of Exalted Deeds p. 34)
702 = gold
Dem Bonne
Dem(itri) Bonne
Age: 16
Height: 5'8
Weight: 180
Eyes: Grey
Hair: Brown
Skin: Fair
Alignment: Chaotic Neutral
Race: Human
Class: Rogue 5, Warlock 1
Abilities Stat modifier
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 15 (+2)
Total hit Points: 38/38
Speed: 30 Feet
Armor Class: 16 18 [Base] + 4 [Armor] + 1 [Enhancement] + 3 [Dex]
Touch AC: 11 13 [Base] + 3 [Dex]
Flat Footed: 15 15 [Base] + 4 [Armor] + 1 [Enhancement]
Initiative Modifier: +3
Fortitude Save: +3 = +1 [class] +2 [Con]
Reflex Save: +7 = +4 [class] +3 [Dex]
Will Save: +3 = +3 [class] +0 [Wis]
Attack(handheld): +3 = +3 [BAB] + 0 [STR]
Attack(Missile): +6 = +3 [BAB] + 3 [DEX]
Grapple Check: +3 = +3 [BAB] + 0 [STR]
Languages: Common, Goblin, Undercommon
Feats: Fade Into Darkness, Blend into Shadows, Point blank Shot, Precise shot
Skills
Skill name Key Ability Skill Modifier Ability Modifier Ranks misc modifier
Appraise Int 2 = 2 + 0
Balance Dex 5 = 3 + 0 +2 [Tumble]
Bluff Cha 10 = 2 + 8
Climb Str 0 = 0 + 0
Concentration Con 2 = 2 + 0
Craft Int 2 = 2 + 0
Decipher Script Int 2 = 2 + 0
Diplomacy Cha 2 = 2 + 0 +2 [Bluff]
Disable Device Int 10 = 2 + 8
Disguise Cha 2 = 2 + 0
Escape Artist Dex 3 = 3 + 0
Forgery Int 10 = 2 + 8
Gather Info Cha 2 = 2 + 0
Handle Animal Cha 2 = 2 + 0
Heal Wis 0 = 0 + 0
Hide Dex 11 = 3 + 8
Intimidate Cha 4 = 2 + 0 +2 [Bluff]
Jump Str 7 = 0 + 5 +2 [Tumble]
Knowledge(Any) Int 2 = 2 + 0
Listen Wis 8 = 0 + 8
Move Silently Dex 11 = 3 + 8
Open Lock Dex 11 = 3 + 8
Perform Cha 2 = 2 + 0
Profession Wis 0 = 0 + 0
Ride Dex 3 = 3 + 0
Search Int 10 = 2 + 8
Sense Motive Wis 0 = 0 + 0
Sleight of Hand Dex 13 = 3 + 8 +2 [Bluff]
Speak Language NA 0 = - + 0
Spellcraft In 2 = 2 + 0
Spot Wis 10 = 0 + 8
Survival Wis 2 = 0 + 0 +2 [Search]
Swim Str 0 = 0 + 0
Tumble Dex 13 = 3 + 8 +2 [Jump]
Use Magic Device Cha 2 = 2 + 0
Use Rope Dex 3 = 3 + 0
HUMAN RACIAL ABILITIES:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Warlock Abilities
Powers Known: Least Invocation: Darkness, 1d6 eldritch blast
Rogue Abilities
Sneak Attack + 3d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue 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 sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Equipment:(13000 starting gold)
Chasuble of Fell Power = 8000
Gloves of El. Admixture = 2500
+1 Chain Shirt = 1250