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Sharn Cutthroat

Vaughn Elliot's page

1,301 posts. Alias of Bofus Beerswizzler.

Full Name

Vaughn Elliot




Fighter / 7 AC: 23 Touch: 16 HP 78/78 Init: +3










Common, Elven, Dwarven


Daggerologist and well-known Swell Guy

Strength 20
Dexterity 17
Constitution 16
Intelligence 12
Wisdom 14
Charisma 7

About Vaughn Elliot


+3 Initiative, +7 BAB

CMB: 12 (BAB +7; Str +5)
CMD: 25(27) (BAB +7; Str +5; Dex +3; Dodge AC +1 (+3 w/dual wield))

+15/10 dagger (+7/+2 BAB, +5 Str, +1 WF; +2 daggers); d4+9; crit 19-20 (thrown range 10')
+11/6 dagger, thrown (+7/+2 BAB, +3 dex, +1 WF)
+14/14/9/9 dagger, dual-wield; d4+10(+1d6 w/Frost Burst dagger) (Double-Slice feat; Twin Blades +1)
+12/7 light hammer; d4+5
+11/11/6/6 light hammer, dual wield d4+6
+10/5 composite longbow; d8+3 (+3 str rated bow); crit X3; range 110'

HP MAX: 78 (14 lvl 1; 14 lvl 2; 11 lvl 3; 10 lvl 4; 12 lvl 5; 9 lvl 6; 8 lvl 7)
AC: 21(24) (+1 Breastplate +7; Dex +3; +1 Dodge 2 weapon AC bonuses +1 shield, +2 dodge)
+1 Dodge AC when adjacent to at least 2 allies (trait)

Touch AC: 14(17) (Dex +3; 2 weapon bonuses: +1 shield, +2 dodge
Flat Footed AC: 17 (+1 Breastplate +7)
Fort: +8 (Base +5; Con +3) +2 vs. Poison
Ref: +5 (Base +2; Dex +3) +1 if adjacent to 2 or more allies (trait)
Will: +6(+8) (Base +2; Wis +2; Iron Will +2; Bravery +2)
+2 Resistance vs. spells/spell like effects

Current Conditions:

* +4 on all Cha based checks dealing w/Dwarves
* +2 on all Cha based checks dealing with gnomes and halflings
* -2 on all Cha based checks on everyone else

+0 Acrobatics (Dex: 3; Armor -3)
+1 Appraise (Int 1)
-2 Bluff (Cha -2)
+7 Climb (Ranks 2+3; Str +5; Armor -3)
+1 Craft: Untrained
-2 Diplomacy (Cha -2)
-2 Disguise: (Cha -2)
+9 Escape Artist (Ranks 5+3; Trait 1; Dex 3; Armor -3)
+0 Fly (Dex 3; Armor -3)
+2 Heal (Wis 2)
+8 Intimidate (Ranks 6+3; Cha -2; Trait +1)
+7 Knowledge: Dungeoneering (Ranks: 3+3; Int +1)
+6 Knowledge: Engineering (Ranks: 2+3; Int +1)
+2 Perception (Wis +2)
+4 Ride (Ranks 1+3; Dex 3; Armor -3)
+2 Sense Motive (Wis +2)
+0 Stealth (Dex 3; Armor -3)
+6 Survival (Ranks 1+3; Wis +2)
+6 Swim (Ranks 1+3; Strength +5; Armor -3)
-2 Use Magic Device (Cha -2)

Bully: +1 Intimidate
Dirty Fighter: +1 damage on a flank
Vagabond Child: +1 Escape Artist, EA is class skill


Bonus Feat (Two-Weapon Defense)
Heart of the Streets: +1 Dodge AC and Ref save when adjacent to at least 2 allies; crowds are not difficult terrain


Two Weapon Warrior theme
level 2: +1 Will saves vs. fear. Addt'l +1 per 4 levels after 2nd.

Defensive Flurry
3rd level: gain +1 Dodge to AC when attacking with 2 weapons. Addt'l +1 per 4 levels after 3rd. Replaces Armor Training 1 and 2

Twin Blades
5th level: +1 hit/damage when making full attack w/2 weapons. Addt'l +1 per 4 levels after 5th. Replaces Weapon Training 1

9th level: May strike with both weapons as a standard action. Replaces Weapon Training 2

Improved Balance
11th level: penalties for 2-weapon fighting w/light weapon in off-hand are reduced by 1. Alternatively, may use 1-handed weapon in off-hand as if it were light weapon at normal penalties. Replaces Armor Traning 3

Equal Opportunity
13th level: When making AoO, may attack with both weapons. Replaces Weapon Training 3

Perfect Balance
15th level: penalties for 2-weapon fighting with a light weapon in the off-hand are reduced by 1. Replaces Armor Training 4

Deft Doublestrike
17th level: when you hit an opponent with both weapons, you may make a disarm or sunder (or trip if one of the weapons is a tripping weapon) as an immediate action that does not provoke AoO. Replaces Weapon Training 4

Deadly Defense
19th level: when you make full attack w/2 weapons, every creature that hits with a melee attack before the beginning of your next turn provokes an AoO. Replaces Armor Mastery

Weapon Mastery
20th level: choose one weapon. You can no longer be disarmed while wielding this weapon. Crit multiplier increases by 1, and all crits are automatically confirmed.


Weapon Focus: Dagger
Two-Weapon Fighting
Two-Weapon Defense
Double Slice
Weapon Specialization: Dagger
Quick Draw
Improved 2WF
Iron Will


GP: 170
SP: 10

Oils of Shield: | |
Potion of Enlarge Person

Wand: CLW (clvl 1) -- for the group!

Belt of Valorous Dwarvenkind
(18,900 gp)
This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution and Strength, and a +2 resistance bonus on saves against poison, spells, and spell-like effects.

+2 Dagger, Frost Burst
+2 Dagger (Demon motif)
+1 Breastplate
4 normal daggers
2 daggers, cold iron
2 light hammers, silvered
composite longbow, +3 Str
20 normal arrows

Backpack containing:
2 days trail rations
50' silk rope (X2)
grappling hook
climbing gear
hooded lantern
5 flasks oil

Vaughn Elliot grew up a poor street rat in Riddleport. He lived in a shanty with his parents, who loved and cared for him as best they could under their circumstances of squalor. Vaughn grew to quickly understand that he had to help support the family. Although his parents taught him right from wrong and that good is preferable to evil, the boy soon learned that sometimes “you gotta do what you gotta do to keep your belly full.” He was physically extremely gifted, and promptly learned that violence--and sometimes just the threat of violence--could often earn a few coppers much faster than begging could.

He learned to use his physical gifts to steal from others through intimidation and, if that didn’t work, brute force. He found he was adept at using both hands for fighting, and took to wielding two daggers at once (daggers were by far the easiest weapon to come by). While he hated himself for being such a thug, he found that the thrill of his “expertise” was a good short-term tonic against the guilt. Vaughn found a small gang of like-minded boys equally desperate, and they were an effective crew—able to corner and mug passers-by and dodge the authorities with equal ease.

Eventually, though, his conscience (and his desire to stop being both a financial and moral burden to his parents) drove him to prepare to leave home. He made one final score: he found a merchant foolhardy enough to travel through Riddleport’s streets alone. The man ended up being a relatively easy mark with a fat purse. Vaughn went back home to leave his parents half his score while they slept. Then he used what was left to equip himself as a “proper warrior,” and he made his way out of the city. He was ready to forge himself a new life using his daggers and skills in legitimate mercenary—maybe even adventuring!—work, rather than mere thuggery. He soon heard of the city of Kaer Maga and knew that there would be opportunity aplenty for his skills there . . .

Double Dagger Attack Routine:

Attack (Frost Burst): [dice]d20+14[/dice]
Damage: [dice]d4+10+d6[/dice]

Attack: [dice]d20+14[/dice]
Damage: [dice]d4+10[/dice]

Attack (Frost Burst): [dice]d20+9[/dice]
Damage: [dice]d4+10+d6[/dice]

Attack: [dice]d20+9[/dice]
Damage: [dice]d4+10[/dice]

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