Turi
Male N Human Fighter 1 / URogue 6 (Knife master),
Level 7,
Init +5,
HP 73/73,
Speed 30
AC 22,
Touch 16,
Flat-footed 17,
CMD 21,
Fort 6,
Ref 9,
Will 4,
CMB +4,
Base Attack Bonus 4
+1 Kukri x2 +12 or +10/+10 (1d4+6, 18-20, x2)
Cold iron dagger +10 (1d4, 19-20, x2)
Silver dagger +10 (1d4-1, 19-20, x2)
Trip attempt +16 (assuming +1 kukri)
Mistmail (mist form- 20% concealment),
Amulet of natural armor,
Ring of protection (+5 Armor, +5 Dex, +1 Nat, +1 Def)
Abilities Str 11, Dex 20, Con 15, Int 11, Wis 14, Cha 8
Condition +1 dmg when flanking
+1 AC
(23) vs attack with light blades
sneak stab: 3d8/3d4
Endurance, die hard // Resiliency: 1/1
Vanish: 1/2 (CL 6)
-2 skill checks after failure
ignore first 5' of difficult terrain
poisons, potions
Escape artist R's edge
Invisible, 2 rounds
If the summoned bat is able to provide flanking bonuses to Turi (and he can tell), he will approach and attack. If not, he will wait.
He can't fail the acrobatics to move on the slope.
[roll0] kukri (vs flat-footed)
[roll1] CC (31+, x2)
[roll2] damage
[roll3] crit bonus
[roll4] sneak stab- using the bewildered effect of debilitating attack to reduce it's AC by 2 (4 for Turi's attacks next round)