Frindlikh
Male human (Taldan) rogue (unchained, knife master) 5 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +6;
Senses Perception +8
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 43 (5d8+15)
Fort +4,
Ref +8,
Will +1
Defensive Abilities blade sense, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 kukri +6 (1d4+5/18-20) or
. . mwk cold iron kukri +6 (1d4+2/18-20)
Ranged coat pistol +7 (1d4/×3) or
. . coat pistol +7 (1d4/×3)
Special Attacks sneak attack (unchained) +3d6
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Statistics
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Str 10,
Dex 18,
Con 16,
Int 13,
Wis 10,
Cha 8
Base Atk +3;
CMB +3;
CMD 17
Feats Combat Expertise, Improved Feint, Martial Weapon Proficiency (kukri), Two-weapon Fighting, Weapon Finesse
Traits reactionary, vindictive
Skills Acrobatics +12, Appraise +7, Bluff +7, Climb +8, Disable Device +8, Disguise +3, Escape Artist +9, Intimidate +3, Knowledge (local) +9, Linguistics +5, Perception +8, Sense Motive +4, Sleight of Hand +11 (+13 to conceal a light blade), Stealth +12, Swim +6, Use Magic Device +3
Languages Aklo, Common, Hallit
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, rogue talents (firearm training[UC], trap spotter)
Combat Gear wand of cure light wounds, alchemist's fire (2), antitoxin (2), smokestick (2), thunderstone (2), vomit capsule[ACG] (2);
Other Gear +1 mithral chain shirt,
+1 kukri, coat pistol[UC], coat pistol[UC], mwk cold iron kukri, pellets[UC] (20),
hat of disguise, masterwork thieves' tools, powder horn[UC], 861 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
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 you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Sneak Attack (Unchained) +3d8/+3d4 +3d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vindictive +1 damage against an adjacent opponent who damaged you in the previous round.
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