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 7
CN Medium humanoid (human)
Init +11; Senses Perception +10 (trapfinding +3), Sense motive +5


AC 24/22, touch 17, flat-footed 17 (+5 armor, +6 Dex, +1 dodge / +2 shield)
hp 67 (7d8+21)
Fort +6, Ref +13, Will +6
Defensive Abilities Danger Sense +2, Evasion, Uncanny Dodge, Twist Away


Speed 30 ft.
:mwk short sword +12 (1d6+6/19-20/S), or TWF +10 (1d6+6/19-20/S)
:+1 dagger +12 (1d4+2/19-20/P or S), or TWF +9 (1d4+1/19-20/P or S)
:mvk cold iron light mace +12 (1d6+1/B), or TWF +9 (1d6/B)
Ranged light crossbow +11 (1d8/19-20/P)
Special Attacks Sneak Attack (unchained) +4d6 and bleeding attack 4, Dirty Fighter, Assault Leader 1/d, Debilitating injury: bewildered, disoriented, hampered


Str 13, Dex 22, Con 14, Int 13, Wis 10, Cha 9
Base Atk +5; CMB +6; CMD 23
Feats Combat Expertise, Deadly Aim, Dodge, Improved Initiative, Iron Will, Piranha Strike, Skill Focus (Acrobatics), Twist Away, Two-weapon Fighting, Weapon Finesse
Traits dirty fighter, jenivere crew [survival]
Skills Acrobatics +19, Appraise +5, Bluff +5, Climb +11, Craft (traps) +5, Diplomacy +3, Disable Device +19, Disguise +3, Escape Artist +16, Intimidate +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +3, Knowledge (local) +6, Sleight of Hand +12, Stealth +16, Survival +6, Swim +9, Use Magic Device +3
Languages Common, Polyglot, Varisian
SQ trapfinding +3
Gear potion of cure light wounds (2), potion of invisibility, potion of jump, potion of lesser restoration; Other Gear +1 mithral chain shirt, +1 living steel buckler, mantis dagger, crossbow bolts (13), fungus sword, light crossbow, mwk cold iron light mace, belt of physical might +2 (Dex, Con), cloak of resistance +2, handy haversack, bedroll, belt pouch, chalk (10), courtier's outfit, flint and steel, mess kit, mirror, oil of light 2x, soap, thieves' tools, torch (5), trail rations (8), trapmaking tools, waterskin, 42 gp, 4 sp, 4 cp

Special Abilities

Acrobatics skill unlock 5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Assault Leader (1/day) (Ex) When you miss an attack, allow an ally also flanking that target an immediate attack.
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Deadly Aim -2/+4 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 -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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