Another day in the office.

Eugene Avertin is darkhaired sleek Varisian man, who works in Jenivere as deck hand. Some say, that he run in to problems with gangs in Magnimar. He is nimble with his movement and climbs around the ship masts like a half monkey. During off time, he enjoys gambling and games, and has invested much time to learn Polyglot on the way to Eledar. Some do whisper that he aims to find fortunes from Bandu Hills.

Eugene Avertin
Male human (Varisian) unchained rogue 4
CN Medium humanoid (human)
Init +10; Senses Perception +7


AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 30 (4d8+4)
Fort +2, Ref +9, Will +1
Defensive Abilities danger sense +1, evasion, uncanny dodge


Speed 30 ft. Melee mwk short sword +9 (1d6+5/19-20)
:sap +8 (1d6 nonlethal)
Ranged light crossbow +8 (1d8/19-20)
Special Attacks TWF -2 attack, sneak attack (unchained) +2d6


Str 13, Dex 20, Con 12, Int 13, Wis 10, Cha 9
Base Atk +3; CMB +4; CMD 20
Feats Combat Expertise, Deadly Aim, Dodge, Improved Initiative, Power Attack, Skill Focus (Acrobatics), Two-weapon Fighting, Weapon Finesse
Traits dirty fighter, jenivere crew
Skills Acrobatics +14, Appraise +5, Bluff +4, Climb +6, Craft (traps) +6, Diplomacy +3, Disable Device +13, Disguise +3, Escape Artist +11, Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +9, Knowledge (local) +5, Perception +7, Sense Motive +4, Sleight of Hand +8, Stealth +11, Swim +7
Languages Common, Polyglot, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +2, combat trick), trapfinding +2
Other Gear studded leather, crossbow bolts (6), light crossbow, mwk short sword, sap, bedroll, belt pouch, chalk (10), flint and steel, masterwork backpack, mess kit, mirror, soap, thieves' tools, torch (5), trail rations (5), trapmaking tools, waterskin, 2 gp, 9 sp, 4 cp

Special Abilities

Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Poison applied:
1d2 Str damage, DC 12 (1 save, max 4 round)
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