GIDEON ARISTOTLE CR 17
Male Half-Elf Fighter 1 Rogue 17
CG Medium Humanoid (Elf, Human)
Hero Points 1
Init +12; Senses Low-Light Vision; Perception +21
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DEFENSE
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Defense 19, flat-footed 13 (+3 deflection, +5 Dex, +1 dodge)
Armor DR: 6/magic or Large (+3 armor, +3 HD bonus)
Critical Defense: +14 (+6 DR, +5 Dex, +3 deflection)
hp 210 (1d10+17d8+54)
Fort +10, Ref +16, Will +6
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=21), Trap Sense +5; Immune sleep; Resist fire 10, Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Club +19/+19/+14/+9 (1d6+8/20/x2) and
Dagger +20/+20/+15/+10 (1d4+9/19-20/x2) and
Dagger +17/+17/+12/+7 (1d4+6/19-20/x2) and
Lucerne Hammer +20/+15/+10 (1d12+11/20/x2) and
Unarmed Strike +16/+11/+6 (1d3+5/20/x2)
Ranged Amentum +20/+20/+15/+10 (1d6+8/20/x2) and
Shortbow, Comp. (Str +30) +22/+22/+17/+12 (1d6+11/20/x3)
Special Attacks Sneak Attack +9d6
Spell-Like Abilities Light (At will), Major Magic (Feather Fall) (2/day), Minor Magic (Detect Magic) (3/day)
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STATISTICS
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Str 20, Dex 21/23, Con 10/16, Int 14, Wis 12, Cha 10/12
Base Atk +13; CMB +18; CMD 37
Feats Acrobatic, Dodge, Improved Initiative, Manyshot, Master Craftsman: Craft (Magical arms & armor), Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Rogue Weapon Proficiencies, Shot On The Run, Skill Focus: Disable Device (Adaptability)
Traits Elven Reflexes, Magical Talent: Open/Close (1/day) (Sp)
Skills Acrobatics +19, Appraise +10, Bluff +7, Craft (Bows) +8, Craft (Magical arms & armor) +19, Diplomacy +20, Disable Device +26, Escape Artist +15, Fly +8, Handle Animal +12, Intimidate +8, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +7, Knowledge (Local) +13, Knowledge (Nature) +7, Knowledge (Religion) +9, Linguistics +10, Perception +21, Profession (Bowyer) +14, Ride +18, Sense Motive +14, Sleight of Hand +13, Spellcraft +20, Stealth +16, Survival +8, Swim +10, Use Magic Device +10
Languages Common, Draconic, Dwarven, Elven, Giant, Halfling, Orc, Sylvan, Terran
SQ Cold weather outfit, Elf Blood, Hero Points (1), Rod of Negation, Skill Mastery: Acrobatics, Skill Mastery: Appraise, Skill Mastery: Climb, Skill Mastery: Diplomacy, Skill Mastery: Disable Device, Skill Mastery: Handle Animal, Trapfinding +8, Wayfinder, Standard (empty)
Combat Gear Amentum, Club, Dagger, Dagger, Leaf Armor, Lucerne Hammer, Shortbow, Comp. (Str +30); Other Gear Adventurer's Sash (1 @ 0 lbs), Amulet of Natural Armor +1, Backpack, Masterwork (24 @ 31 lbs), Belt of Mighty Constitution, +6, Bloodflame Ring - d6 Fire dmg., Carpet of Flying I, Clay Golem Manual, Cold weather outfit, Crystal Ball, Telepathy, Explorer's outfit, Gauntlet of Rust, Harper Ring- @ death, consume item of choice, out of 2 most $, Ioun Stone, Incandescent Blue Sphere, Ioun Stone, Pink and Green Sphere, Periapt of Wound Closure, Potion of Cure Serious Wounds (2), Ring of Protection, +3, Ring of Wizardry II, Rod of Negation, Scroll: Restoration, Greater, Scroll: Spell Resistance, Scroll: Spell Resistance, Staff of Abjuration, Staff of Transmutation, Thieves' tools, masterwork, Wand of Cure Critical Wounds, Wand of Fireball, Wand of Haste, Wand of Magic Circle against Evil, Wand of Magic Weapon, Greater, Wand of Polymorph, Wand of Summon Monster IV, Wayfinder, Standard (empty)
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SPECIAL ABILITIES
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Cold weather outfit +5 Fort save vs. cold weather.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Uncanny Dodge (Lv >=21) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 21+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Talent: Open/Close (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Major Magic: Feather Fall (2/day) (Sp) 1st-level spell becomes a Spell Like ability
Manyshot You can shoot two arrows as the first attack of a full attack action.
Master Craftsman: Craft (Magical arms & armor) +2 to the selected craft skill, its ranks count as caster level for Craft Magic Arms and Armor and Craft Wondrous.
Minor Magic: Detect Magic (3/day) (Sp) A Cantrip becomes a Spell Like ability
Mobility +4 to AC against some attacks of opportunity.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rod of Negation This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod wielder needs to have used a ready action. The dispel check uses the rod's caster level (15th). The target item gets no saving throw, although the rod can't negate artifacts (even minor artifacts). The rod can function three times per day.
Strong varied; CL 15th; Craft Rod, dispel magic, and limited wish or miracle; Price 37,000 gp.
Shot On The Run When attacking with a ranged weapon, you can move - attack - move.
Skill Mastery: Acrobatics You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Appraise You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Climb You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Diplomacy You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Disable Device You can always take 10 with (3 + int modifier) skills.
Skill Mastery: Handle Animal You can always take 10 with (3 + int modifier) skills.
Sneak Attack +9d6 +9d6 damage if you flank your target or your target is flat-footed.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Trapfinding +8 +8 to find or disable traps.
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
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Gideon hails from the world of Arda. Having worked his way up from pud to world reknowned hero, he assumed the headship of the Kingdom of Rohan. Overseeing unprecedented economic boon and peace, he soon grew old and tired. Not yet ready to leave the world of mortals, Gideon and his powerful allies in Rohan found a way for him to begin anew in another world- Golarion. Virtualy born again, Gideon now seeks to spread his influence over a new world.
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