Full Name |
Herzag |
Race |
Male half-orc fighter (lore warden) 2/unchained rogue 6 || Init +7; Senses darkvision 60 ft.; Perception +14 || |
Classes/Levels |
AC 24, touch 18, flat-footed 17 || hp 69 || Fort +12, Ref +16, Will +9 Defensive Abilities danger sense +1, evasion, sacred tattoo |
Gender |
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About Herzag
Herzag
Male half-orc fighter (lore warden) 2/unchained rogue (scout) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 24, touch 18, flat-footed 17 (+5 armor, +1 deflection, +6 Dex, +1 dodge, +1 natural)
hp 69 (8 HD; 6d8+2d10+16)
Fort +12, Ref +16, Will +9
Defensive Abilities danger sense +2, evasion, sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee +1 dagger +12/+7 (1d4+12/19-20) or
. . dagger +11/+6 (1d4+11/19-20) or
. . dagger +11/+6 (1d4+11/19-20) or
. . dagger +11/+6 (1d4+11/19-20) or
. . dagger +11/+6 (1d4+11/19-20) or
. . dagger +11/+6 (1d4+11/19-20) or
. . mwk cold iron dagger +12/+7 (1d4+11/19-20) or
. . silver light mace +10/+5 (1d6+6)
Ranged sling +12 (1d4+2)
Special Attacks scout's charge, sneak attack (unchained) +3d6
Rogue (Unchained) Spell-Like Abilities (CL 6th; concentration +5)
. . At will—minor magic
. . 3/day—major magic
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Statistics
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Str 14, Dex 22, Con 14, Int 14, Wis 14, Cha 8
Base Atk +6; CMB +6; CMD 26
Feats Combat Expertise, Dodge, Double Slice, Power Attack, Skill Focus (Bluff), Two-weapon Feint[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits fate's favored, river rat (marsh or river)
Skills Acrobatics +17, Appraise +8, Bluff +14, Climb +8, Diplomacy +4, Disable Device +22, Intimidate +9, Knowledge (dungeoneering) +7, Knowledge (geography) +8, Knowledge (local) +11, Linguistics +7, Perception +14, Profession (sailor) +11, Sense Motive +9, Sleight of Hand +11 (+13 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +13 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +17, Survival +6, Swim +8, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc, Polyglot, Sylvan
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, orc blood, rogue talents (bleeding attack +3, major magic, minor magic, weapon training), trapfinding +3
Combat Gear oil of magic weapon, potion of air bubble, potion of bless weapon, potion of bless weapon, potion of cure light wounds, potion of delay disease, potion of delay poison, potion of fly, potion of magic weapon, potion of touch of the sea, wand of shield (50 charges), alchemist's kindness[APG] (2); Other Gear +1 mithral chain shirt, +1 dagger, dagger, dagger, dagger, dagger, dagger, mwk cold iron dagger, silver light mace, sling, sling bullets (20), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +3, daredevil boots[ARG], four-leaf clover[OA], headband of inspired wisdom +2, ioun stone, dusty rose, cracked, ioun stone, iridescent blue sphere, cracked, ioun stone, mulberry pentacle, cracked, ring of protection +1, bandolier[UE], belt pouch, hemp rope (50 ft.), masterwork backpack[APG], masterwork thieves' tools, oldlaw whiskey (per bottle)[UE], trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE], 180 gp, 8 sp
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Special Abilities
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Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +2 (Ex) +2 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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Major Magic (Vanish, 3/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Detect Magic, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Feint Forgo first melee attack to feint