Full Name |
Vendel Naughton |
Race |
| HP: 89/89 | AC: 27 (18 Tch, 21 Fl) | CMB: +11, CMD: 30 | F: +12, R: +15, W: +5 (+2 vs Fear) | Init: +13 | Perc: +15, SM: -1 |
Classes/Levels |
| Speed 30ft (burrow 10ft) | Sneak Attack +2d6 | Active conditions: None |
Gender |
Male CN Ifrit fighter (two-weapon fighter) 8 / rogue (unchained, poisoner) 3 |
Size |
Medium |
About Vendel Naughton
Vendel Naughton
Male ifrit fighter (two-weapon fighter) 8/rogue (unchained, poisoner) 3 (Pathfinder RPG Advanced Player's Guide 109, 134, Pathfinder RPG Bestiary 2 160, Pathfinder Unchained 20)
CN Medium outsider (native)
Init +13; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 27, touch 18, flat-footed 21 (+6 armor, +2 deflection, +6 Dex, +2 natural, +1 shield)
hp 89 (11 HD; 3d8+8d10+22)
Fort +12, Ref +15, Will +5 (+2 vs. fear); +4 vs. landslides, avalanches, tunnel collapses, and similar effects, +2 racial bonus to resist starvation and thirst
Defensive Abilities defensive flurry, evasion
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Offense
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Speed 30 ft., burrow 10 ft.
Melee +1 ghost touch mithral fighting fan +18/+13 (1d4+10/×3) or
. . +1 heartseeker cold iron fighting fan +18/+13 (1d4+10/×3) or
. . adamantine naginata +12/+7 (1d8+1/×4)
Space 5 ft.; Reach 5 ft. (10 ft. with adamantine naginata)
Special Attacks sneak attack (unchained) +2d6, twin blades
Spell-Like Abilities (CL 11th; concentration +10)
. . 1/day—burning hands (DC 10)
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Statistics
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Str 12, Dex 24, Con 14, Int 14, Wis 8, Cha 9
Base Atk +10; CMB +11; CMD 30
Feats Disruptive, Double Slice, Exotic Weapon Proficiency (fighting fan), Greater Weapon Focus (fighting fan), Improved Two-weapon Fighting, Master Alchemist[APG], Piranha Strike, Step Up, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (fighting fan), Weapon Specialization (fighting fan)
Traits adopted, killer, warrior of old
Skills Acrobatics +21, Bluff +4, Climb +10, Craft (alchemy) +14 (+15 when working with poison), Diplomacy +3, Disable Device +23, Escape Artist +12, Intimidate +3, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (history) +3, Knowledge (local) +7, Linguistics +12, Perception +15, Sleight of Hand +11 (+13 to steal items without being noticed), Stealth +21 (+23 in deserts), Swim +6
Languages Aklo, Aquan, Auran, Common, Dwarven, Ignan, Infernal, Osiriani, Shoanti, Terran, Thassilonian, Varisian
SQ compression, desert mirage, master poisoner, poison use, rogue talent (swift poison[APG]), wildfire heart
Combat Gear potion of fly, potion of gaseous form, potion of invisibility, scroll of breath of life, wand of cure light wounds (50 charges), belladonna, giant wasp poison (8), large scorpion venom (8); Other Gear +2 delving mithral chain shirt, +1 ghost touch mithral fighting fan[UC], +1 heartseeker cold iron fighting fan[UC], adamantine naginata[UC], amulet of natural armor +2, belt of the weasel[UE], boots of the cat[UE], cloak of resistance +3, gloves of swimming and climbing, ring of protection +2, hunter urchin venom (worth 50 gp), masterwork thieves' tools, pony, pack saddle, pathfinder's kit, diamond dust (worth 14.285714 gp) (7), 4,156 gp
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Tracked Resources
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Assassins' Guild (empty, 1/session) - 0/1
Belladonna - 0/1
Burning Hands (1/day) - 0/1
Fence Contact (1/session) - 0/1
Giant wasp poison - 0/8
Large scorpion venom - 0/8
Potion of fly - 0/1
Potion of gaseous form - 0/1
Potion of invisibility - 0/1
Wand of cure light wounds (50 charges) - 0/50
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Special Abilities
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Burrow (10 feet) You have a Burrow speed.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Flurry +2 (Ex) +2 AC vs. melee when making a full-attack with both weapons.
Desert Mirage +2 to Stealth in deserts and to saves to resist starvation and thirst.
Disruptive +4 DC to cast defensively for those you threaten.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Master Alchemist You may create 2 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Master Poisoner +1 (Ex) Use Craft (alchemy) for 1 hr to change poison type (failure ruins). +1 Craft (Alchemy) for poisons.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swift Poison (Ex) Poisoning a weapon becomes a move action.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wildfire Heart +4 racial bonus on initiative
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