I just thought that since this is going nowhere, I might as well have some fun and make more characters.
Magtarr, Male LE fire demon rogue 2
STR... 16, +3
DEX... 14, +2
CON... 14, +2
INT.... 14, +2
WIS... 10, +0
CHA... 8, -1
HP: 13
BAB: +2
AC: 17 (+4 studded leather, +1 buckler, +2 dex) touch 12, flat footed 15
Mwk morningstar: (+3; 1d8+2; x2)
Feats:
Weapon Focus (morningstar)
Skills:
Hide 6 ranks: +8
Move Silently 6 ranks: +8
Search 6 ranks: +6
Spot 6 ranks: +6
Bluff 6 ranks: +5
Diplomacy 6 ranks: +5
Use magic device 6 ranks: +5
Disable Device 6 ranks: +8
Appraise 6 ranks: +8
Sense Motive 6 ranks: +6
Special attacks:
fire-breathing: 1d4 fire damage every 1d4 rounds
Berserk rage
Class Abilities:
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.
Sneak Attack: 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 traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps 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 traps 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.
Posessions: +1 studded leather: +4 AC, no armor check penalty.
Mwk morningstar
mwk buckler: +1 AC, no armor check penalty