Full Name |
Malkiel Laevinus |
Race |
Aasimar |
Classes/Levels |
Unchained Rogue/13| HP: 87/87 | AC: 20 T: 17, FF: 14 | F: +9*, R: +15*, W: +7* | Initiative: +12 | Perception: +18 | Darkvision |
Gender |
Male |
Size |
5'10 |
Alignment |
CN |
Languages |
Celestial, Common, Elven, Hallit, Dwarven, Gnome, Undercommon, Polyglot, Draconic |
Occupation |
Trouble |
Strength |
9 |
Dexterity |
21 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
14 |
About Malkiel the Mischievous
[dice=Attack Silver Dagger - Dagger]1d20+17[/dice] [dice=Damage]1d4+5[/dice] [dice=Sneak Attack]7d6[/dice]
[dice=Attack Silver Dagger - Sheave]1d20+17[/dice] [dice=Damage]1d4+5[/dice] [dice=Sneak Attack]7d6[/dice]
[dice=Attack Silver Dagger - Sheave]1d20+15[/dice] [dice=Damage]1d4+5[/dice] [dice=Sneak Attack]7d6[/dice]
+4 Bleed damage with SA.
+2 dex damage with SA.
Malkiel
Male azata-blooded aasimar (musetouched) Unchained Rogue 13 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder Unchained 20)
CN Medium outsider (native)
Init 12; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 20, touch 17, flat-footed 14 (+3 armor, +1 deflection, +5 Dex, +1 dodge)
hp 103 (13d8+35)
Fort 9, Ref 15, Will 7; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Defensive Abilities danger sense +4, evasion, improved uncanny dodge; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 dagger +17/+12 (1d4+7 P or S/19+) or
. . connla +17/+12 (1d4+6 P or S/19+) or
. . morningstar +8/+3 (1d8-1 B & P) or
. . pulura +15/+10 (1d4+3 P or S/19+) or
. . sheave +17/+12 (1d4+6 P or S/19+)
Ranged light crossbow +15 (1d8 P/19+)
Special Attacks sneak attack (unchained) +7d6
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Statistics
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Str 9, Dex 22, Con 14, Int 12, Wis 14, Cha 14
Base Atk +9; CMB 8; CMD 26
Feats Dodge, Extra Rogue Talent[APG], Flensing Strike, Great Fortitude, Improved Initiative, Improved Two-weapon Fighting, Piranha Strike, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits reactionary, warded against witchery
Skills Acrobatics +21, Appraise +5, Bluff +18, Climb +14, Diplomacy +20, Disable Device +29, Disguise +6, Escape Artist +21, Intimidate +6, Linguistics +16, Perception +18, Sense Motive +18, Sleight of Hand +21, Stealth +21, Swim +2, Use Magic Device +6; Racial Modifiers +2 Diplomacy
Languages Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Hallit, Minkaian, Osiriani, Polyglot, Sylvan, Tien, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (assault leader[APG], bleeding attack +7, combat trick, distracting attack[APG], petrifying strike, trap spotter, weapon training), trapfinding +6
Combat Gear ring of invisibility, caltrops; Other Gear studded leather, +1 dagger, connla, light crossbow, morningstar, pulura, sheave, cloak of resistance +1, crossbow bolts (10), ring of protection +1, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], mirror, piton (10), pot, skeleton key[UE], soap, torch (10), trail rations (5), waterskin, 5,404 gp
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Special Abilities
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Assault Leader (1/day) (Ex) When you miss an attack, allow an ally also flanking that target an immediate attack.
Bleeding Attack +7 (Ex) Sneak attack causes extra damage over time.
Danger Sense +4 (Ex) Bonus on reflex saves and AC vs. traps and perception vs. surprise improves by +1.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (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.
Distracting Attack (Ex) Forgo sneak attack damage to leave the target flat-footed against someone else.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flensing Strike If slashing sneak att deals bleed, sicken foe & reduce natural armor by sneak attack dice. Ends when bleed is cured.
Improved Uncanny Dodge (Lv >= 17) (Ex) You cannot be flanked.
Petrifying Strike (Su) Deal 2 points of Dex dmg on a sneak attack.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
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