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 9
N Medium humanoid (human)
Init +11; Senses Perception +15 (trapfinding +4, to avoid being surprised by a foe +4), Sense motive +5


Defense


AC base 27 / TWF25 (-2/-3 attack) / CE 29 (-2 attack) / CE+FD 32 (-6 attack) / OBS +3 vs traps
touch 18, flat-footed 18/20 (+5 armor, +6 dex, +1 dodge, +1 deflection, +2 natural / +2 shield, +2 dodge Combat Expertise, +3 dodge Fighting Defensively)
hp 84/84 (9d8+27)
Fort +7 (+2 vs hot weather), Ref +14 (+3 vs traps), Will +7
Defensive Abilities Danger Sense +3, Evasion, Improved Uncanny Dodge, Living Steel Buckler, Uncanny Dodge, Twist Away


Offense


Speed 30 ft.
Melee
:+1 Cutthroat's short sword +15/+10 (d6+8/19-20/S), or TWF Main +13 (d6+8/19-20/S), or Dancing +7/+2 (d6+1/19-20/S) plus provides flank 8 rounds, twice per day. Standard to activate.
:mwk cold iron short sword +15/+10 (d6+6/19-20/S), or TWF Off +10 (d6+4/19-20/S)
:dagger +14 (1d4+1/19-20/P or S), or TWF +9 Off (1d4/19-20/P or S)
:silver light mace +14/+9 (1d6+1/B), or TWF +9 Off (1d6/B)
Ranged
:light crossbow +12 (1d8/19-20/P)
Special Attacks Assault Leader 1/d, Sneak Attack (unchained) +5d6, Bleeding attack 5 & Debilitating injury (bewildered, disoriented or hampered), Dirty Fighter [+1 flank damage]


Statistics


Str 13, Dex 22, Con 14, Int 13, Wis 10, Cha 9
Base Atk +6; CMB +7; CMD 25
Feats Combat Expertise, Deadly Aim, Dodge, Improved Initiative, Iron Will, Piranha Strike, Skill Focus (Acrobatics, Perception), Stealthy, Twist Away, Two-weapon Fighting, Weapon Finesse
Traits dirty fighter, jenivere crew [survival]
Skills Acrobatics +21, Appraise +6, Bluff +5, Climb +13, Craft (traps) +8, Diplomacy +3, Disable Device +24, Disguise +3, Escape Artist +20, Intimidate +3, Knowledge (dungeoneering) +7, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowlegde (nature) +3, Profession (sailor) +5, Sleight of Hand +16, Stealth +20, Survival +10, Swim +13, Use Magic Device +3
Languages Common, Polyglot, Tien, Varisian
SQ trapfinding +4, trap spotter
Combat Gear mv cold iron short sword, mv short sword, dagger, silver light mace, light crossbow, 20x bolts
Magic Gear potion of invisibility, potion of jump, potion of lesser restoration
Clothes and Armor , amulet of natural armor +2, hot Weather Outfit, +1 mithral chain shirt, +1 living steel buckler, belt of physical might +2 (Dex, Con), cloak of resistance +2, ring of protection +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 24 gp, -1 100 debt to Tom


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 +5 (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 damage, take none instead.
Fighting Defensively -4/+3 Bonus to AC in exchange for penalty to attack.
Hot Weather Outfit +2 Fortitude saves vs hot weather. Does not stack with Survival skill.
Improved Uncanny Dodge a rogue can no longer be flanked, unless the attacker has at least four more rogue levels than the target does.
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) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Trap Sense +3 Bonus on Reflex saves to avoid traps and dodge bonus to AC against attacks made by traps. In addition, she gains bonus on Perception checks to avoid being surprised by a foe.
Trap spotter Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Uncanny Dodge (Ex) She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.


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