Quinn
Male human (Shoanti) fighter (mobile fighter) 16 (Pathfinder RPG Advanced Player's Guide 105)
CG Medium humanoid (human)
Init +7; Senses Perception +1
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Defense
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AC 36, touch 21, flat-footed 29 (+11 armor, +4 deflection, +6 Dex, +1 dodge, +3 natural, +1 shield)
hp 147 (16d10+64)
Fort +15, Ref +12, Will +6; +4 bonus vs. effects that cause paralyzed, slowed, or entangled conditions
Defensive Abilities agility, evasion
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Offense
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Speed 55 ft.
Melee +5 adamantine two-bladed sword +27/+22/+17/+12 (1d8+15/19-20) or
+5 adamantine two-bladed sword +25/+20/+15/+10 (1d8+13/19-20), +5 adamantine two-bladed sword +25/+20/+15 (1d8+13/19-20)
Special Attacks fleet footed, leaping attack, rapid attack
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Statistics
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Str 18, Dex 22, Con 18, Int 13, Wis 10, Cha 14
Base Atk +16; CMB +20; CMD 41 (46 vs. disarm, 46 vs. trip)
Feats Combat Expertise, Dodge, Double Slice, Exotic Weapon Proficiency (two-bladed sword), Greater Two-weapon Fighting, Greater Weapon Focus (two-bladed sword), Greater Weapon Specialization (two-bladed sword), Improved Two-weapon Fighting, Mobility, Sidestep[APG], Spring Attack, Totem Spirit - Tamiir-quah (wind Clan)[ISWG], Two-weapon Defense, Two-weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialization (two-bladed sword), Whirlwind Attack, Wind Stance
Traits armor expert, world traveler
Skills Acrobatics +25 (+33 to jump), Appraise +10, Bluff +3, Climb +24, Diplomacy +23, Disguise +3, Escape Artist +7, Fly +7, Handle Animal +14, Heal +1, Intimidate +22, Knowledge (dungeoneering) +13, Linguistics +18, Perception +1, Ride +7, Sense Motive +1, Stealth +7, Survival +7, Swim +5
Languages Abyssal, Aklo, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Hallit, Kelish, Orc, Shoanti, Skald, Sylvan, Tien, Varisian, Vudrani
SQ armor training 2
Combat Gear wayfinder of revelation; Other Gear +5 mithral lamellar (steel) armor[UC], +5 adamantine two-bladed sword, amulet of natural armor +3, belt of physical perfection +4, boots of striding and springing, immovable rod (2), ring of evasion, ring of protection +4, stone of good luck (luckstone)
Mundane Gear backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 241 gp
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Special Abilities
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Agility +4 (Ex): +4 save vs. Paralyzation, slowing, or entangling
Armor Training 2 (Ex): Worn armor -2 check penalty, +2 max DEX.
Combat Expertise +/-5: Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex): If you succeed at a Reflex save for half damage, you take none instead.
Fleet Footed (3/day) (Ex): Always take 10 on acrobatics checks, sometimes take 20 on acrobatics checks.
Leaping Attack +3 (Ex): +3 to hit and damage if you move at least 5' before attacking.
Mobility: +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Rapid Attack (Ex): May move and full attack (except for highest BAB attack).
Sidestep: When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area.
Spring Attack: You can move - attack - move when attacking with a melee weapon.
Two-Weapon Defense: +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Whirlwind Attack: Instead of making a full attack, you attack all foes in reach.
Wind Stance: Move more than 5 ft this round to gain 20% concealment against ranged attacks.