| Race |
Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 |
| Classes/Levels |
| HP 9/21 |
About Narl Smathok
This is the Vigilante identity of Nevai Sige
Narl Smathok
Male human (Garundi) vigilante (mutated defender) 2 (Pathfinder Player Companion: People of the Wastes 9, Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
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AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 21 (2d8+8)
Fort +3, Ref +4, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longsword +4 (1d8+2/19-20)
Ranged double-barreled pistol +3 (1d8/×4)
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Statistics
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Str 15, Dex 12, Con 16, Int 8, Wis 13, Cha 14
Base Atk +2; CMB +4; CMD 15
Feats Combat Expertise, Deadly Aim, Heavy Armor Proficiency, Power Attack, Shield Focus
Traits - custom trait -, rich parents
Skills Acrobatics +5 (+0 to jump), Appraise +3, Diplomacy +7 (+11 when in your social identity), Disguise +7 (+27 to appear as part of polite society while in your social identity), Escape Artist +5, Handle Animal +3, Intimidate +7, Knowledge (local) +4, Knowledge (nobility) +3, Perception +6, Profession (merchant) +5, Ride -1, Sense Motive +5, Stealth 5, Survival +5 (+7 to avoid becoming lost), Swim +0
Languages Common, Dwarven, Osiriani
SQ dual identity, finesse weapon attack attribute, mutant specialization (poor ability), social grace, social talent (social grace[UI]), vigilante talent (armor skin[UI])
Combat Gear antitoxin, caltrops; Other Gear mwk banded mail, mwk heavy steel shield, double-barreled pistol[UC], longsword, backpack, belt pouch, blanket[APG], chalk (3), compass[APG], crowbar, flint and steel, good lock, grappling hook, hammer, iron spike[APG] (3), manacles, mug/tankard, noble's outfit, piton (5), sack, signal whistle, signet ring (2), silk rope (50 ft.), torch (10), trail rations (5), waterskin (2), whetstone, 1,114 gp, 8 sp, 8 cp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Mutant Specialization Mutant deformity and talents are only available when in vigilante identity.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Social Grace (Diplomacy) +4 circumstance bonus to selected skill while in your social identity.