| Full Name |
Vincent Marsh |
| Classes/Levels |
Human Barb 1/Rgr 2/Rog 2 HP 41 AC 19, touch 12, flat-footed 17 Fort +6, Ref +8, Will +1 Init +4 Perception +9 Sense Motive +7 Evasion |
About Vincent Marsh
Vincent Marsh
Human (Taldan) barbarian 1/ranger 2/rogue 2
CG Medium humanoid (human)
Init +4; Senses Perception +9
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 41 (5 HD; 2d8+2d10+1d12+7)
Fort +6, Ref +8, Will +1
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee :
"masher" +1 coldiron heavy flail +9 (1d10+6/19-20) or
mwk longsword +8 (1d8+3/19-20) or
mwk main gauche +8 (1d6+3/19-20) or
spiked bracers +8 (1d4+4/19-20)
Ranged:
paueliel composite longbow +7 (1d8+2/×3) or
Hatchet +6 (1d6+3/x3)
Special:
Sap +6 (1d6+3/x2)
Special Attacks:
combat style (two-weapon combat), favored enemy (humans +2), rage (11 rounds/day), sneak attack +1d6 +1 bleed
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Statistics
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Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 19
Feats:
Deadly Aim, Extra Rage, Power Attack, Quick Draw, Two-weapon Fighting
Traits:
dump salvager, reactionary
Skills:
Acrobatics +7 (+11 to jump), Appraise +5, Bluff +4, Climb +7, Craft (traps) +3, Diplomacy +5, Disable Device +12, Disguise +4, Escape Artist +6, Handle Animal +4, Heal +9, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +6, Linguistics +5, Perception +9, Profession (gladiator) +5, Ride +6, Sense Motive +7, Sleight of Hand +6, Spellcraft +5, Stealth +8, Survival +8, Swim +7, Use Magic Device +4
Languages:
Common, Draconic, Halfling
SQ:
fast movement, rogue talent (bleeding attack +1), track +1, trapfinding +1, wild empathy +2
Combat Gear:
potion of cure light wounds, alchemist's kindness[APG] (2), antiplague[APG] (2), antitoxin (2), bloodblock[APG] (2), caltrops, healer's kit, smelling salts[APG], soothe syrup[APG] (2); Other Gear marsh's mithral shirt, spiked bracers, "masher" coldiron heavy flail, spiked bracers[APG], mwk longsword, mwk main gauche[UC], paueliel composite longbow (+2 Str), throwing axe, bedroll, belt pouch, bottle of strong brandy (1.5 lb), brush, shaving (0.1 lb), chalk (10), cup, shaving (0.2 lb), flint and steel, grappling hook, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], mirror, mirror, piton (10), shaving powder (one shave) (0.01 lb) (50), silk rope (50 ft.), soap, straight razor (0.2 lb), torch (5), trail rations (5), waterskin, whetstone, 165 gp
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Special Abilities
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Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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