Giant Frog

Giri's page

172 posts. Organized Play character for Dinuci.

Full Name



M Grippli Rogue/1 (HP 11/11 | AC:19 | T:15 | FF:15 | CMB:-2 | CMD:12 | Fort: +2 | Ref: +6 | Will:+0 | Init: +6 | Perc:+7 | Speed 30)


22 inch




Common, Grippli, Boggard

Strength 9
Dexterity 18
Constitution 14
Intelligence 11
Wisdom 10
Charisma 14

About Giri

Character sheet:

N M Grippli Rogue (Knife master) (1)
PFS#: 131682-8
Init 6 (+4 Dex +2 Trait)

AC 19; Touch 15; Flat-Footed 15( +4 Armor Bonus +1 Size +4 Dex))
HP 11 (8 + 1x2 Con + 1 Class)
Fort Save +2 (+2 Con); Ref Save +6 (+4 Dex +2 Class); Will Save +3 (+3 Wis +0 Class)

Speed: 30ft, 20ft climb
Melee: Dagger
Atk: 1d20 +5* (+4 dex +0 BAB +1 Size) (19x2)| Dmg: 1d3 + 1 + 1d8 (+0 Str +1 Trait + 1d8 Sneak)
*Without two weapon fighting penalty

Ranged: Net
Atk: 1d20 +5 (+4 dex +0 BAB +1 Size)

Str 9, Dex 18, Con 14, Int 11, Wis 10, Cha 14 (-2 Str +2 Dex +2 Wis)
Base Atk +0; CMB -2 (-1 Str +0 BAB -1 Size); CMD 12 (10 -1 Str +4 Dex +0 BAB -1 Size)

Feats (Other):
- Two weapon fighting

Traits (Racial):
- Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
- Weapon Familiarity: Gripplis are proficient with nets.
- Darkvision: Gripplis can see perfectly in the dark up to 60 feet.
- Glider: Treat distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen.

Traits (Other):
- River Rat: You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
- Reactionary: You gain a +2 trait bonus to Initiative checks.

Appraise +0 (+0 Int)
Craft (All) +0 (+0 Int)
Diplomacy +2 (+2 Cha)
Escape Artist +2 (+4 Dex -2 ACP)
Fly +2 (+4 Dex -2 ACP)
Heal +3 (+3 Wis)
Intimidate +2 (+2 Cha)
Ride +2 (+4 Dex -2 ACP)
Sense Motive +3 (+3 Wis)
Survival +3 (+3 Wis)
Swim -2 (-1 Str -2 ACP +1 Trait)
Use Magic Device +2 (+2 Cha)

Skills trained:
Acrobatics +6 (1 Rank +3 Class +4 Dex -2 ACP)
Bluff +6 (1 Rank +3 class +2 Cha)
Climb +9 (1 Rank +3 Class -1 Str +8 Climb -2 ACP)
Disable Device +6 (1 Rank +3 Class +4 Dex -2 ACP)
Knowledge (Local) +4 (1 Rank +3 Class +0 Int)
Perception +7 (1 Rank +3 Class +3 Wis)
Profession (Fisherman) +4 (1 Rank +3 Class +0 Int)
Sleight of Hand +6 (1 Rank +3 Class +4 Dex -2 ACP)
Stealth +10 (1 Rank +3 Class +4 Dex +4 Size -2 ACP) [Without forest/swamp bonus +4]

Languages: Common, Grippli, Boggard

Combat gear: Dagger x2 (2gp, 0.5lbs.), Net x2 (20gp, 3lbs.)
Wearing: Chain shirt (100gp, 12.5lbs), Explorer's outfit (-gp, 2lbs.)
- Backpack(2gp, 0.5lbs.)
- Acid flask x1 (10gp, 1lbs.)
- Fishing kit (0.5gp, 3lbs.)
- Belt Pouch (1gp, 0.13lbs.)
- Chalk [10] (0.01gp, -lbs.)
- Flint and steel (1gp, -lbs.)
- Trail rations [4] (2gp, .5 lbs.)
- Waterskin (1gp, 1lbs.)
- Toad, Vision (10gp, -lbs.)

Encumbrance: 29.13lbs.; light load, (Light Load up to 30lbs., Medium up to 60lbs., Heavy up to 90lbs.)
Money: 422gp 4sp 0cp

Class Info
Favored class: Unchained Rogue (Knife master)
Favored class bonus: Unchained Rogue (Knife master) (+1 hp)

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.

Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.


Giri has grown up in a small tribe of Gripplis in a rich and prosperous family. He is one of the many sons of the family and thus has to work extremely hard to even be recognized by them. The townsfolk love him for all that he does for them, this is not enough for Giri however. He wants to be recognized and loved by his family.

The small toadlike man is a master hunter. hunts in the tops of trees for the larger insects. From the cover of leaves he jumps and plunges his daggers in any unlucky insect he happens to find mid-air. His weird webbed feet and hands allow him to safely glide to another tree to go in for another kill. Because of his skills and his good name among the tribe, Giri is often asked to scout the surroundings of the tribe’s homeland. He has often encountered strangers from other parts of the world, he has never dared to get too close though.

Giri is often accompanied by his best friend, going back to hunting school. His friend, Birk, helps him hunt by collecting slain prey. Birk is one of three people tied to Giri by fate. Another is a man he met during one of his scouting trips. The first time he spotted an outsider. The person made fire out of thin air and huts out of small objects. He called the elements and they responded. Giri stood motionless in pure awe and terror of the person. The third person is one of his family members. His brother, Rikt. Giri never felt the love of his parents. Not because he wasn’t good enough, but because of his jealous brother. He made every achievement seem like Giri stole or cheated. He made every accomplishment seem like Giri bought off the people to get to his parents.

There is more to Giri than his family, friends and tribe though. He has a lust to go out into the open world, to prove himself and to see what more the world has to offer. He, like many of his brethren, is drawn by metals and gems. Something their race is unable to produce. His wish is to set out into the wide world to come back to his tribe with riches beyond everyone’s dreams. He wishes to see every environment the world has to offer, he himself only knowing swamps.

Though Giri is popular among his tribe and friends he also has a somewhat darker secret. He always has a small toad with him. The toad itself isn’t a secret, the venom the toad produces however is. Giri, when no one’s around, tends to lick the toad to start hallucinating. He manages to hide this secret very well, often being away on long scouting trips alone.

Personality & appearance:

Giri loves brightly colored clothing, but wears it only for decoration, or for the sake of having pockets. Giri normally wears a loincloth with a beltpouch attached and a chainmail shirt. His speech is slurred with croaks, groans, clicks, and squeaks, making it very hard to understand him. He gets very shifty and nervous around strangers, rather staying in the shadows. He is a very friendly person and likes to share everything he gets if you get to know him however.


- Tongue feat
- Fast stealth
- Weapon training
- Combat trick -of-striding-and-springing -of-arachnida