David "Dirk" Hawkins's page

679 posts. Alias of dain120475.

Full Name

David "The Dirk" Hawkins




Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge










Common, Elven, Aquan


Surgeon, Sailor

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 14

About David "Dirk" Hawkins

Name: David “Dirk” Hawkins

Background Notes:

David was an orphan who grew up in the slums of the city. When he was 13 years of age he attempted to rob a man who was traveling in the wilderness outside the city limits. During this altercation the man (Philip Marinus) easily bested David and prevented the robbery.

Learned his Warrior Class as young rouge; specifically the skills – Climb, Intimidate, Profession: Sailor, Swim.

As a level 1 Human he learned the Feats Point Blank Shot and Weapon Finesse.

The man was a former mercenary, but he had given up his militant ways and became a priest. When he encountered David and discovered the boy’s story, he decided that he would adopt the boy and attempt to raise the lad in an honorable fashion.

David spent his time studying and doing research on general lore, medicine, magic, religion and languages.

During this time he formally took on the role of Bard: Archaeologist (2 levels) and picked up the skills – Acrobatics (2); Diplomacy (1); Knowledge: Arcana (1); Local (1); Geography (1); Nobility (1); Nature (1); Religion (1); Linguistics (1 – Elven,); Perception (2); Profession: Surgeon (1) Sleight of Hand (1); Spellcraft (1); Survival (1) Use Magic Device (2)

However, Father Marinus was not a wealthy man and in time the Father became ill and passed on. David took what skills he could from his father and determined that he would leave the town and find work on a ship.

He had some skill with medical knowledge and signed on as a ship’s surgeon and soon put his use of roguish abilities combined with a general knowledge of the sea to good use.

[ooc]During this time he took on Ranger: Freebooter/Trapper (2 levels) and picked up the skills Acrobatics (2); Climb (2); Diplomacy (1); Disable Device (1); Heal (2); Perception (2); Survival (1); Stealth (2); Swim (2).

He picked up the feat as a Ranger Two-Weapon Fighting and on level 3 he picked up the Feat Deadly Aim.

Picked up the Campaign Trait: Natural Born Sailor and the trait Dealmaker.

Saving Throws:

Save Base Ability Misc. Total
Fort. 5 1 0... 6
Refl. 6 4 0... 10
Will. 4 1 0... 5

Combat Bonuses:

Type Base Ability Misc. Total
Melee 5 1 0 6
Ranged 5 4 0 9
CMB 5 1 0 6
CMD 15 5 0 20
Init. 0 4 0.......4

Weapon Attacks:

Weapon Attack Dam. Crit.
Magical Rapier.. +10 1d6+2 18-20x2
Whip... +9 1d3+1 20x2
Cold Iron Dagger... +9 1d4+1 19-20x2
Daggers... +9 1d4+1 19-20x2

Defense Bonuses:

Armor Type AC Bonus
Armor : +4
Dexterity Mod : +4
Misc. Modifier: +1 Magic, +1 Dodge
Flat Footed : 16
AC : 20
HP : 56/___


Skill Name Total Rank Ability Mis
Acrobatics 12 5 4 3
Appraise 1 0 1 0
Bluff 2 0 2 0
Climb 7 3 1 3
C: Alchemy 5 1 1 3
Diplomacy 9 4 2 3
Disable Device 13 3 4 3+1+2
Escape Artist 4 0 4 0
Handle Animal 6 1 2 3
Heal 6+3 2 1 3+2+1
Intimidate 6 1 2 3
Know. Arcana 6 1 1 4
Know. Dungeon 2 0 1 1
Know. Engineer 2 0 1 1
Know. Geo. 6 1 1 4
Know. History 2 0 1 1
Know. Local 6 1 1 4
Know. Nature 6 1 1 4
Know. Nobility 6 1 1 4
Know. Planes 2 0 1 1
Know. Religion 6 1 1 4
Linguistics 5 1 1 3
Perception 11 5 1 5
Prof.: Surgeon 5 1 1 3
Prof.: Sailor 6 1 1 4
Ride 8 1 4 3
Sense Motive 1 0 1 0
Sleight of Hand 8 1 4 3
Spellcraft 5 1 1 3
Stealth 12 5 4 3
Survival 6 2 1 3
Swim 6 2 1 3
Use Magic Dev. 7 2 2 3

Feat Description:

Deadly Aim
Point Blank Shot
Two Weapon Fighting
Weapon Finesse

Trait Description:


You have the air of a person with money, allowing you to buy and sell valuables that otherwise are too rich for the local community.

Benefit: Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town.

Natural Born Sailor

Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Class Abilities:

Archaeologist’s Luck (Ex)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Luck Bonus +1 – Times Per Day: 8/8 rounds per day.

Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)
At 2nd level, an archaeologist gains uncanny dodge, as the rogueclass feature of the same name.
This ability replaces well-versed.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Freebooter's Bane (Ex)
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy.

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

Favored Terrain:

At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains.

The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Bard Spells:

Favored Class – Bonus Spell Known
Level 0
Detect Magic
Mage Hand
Read Magic

Level 1
Cure Light Wounds


On Person
Name Weight Cost
Magical Rapier +1 2 lbs 2,320 GP
Magical Mithril Chain Shirt +1 10 lbs 2,250 GP
Whip x x
Cold Iron Dagger 2 lbs 4 GP
4 Daggers 2 lbs (8 lbs) 8 GP

Total 22 lbs 4,578 GP

In Backpack

MW Survival Kit 5 lbs 50 GP
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Mess Kit
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Spices: Exotic - ½ lbs 5 GP
You have ½ lbs of rare and exotic spices for your food.

In Satchel

Surgeons Tools (permanent) – 20 GP 2 lbs
Healer Kit (10 uses) – 50 GP 1 lbs (+2 to Heal Checks)
MW Thieves Tools – 100 GP 2 lbs (+2 to Disable Device Checks)

Shaving Kit – 15 GP ½ lbs
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

Total 5 lbs 185 GP

TOTAL 32 lbs 4,813 GP –

Remainder Gold 1,167 GP

Picture of David “Dirk” Hawkins New Pic.

Theme Song.

New Theme Song Here

Bonus Gear
(4)CLW 1d8+3
(2)CMW 2d8+6
(1)CSW 3d8+10
(1)oil of magic weapon
vial anti-toxin (1)
Everfull Mug (3/day 12 ounces of fine beer or wine)
Blank Map book - waterproof
Scrivener’s kit link here
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
100 GP

Coin Purse with 15 GP
Cure Light Wound Potion
MW Short Sword

New Stuff
2 MW Healing Kits
1 MW Veterinarian Kit
1 Thurible with 20/20 sets of herbs.

3,000 Gold Pieces on Credit