|AC 18, T 12, FF 16|HP: 24/24|F +5, R +3 W +6 (+2 vs magic items), SR 8|Init +5 (+1 in surprise rounds), Perc +3 (+2 vs pickpockets)|CMB +4 CMD 16 (20 vs disarm/steal)|1/1 Judgment
Attacks: masterwork silver heavy flail +5 (1d10+3/19-20) or masterwork cold iron battleaxe +5 (1d8+3/x3) or darkwood heavy repeating crossbow +5 (1d10/19-20)
Other: +1 trait bonus to weapon damage rolls in surprise rounds, and on attack rolls to confirm critical hits; entitled to attack of opportunity against anything he notices attempting Sleight of Hand to steal from him so long as he is not flat-footed
Saving Throws:
Fortitude: +5
Reflex: +3
Will: +6
Other: +2 to saves vs effects generated by magic items; +Wisdom bonus to stabilization checks
Other: +2 to Perception checks to notice Sleight of Hand attempts; +1/2 level to Survival checks made to follow or identify tracks; +2 to Intimidate checks against [Goblinoid] Humanoids
DC to demoralize: 16
Favored Class: Inquisitor (+1.5 level to determine effects of Judgment of Destruction)
explorer's outfit
backpack (purchase Handy Haversack when affordable [2,000 gold])
iron unholy symbol of Geryon
spell component pouch
"Repudiator" (+1 Jarring Armored Cassock)
masterwork silver heavy flail
masterwork cold iron battleaxe
darkwood heavy repeating crossbow
20 bolts
flint and steel
bedroll
mess kit
grooming kit
5 days of Dwarven trail rations
bottle of pulque
croquet set
manacles
pole
chalkboard
5 pieces of chalk
4 flasks of acid hex nail
wand of cure light wounds (20 charges)
wand of lucky number (44 charges)
Future Purchase (6,480 gp): Hellfire Rod
Puppeteer's Manual:
Mikhail is more of a harrier than a vanguard, and is not inclined to engage strong enemies alone, but is happy to get in a flanking position with someone else. Amongst his weapons are included such diverse elements as silver, cold iron, acid, an almost-fanatical devotion to Geryon, and a nice darkwood crossbow; he will use whichever of these is most appropriate against a particular foe. He is a bit of a skinflint who isn't inclined to spend ammunition, charges, or spell slots when he doesn't need to. When casting acid splash, he will use one of his flasks as a power-focus for an additional +1 damage (and for that reason, if reduced to just one acid flask, will never expend it for anything else). He will use his crossbow if an enemy looks too dangerous for him to engage in melee, and/or is too far away or too tough/acid resistant for him to attack with acid splash, or easy enough to hit that his crossbow's damage potential outweighs the advantages of a touch attack. He might also attempt Intimidate to demoralize. If he has to worry about melee penalty, he may head into melee anyway. The heavy flail is Geryon's favored weapon, however, and so is his as well; he will use his cold iron axe against anything most vulnerable to its properties (zombies, demons, fey, comfy chairs, etc). He doesn't have many spell slots, so he uses them sparingly, but a large group of weak enemies is a very tempting target for bane, a single strong but weak-willed foe for doom, and litany of sloth could prevent dangerous attacks of opportunity. Judgment is, of course, reserved for the day's most climactic fight. He will try to keep dying compatriots within range of his Life-Anchor aura, if/when there are any.