About Kargo
Kargo
Male human (Shoanti) fighter (viking) 3/unchained rogue 3 (Pathfinder RPG Advanced Player's Guide 134, 134, Pathfinder Unchained 20, Ultimate Wilderness 51)
CG Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +4 shield)
hp 43 (6 HD; 3d8+3d10+6)
Fort +6, Ref +7, Will +4
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +1 merciful adamantine earth breaker +8 (2d6+4 nonlethal/×3 plus 1d6 non-lethal) or
. . dagger +8 (1d4+3/19-20) or
. . mwk cold iron klar +8 (1d6+1) or
. . mwk silver earth breaker +10 (2d6+3/×3)
Special Attacks bravado's blade, fearsome, sneak attack (unchained) +2d6
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Statistics
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Str 16, Dex 15, Con 12, Int 14, Wis 13, Cha 10
Base Atk +5; CMB +8; CMD 20
Feats Bludgeoner[UC], Sap Adept[UC], Skill Focus (Intimidate), Thunder And Fang, Two-weapon Fighting, Weapon Finesse, Weapon Focus (earth breaker), Weapon Focus (klar)
Traits bruising intellect, thunder and fang performer
Skills Acrobatics +11 (+15 to move through a threatened square or enemy's space), Appraise +6, Bluff +5, Climb +7, Diplomacy +5, Disable Device +8, Disguise +4, Escape Artist +6, Handle Animal +4, Intimidate +14, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +6, Linguistics +7, Perception +10, Ride +6, Sense Motive +5, Sleight of Hand +6, Stealth +11, Survival +5, Swim +7, Use Magic Device +9
Languages Abyssal, Common, Infernal, Orc, Shoanti, Varisian
SQ rogue talent (combat trick), shield defense
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, wand of infernal healing (50 charges), caltrops, gravelly tonic[ACG], imposing war paint; Other Gear +1 mithral kikko armor[UC], +1 merciful adamantine earth breaker[UE], dagger, mwk cold iron klar[UE], mwk silver earth breaker[UE], belt of tumbling[UE], cloak of resistance +1, elixir of thundering voice[ACG] (2), backpack, backpack, bedroll, bedroll, belt pouch, belt pouch, chalk (10), concealable thieves' tools[UI], fishhook (2), flint and steel, flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, mug/tankard, piton (10), pot, sewing needle, signal whistle, soap, string or twine[APG], thieves' tools, thread (50 ft.), torch (10), trail rations (12), waterskin, waterskin, whetstone, 221 gp
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Special Abilities
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Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fearsome (move action) (Ex) More quickly make Intimidate checks to demoralize foes.
Sap Adept Gain bonus damage on nonlethal attacks,
Shield Defense +1 Additional shield bonus when wielding shield and not wearing heavy armor.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Thunder and Fang You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it to attack. Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty.