Another day in the office.

Eugene Avertin is darkhaired sleek Varisian man, who worked as deck hand on Jeniveres crew. Some say, that he run in to problems with gans in Magnimar. Even fewer know that he is son deceased sherif and he left his mother and sisters to small town called Sandpoint to surive the loss. During off time, he enjoys gambling, games and comfort, not to forget the opposite sex. Some do whisper that he aims to find fortunes at Bandu Hills.

Eugene Avertin
Male human (Varisian) unchained rogue 7
CN Medium humanoid (human)
Init +11; Senses Perception +10 (trapfinding +3), Sense motive +5


Defense


AC 25/23, touch 18, flat-footed 16/18 (+5 armor, +6 dex, +1 dodge, +1 deflection / +2 shield)
hp 65/67 (7d8+21)
Fort +6, Ref +13, Will +6
Defensive Abilities Danger Sense +2, Evasion, Living Steel Buckler, Uncanny Dodge, Twist Away


Offense


Speed 30 ft.
Melee
: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, Bleeding attack 4 & Debilitating injury (bewildered, disoriented or hampered), Dirty Fighter [+1 flank damage], Assault Leader 1/d


Statistics


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) +7, Diplomacy +3, Disable Device +21, 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
Combat Gear fungus mv short sword, mantis +1 dagger, mwk cold iron light mace
Magic Gear potion of invisibility, potion of jump, oil of light, potion of lesser restoration
Clothes and Armor +1 mithral chain shirt, +1 living steel buckler, belt of physical might +2 (Dex, Con), cloak of resistance +2, ring of resistance +1
In Belt Pouch chalk (10), flint and steel, soap, mv thieves' tools
Handy Haversack bedroll, courtier's outfit, mess kit, mirror, torch (5), trail rations (2), mv trapmaking tools, waterskin
Wealth 269 gp, 9 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.
Fighting Defensively -4/+3 Bonus to AC in exchange for penalty to attack.
Living Steel - Buckler Buckler repairs itself and if enemy rolls natural 1 on weapon attack roll, the weapon gains the broken condition (DC 20 Fort to resist)
Piranha Strike -2/+2 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.


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Mekanismin wiki pyörii PmWikin päällä ulkoasunaan UnStrapped