| Full Name |
Marcus Samuel |
| Race |
| HP 133(135)/135| AC 38 T 23 FF 29 | CMB +17, CMD 38 | F: +20, R: +22, W: +16 | Init: +15 | Perc: +32 (33 vs surprise / 34 vs traps) |
| Classes/Levels |
| Speed 30ft | Trap Spotter | Burning Hands 1/1 Active conditions: None |
| Gender |
Male Ifrit; Fighter (Unbreakable) 1/Rogue (Unchained) 4/ Pain Taster 10 |
| Size |
M |
| Alignment |
CN |
| Deity |
Callistria |
| Strength |
12 |
| Dexterity |
28 |
| Constitution |
17 |
| Intelligence |
15 |
| Wisdom |
16 |
| Charisma |
10 |
About Marcus Samuel
Marcus Samuel
Male ifrit fighter (unbreakable) 1/pain taster 10/unchained rogue 4
CN Ifrit Medium outsider (native)
Init +15; Senses darkvision 60 ft.; Perception +32
--------------------
Defense
--------------------
AC 38, touch 23, flat-footed 29 (+9 armor, +3 deflection, +9 Dex, +1 insight, +6 shield)
hp 135
Fort +19, Ref +22, Will +16; +2 vs transmutation spells and SLAs, +4 circumstance bonus vs. pain, +2 vs. death
Defensive Abilities danger sense +1, evasion, uncanny dodge;
DR 10/lethal, 5/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee (S) +1 whip +25/+20/+15 (1d2+10 nonlethal) or
. . +5 whip +31/+26/+21 (1d3+14 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 whip, 10 ft. with +5 whip)
Special Attacks cruelty, sneak attack (unchained) +2d6
Spell-Like Abilities (CL 15th; concentration +15)
. . 1/day—burning hands (DC 11)
--------------------
Statistics
--------------------
Str 12, Dex 28, Con 17, Int 15, Wis
16, Cha 10
Base Atk +14; CMB +17; CMD 38
Feats Combat Expertise, Combat Reflexes, Diehard, Endurance, Fast Healer, Fey Foundling, Gang Up, Great Fortitude, Improved Whip Mastery, Iron Will, Skill Focus (Perception), Weapon Finesse, Weapon Focus (whip), Whip Mastery
Traits cosmic caravan (the wagon), indomitable faith
Skills Acrobatics +18, Disable Device +35, Escape Artist +19, Heal +11, Intimidate +8, Knowledge (local) +20, Linguistics +6 (+11 to understand messages written in incomplete, archaic, or exotic forms), Perception +32, Ride +12, Sleight of Hand +12, Survival +3 (+5 to avoid becoming lost), Use Magic Device +18
Languages Aklo, Azlanti, Common, Ignan, Necril
SQ armor training 1, blood control, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, disciple of pain abilities (disciple of torment, disciple of vigor), fire in the blood, masochism, pain mastery, rogue talents (trap spotter, weapon training), sadism, torturer’s mettle, trapfinding +2, wildfire heart
Combat Gear antiplague x2, antitoxin x2, Elixir of Spirit Sight,feather token (tree), feather token (tree), potion of cure light wounds (3), potion of fly, potion of gaseous form, Scroll of Raise Dead, wand of cure light wounds, wand of cure light wounds, acid (2), alchemist's fire (2), alkali flask, holy water (2), liquid ice;
Other Gear celestial armor, +4 darkwood heavy wooden shield, +1 whip, +5 whip, amulet of natural armor +2, bead of newt prevention[UE], belt of incredible dexterity +6, boots of the earth, clear spindle ioun stone, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), dusty rose prism ioun stone, eyes of the eagle, first aid gloves, handy haversack, handy haversack, headband of mental prowess +4 (Int, Wis), helm of comprehend languages and read magic, lesser talisman of freedom, lesser talisman of life's breath, lesser talisman of life's breath, pathfinder pouch, ring of maniacal devices, ring of protection +3, sash of the war champion, traveler's any-tool, wayfinder, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, jewelry, masterwork thieves' tools, weapon cord, 22,278 gp, 9 sp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blood Control (Ex) Reduce Bleed by 10/Reduce Con. Dmg from blood loss by 5/Will sv. delays poison.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cruelty +5d6 (Ex) +5d6 damage if you flank your target or your target is flat-footed with a whip.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white
only).
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.
Diehard You are stable and can choose how to act when at negative Hp.
Disciple of Torment +2 enhancement bonus to Constitution.
Disciple of Vigor +2 enhancement bonus to Strength.
Endurance +4 to a variety of fort saves, skill and ability
checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healer +1 Add half CON mod to all HP gains due to healing.
Fey Foundling Magical healing works better on you
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Gang Up You are considered to be flanking your target if two allies threaten that target
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Masochism 4 (Ex) +4 save vs. pain. Swift act, 8 dam to self: +2 morale bonus to hit/+5 to dam for 1 rd.
Pain Mastery (Ex) Combine two pain routines into one, but must pay cost when change either.
Sadism (Ex) If deal extra cruelty dam, halve masochism self damage for 1 rd.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Torturer’s Mettle (3/day) (Ex) Swift Action: Gain 10 temporary hit points for 1 minute.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Whip Mastery Using a whip does not provoke attacks of opportunity
Wildfire Heart +4 racial bonus on initiative