
| Full Name |
The Nightmare Beast |
| Race |
Tiefling |
| Classes/Levels |
Vigilante (Mutated Defender) 2 HP 17/17, AC 20 (T 15, FF 15) Resist Fire 7 Cold 7 Electricity 7, CMB +2 CMD 17, F+1 R+8 W+3, Init +5, Per +5, Darkvision |
| Gender |
Male |
| Size |
Medium |
| Age |
25 |
| Alignment |
CN |
| Deity |
Milani |
| Languages |
Common, Halfling, Infernal |
| Occupation |
Vigilante |
| Strength |
11 |
| Dexterity |
20 |
| Constitution |
12 |
| Intelligence |
12 |
| Wisdom |
10 |
| Charisma |
8 |
About The Nightmare Beast
Reynard
Male tiefling vigilante (mutated defender) 2 (Pathfinder Player Companion: People of the Wastes 9, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Intrigue 9)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 20, touch 15, flat-footed 15 (+3 armor, +5 Dex, +2 natural)
hp 17 (2d8+4)
Fort +1, Ref +8, Will +3
Resist cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or
dagger -1 (1d4+1/19-20) or
bite +2 (1d6+1)
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Statistics
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Str 11, Dex 20, Con 12, Int 12, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 17
Feats Armor Of The Pit[ARG], Weapon Finesse
Traits ex-asmodean, unscathed
Skills Acrobatics +9, Bluff +4 (+5 to to appear knowledgeable in Appraise, Craft (all), and Knowledge (all)), Disguise +4 (+24 to appear as part of polite society while in your social identity), Intimidate +3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nobility) +5, Perception +5, Stealth +9
Languages Common, Halfling, Infernal
SQ dual identity, fiendish sprinter[ARG], mutant specialization (spasms), prehensile tail[ARG], social talent (well-known expert), vigilante talent (lethal grace[UI])
Other Gear studded leather, dagger, dagger, backpack, belt pouch, blanket[APG], quick-change outfit[UI], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 118 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Mutant Specialization Mutant deformity and talents are only available when in vigilante identity.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spasms (Ex) When fail a Ref save lose Dex bonus to AC and for rolls, no AoO, and no imm actions.
Well-Known Expert (Ex) Can take 10 on aid another for Appraise/Craft/Know, aided ally can retry Know check.
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