About Halbrin MarkesHalbrin Markes
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VARIANT OPTIONS:
Archetype: Scout (Advanced Player's Guide)
Not all rogues live in the city. Scouts frequently roam the wilderness, often banding together as bandits, but sometimes serving as guides, as trailblazers, or as companions to a ranger or barbarian warrior. More comfortable with sneaking and hiding outdoors, the scout is still effective in the city and the dungeon. Scout's Charge (Ex) At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge. Skirmisher (Ex) At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge. Archetype: Knife Master (Ultimate Combat)
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 (Advanced Player's Guide 178), 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. Blade Sense (Ex) At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense. Campaign Trait: Twisted Disguise
Equipment Trait: Augmented Disguise (Adventurer's Armory)
LEVEL CHOICES:
Level 1 rogue; Favored Class Bonus +1 Skill Rank
Class Archetypes scout/knife master Feats Two-Weapon Fighting Traits Augmented Disguise, Mathematical Prodigy (engineering), Twisted Disguise (Campaign) Language Giant, Infernal Skill Ranks Acrobatics 1, Bluff 1, Diplomacy 1, Disguise 1, Knowledge (engineering) 1, Knowledge (local) 1, Perform (dance) 1, Perception 1, Sense Motive 1, Sleight of Hand 1, Stealth 1 Level 2 rogue; Favored Class Bonus +1 Skill Rank
SKILLS MODIFIERS:
Acrobatics +9
(2 ranks, +4 Dex, +3 trained) Bluff +7 (2 ranks, +2 Cha, +3 trained) Climb +5 (1 ranks, +1 Str, +3 trained) Diplomacy +7 (2 ranks, +2 Cha, +3 trained) Disguise +7 (2 ranks, +2 Cha, +3 trained) Knowledge (engineering) +7 (1 ranks, +2 Int, +3 trained, +1 trait) Knowledge (local) +7 (2 ranks, +2 Int, +3 trained) Perception +5 (2 ranks, +0 Wis, +3 trained) Perform (dance) +5 (2 ranks, +2 Cha, +3 trained) Sense Motive +5 (2 ranks, +0 Wis, +3 trained) Sleight of Hand +9 (2 ranks, +4 Dex, +3 trained) Stealth +14 (2 ranks, +4 Dex, +3 trained, +4 racial) Halbrin was born in Isger's Chitterwood a year before the start of the Goblinblood Wars (4696 AR); the young hobgoblin's formal training began mere months before the conflicts' start. Over the next three years he practiced diligently until the stronghold of his tribe, the Gut Gougers, came under attack by members of the Mercenary League, the military of the nation of Druma. The primarily human force besieged the goblinoid hold and, after several weeks, succeeded in breaking its defenses. The Drumish soldiers scoured the goblinoid fortress and surrounding region, executing any goblins or hobgoblins they encountered. Halbrin and several other youths had hidden in an isolated cavern complex when the site was discovered by the human force's Commander. As the humans chased and killed the young hobgoblins, Halbrin realized he stood a better chance of surviving the encounter if he faced the humans on his own terms. No more than three feet tall at the time, the hobgoblin located an area next to a rock outcropping that he could scale with little difficulty. He then lay down at the base of the rocks, carefully measuring his breathes as he had been taught in order to appear lifeless. When the Mercenary League Commander arrived at the outcropping he noticed Halbrin immediately, but dismissed the small goblinoid as dead. When the human turned away Halbrin surged to his feet, took a rock in hand, and used the outcropping to propel himself toward his opponent; Halbrin struck hard and fast, the initial blow knocking the soldier to the ground. Not wasting any time the hobgoblin quickly searched the injured human's body, claimed the officer's dagger as a trophy, and fled deeper into the Chitterwood. Halbrin spent several months wandering the forest, dodging both civilized patrols and predatory beasts, before finally retreating into the caverns beneath the forest floor. Halbrin continued to wander through the Caverns of Chitterwood until finding the basecamp of the People of the Stirge. He would have been taken as a slave if the People had not suffered considerable losses in the final days of the Goblinblood Wars. Instead they adopted the wandering hobgoblin into their tribe and trained him as an infiltrator, hoping he would become an asset in the tribe's efforts to regroup and conduct future raids against Isger. Despite the circumstances of his acceptance among the People, however, his peers always viewed Halbrin as an outsider. |