Enforcer

Rovil Niroden's page

No posts. Alias of BinkyBo.


About Rovil Niroden

Rovil Niroden Fenning
CG Male human alchemist (vivisectionist) 2/fighter (cad) 7
Init +5; Senses Perception +8
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AC 23, touch 18, flat-footed 17 (+5 armor, +2 deflection, +5 Dex, +1 dodge)
hp 96/96
Fort +10, Ref +10, Will +3; +2 bonus vs. poison
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Str 12
Dex 20
Con 14
Int 16
Wis 12
Cha 12

Base Atk +8
CMB +13 (+18 dirty trick, +18 disarm, +17 grapple, +17 reposition, +16 steal)
CMD 26 (31 vs. dirty trick, 31 vs. disarm, 28 vs. reposition, 29 vs. steal)
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Speed 30 ft.
Melee +2 scimitar +15/+10 (1d6+7/18-20) or
. . tentacle +8 (1d4 plus grab)
Special Attacks sneak attack +1d6
Alchemist (Vivisectionist) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—comprehend languages, cure light wounds, monkeyfish.

SQ alchemy (alchemy crafting +2), deadly surprise, discovery (tentacle),
mutagen (+4/-2, +2 natural armor, 20 minutes), payback, poison use.

Feats:
Agile Maneuvers, Brew Potion, Catch Off-guard, Combat Expertise,
Dervish Dance, Dodge, Greater Reposition, Improved Dirty Trick, Improved Disarm,
Improved Reposition, Quick Dirty Trick, Tactical Reposition, Throw Anything, Weapon Finesse.

Traits threatening defender, world traveler (know local)

Skills:
Acrobatics +16, Appraise +7, Bluff +12, Climb +5, Craft (alchemy) +8 (+10 to create alchemical items),
Craft (clothing) +6, Disable Device +13, Escape Artist +9, Knowledge (arcana) +8, Knowledge (local) +8,
Perception +8, Perform (dance) +3, Ride +9, Sleight of Hand +11, Spellcraft +14, Stealth +20,
Survival +5, Swim +6, Use Magic Device +8

Languages Celestial, Common, Goblin, Orc

Special Abilities:

Agile Maneuvers Use DEX instead of STR for CMB
Dervish Dance Use Dex modifier instead of Str modifier with scimitar

Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Improved Disarm You don't provoke attacks of opportunity when disarming.

Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Quick Dirty Trick May perform a dirty trick in place of your first melee attack.
Deadly Surprise (Ex) When you hit an opponent that is denied its Dexterity bonus to AC, you may attempt a dirty trick combat maneuver as part of the attack.

Improved Reposition Reposition at +2, without an attack of opportunity.
Greater Reposition +2 to Reposition, target provokes AoO from your allies.
Tactical Reposition You can reposition an enemy into a hazardous area, enemy is treated as though it had triggered the trap/hazard, and it takes a –2 penalty to AC and on saving throws vs hazard's effects.

Payback +1 (Ex) +1 to hit and damage any creature that has attacked the cad since the beginning of his last turn.

Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Tentacle The alchemist gains a prehensile, armlength tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round...
Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.

Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Gear +2 studded leather, +2 scimitar, belt of incredible dexterity +2,
boots of the winterlands, handy haversack, everburning torch, muleback cords,
ring of chameleon power, ring of protection +2, sunray burst amulet.

gold 22946

Bromo Belching Beheaded Orc Heckler
Init +2, Per +0; darkvision 60ft
Str 11 .. AC 14 tch 14 ff 12; DR 5/slashing
Dex 15 . HP 15
Con - .. BAB +1
Int - ... Fort +1
Wis 11 . Ref +3
Cha 12 . Will +3

CMB: +0, CMD: 10; Move: fly 40' (perfect)

Skills: Fly +15, Intimidate +7
Ranged: Spew std action, 1d6 acid, 30' ranged touch attack

conditions:

Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Entangled
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.