Whenever possible, Haruf will try to hide his face and identity. Those who have seen him, notice that the scar below his left eye means his face has met with a blade, although he never tells the story that led to the scar. Strong and agile, he has a short build for a Half-Orc and no one remembers to have ever seen with a happy face. It is easy to dislike him by looks alone, which he tries to cover with a cowl or hood whenever he can.
Found as an infant in a dirty ditch in the City, Haruf only knows the ugly side of life. Always having to rely on trickery, theft and violence to survive, he learned to trust only his 8 daggers which he calls his arms. Although his daggers are only known to a few, he feels no shyness to show them to any enemy, especially the pointy end. Despite his violent life, Haruf feels a deep hatred towards those who would prey on the weak. However, his compassion is slow to show as he is ever watchful of betrayal.
STR 14, DEX 16, CON 14, INT 12, WIS 10, CHA 8
Knife Master (Rogue Archetype) lvl 3
Total XP: 2800
Racial traits exchanged:
Weapon familiarity -> City-Raised (Proficiency with longswords, whips and +2 racial bonus to Knowledge (local))
Intimidating -> Scavenger (+2 Appraise, Perception vs. hidden objects, determine whether food is spoiled or identify poison by taste)
Orc ferocity -> Toothy (gain primary natural attack that deals 1d4 points of piercing damage)
Init +3; Senses: Perception +5 (+7 vs. hidden objects, determine whether food is spoiled or identify poison by taste)
CMB +4 (2BaB +2strength)
CMD 17 (2BaB +2strength +3dexterity +10)
Favored Class Rogue (+3HP)
Defense AC 15, touch 13 flat-footed 12 (+2 Armor, +3 Dex)
Special bonus+1 to AC when attacked with a light weapon
HP 27 (3d8+9)
Ref +6 (Evasion class trait applies)
Offense Speed 30 ft, 30 ft Armored
Melee Dagger +5 (1d4+2/19-20x2)
Melee full attack Dagger +3 (1d4+2/19-20x2), Dagger +3 (1d4+1/19-20x2), Bite +0 (1d6+1)
Natural attack Bite +5 (1d6+1)
Sneak Attack bonus damage with dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger 2d8+1
Sneak Attack bonus damage with other weapons 2d4+1
Ranged Dagger +5 (1d4+2/19-20x2), Range 10ft
Space 5 ft, Reach 5 ft
Special bonus +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round
Traits, Feats and Skills:
Blade of the Society (You gain a +1 trait bonus to damage rolls from sneak attacks)
Hidden Hand (You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round)
Money earned in total: 190gp
Money spent: 77 gp, 6 sp
Money left: 112gp, 4 sp
Total equipment weight: 57.5 lbs
Equipment carried on his body: 31.5 lbs
Equipment carried on backpack: 26 lbs
Light/Medium/Heavy Load for 14 Str: 58/116/175
Special Class Abilities:
Sneak Stab: 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.
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.
Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent (Finesse Rogue): A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Blade Sense: 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.
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.