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Keeper Myre

Salty McGinty's page

3 posts. Alias of Nacona.


Full Name

Salty McGinty

Race

Human

Classes/Levels

Rogue/1 (Knife Master) HP: 13 AC:16 Init:+3 Fort: +1 Ref: +5 Will: +2

Gender

Male

Size

Medium

Age

28

Alignment

Chaotic Neutral

Strength 12
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 14
Charisma 9

About Salty McGinty

Current HP: 10/10

Basics:
HP: 13
Fort: +1 (+0 Base +1 Con)
Ref: +5 (+2 Base +3 Dex)
Will: +2 (+0 Base +2 Wis)
AC: 16 ( 10 +3 Armor +3 Dex +0 Misc.)
BAB: +1
CMB: +1
CMD: 14
Initiative: +3

Str: 12:+1
Dex: 17:+3
Con: 12:+1
Int: 14:+2
Wis: 14:+2
Cha: 9:-1
Speed: 30ft Armored: 30ft
Favored Class: Rogue

Trained Skills:

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Skills

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Totals=Ranks+Mods+Others
Acrobatics: +7 (+1+3+3)
Appraise: +6 (+1+2+3)
Disable Device: +7 (+1+3+3)
Knowledge (Dungeoneering): +6 (+1+2+3)
Knowledge (Local): +6 (+1+2+3)
Perception: +6 (+1+2+3)
Profession (Gambler): +6 (+1+2+3)
Sense Motive: +6 (+1+2+3)
Sleight of Hand: +7 (+1+3+3)
Stealth: +7 (+1+3+3)


Feats:
1.Weapon Finesse:

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Two-Weapon Fighting:
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.


Racial Abilites:
Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

The following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Knife Fighter Features:

Hidden Blade

A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.

This ability replaces trapfinding.
Sneak Stab (Ex)

A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

This ability is identical in all other ways to sneak attack, and supplements that ability.

Weapon Info:

Dagger x6: Atk:+3(+3 Thrown) Dmg:1d4+1 Crit:19–20/×2 Range: 10ft. Wgt:1 lb. Type:P or S

Shortbow Atk: +3 Dmg:1d6 Crit: x3 Range: 60ft.
Wgt: 2lbs Type: P

Traits:
1.Killer:
Benefit: You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
2.Nonchalant Thuggery:
You are adept at keeping witnesses from noticing that anything is wrong.
Benefit: You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions
3.Caravan Guard:
You gain a +1 trait bonus on Survival checks, and Survival becomes
a class skill for you.

Equipment:

Dagger x6 6lb. 12gp
Shortbow 2lbs. 100gp
Arrows x20 1gp
Cooking kit 2lbs. 1gp
Backpack 2lbs. 2gp
Bedroll 5lbs. 1sp
Lamp, Common x1 oil 2lbs. 2sp
Pouch, Belt .5 lb. 1gp
Sewing Needle+Thread 5sp
Studded Leather Armor 20lbs. 25gp
Tobacco+Pipe 2lbs. 5sp
Trail Rations x3 3lbs. 1g 5s
Wandermeal x5 2.5lbs. 5c
Waterskin 4lbs. 1g
Whetstone 1lb. 2c
Tinderwig x5 5g
Explorers Outfit 8lbs.

Total Weight: 66 lbs
Encumberance:
(Masterwork Backpack)
Light: Up to 66lbs. Med:67-133 Heavy:134-200

Background:
Salty is on the run. Growing up in the shackles has made him tough and self reliant but his love of gambling has gotten him into trouble with the wrong people, and in the Shackles the wrong people are the worst kind. Owing an enormous debt Salty decided that it was time to hightail it. He gambled for passage aboard the first ship leaving port and found himself in the sleepy port town Sandpoint. After several weeks life on the run had begun to bore Ol' Salty and he had cleaned out most of the local gamblers for a whopping 50gp. He learned of a caravan getting ready to leave and found employment as a guard. Looking over his shoulder and the slow pace and lack of money has brought Salty to boredom once more. He currently finds himself formulating plans to find more fortune while continuing to move.

Description:


Coins/Gems:

GP: 58
SP: 1
CP: 3
Gems:0



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