AC 19, touch 14, flat-footed 17 (+3 Dex, +4 Armor, +2 Enhancement)
hp 57 (9d8+9)
Fort +4, Ref +9, Will +4
Defensive Abilities evasion
Speed 40 ft.
Melee Unarmed strike +16/+11 (1d8+9/x2)
Special Attacks scout's charge, skirmisher, sneak attack +5d6
Str 22, Dex 17, Con 13, Int 15, Wis 12, Cha 14
Base Atk +6; CMB +12; CMD 26
Modifiers rogue talents (charmer [2/day], combat trick, unarmed combat training, weapon training), frightening
Languages Common, Dwarven, Elven, Skald
SQ brutal beating (4 rds)
Dazzling Display (Unarmed strike), Dragon Style, Enforcer, Improved Unarmed Strike, Knockout Artist (+5), Sap Adept, Sap Master, Shatter Defenses (Unarmed strike), Weapon Focus (Unarmed strike)
Brawling Mithral Chain Shirt +2, Amulet of mighty fists +1 (Merciful), Belt of physical might (Str & Dex +2), Boots of striding and springing, Monk's robe, 3400 GP
Acrobatics +11 (+16 to jump)
Diplomacy +14 (modified by Charmer)
Disable Device +9
Escape Artist +11
Handle Animal +4
Knowledge (local) +6
Profession (barkeep) +8
Sense Motive +13
Sleight of Hand +12
Use Magic Device +10
Brutal Beating (4 rds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for 4 rds.
Charmer (2/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see you.
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout Artist (+5) Gain +1 damage per sneak attack when dealing nonlethal sneak damage
Merciful Affected weapon deals non-lethal damage and the damage is increased by +1d6. This quality can be disabled on command.
Sap Adept Gain +2 damage per sneak attack when dealing nonlethal sneak damage
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Mijndert was born and raised on the streets of Port Peril. He spent a long while there bouncing at bars. Eventually the time came when he bounced the wrong pirate and had to leave town.
He spent a decent amount of time in Absalom working with a gang known as the Black Talons. As always happens, a bigger fish came along and the gang dissolved. Dert still bears the tattoos that marked him as a member and he remembers his time with the gang fondly.
He's moved on to more mercenary work, which is what has him seeking this scholar in the Harrow Deck.
Red hair and a towering height belie Mijndert’s Ulfen ancestry. How his parents wound up in the Shackles is anyone’s guess. His hands and face are scarred and he’s attempting to grow a beard. It’s not working out so well for him. The beard would have been patchy to start out, and all of the scars are not doing him a service.
Mijndert's newest tattoos stand out very well against his pale skin. A raven, in flight, is about to clear his eye. The bird's beak and head are passing over his left eye. The wings, in a down beat, are just beneath it. The other eye is gripped by the talons of a larger bird, seemingly coming from mist on his scalp.
He wears a chain shirt pretty plainly under a leather jerkin. Atop that rests a well worn, but sturdy grey cloak, draped a bit over his left shoulder.