Hrad's page

3 posts. Alias of Rattlebones.

Full Name





Unchained Rogue (Knife Master) 1 / Swashbuckler 1 -- HP 13 : AC 17 CMD 15 TAC 14 FAC 13 : drow razor +6; 1d4 : F+2 R+6 W+2 : INIT+6 Perc+6 CMB+1










Common, Elven, Undercommon

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

About Hrad

Combat Statistics:

HP 13 (10 +2 Con +1 FCB) 
Spd 30ft 
Initiative +6 
CMB +1 (+1 BAB, +0 Str) (+2 trip, disarm, dirty trick, feint, reposition, or steal combat maneuver) 
Base Attack +1 

drow razor +6, 1d4/18-20x2 
A confirmed critical hit or successful sneak attack deal an additional 2 points of damage
+7 opportune parry and riposte

sling +5, 1d4/20x2, 50'

AC 17, touch 14, flat-footed 13 (+4 Dex, +0 size, +2 armor, +1 shield)
CMD 15 (10 base, +1 BAB, +0 Str, +4 Dex, +0 Size) 
Fortitude +2 (+0 base, +2 Con) 
Reflex +6 (+2 base, +4 Dex) 
Will +2 (+2 base, +0 Wis)

+2 racial bonus on saving throws against enchantment spells and effects
+2 dodge bonus to AC against goblinoids


drow razor (25gp, 2lb), buckler (5gp, 5lb), sling (--gp, --lb), leather armor (10gp, 15lb), thieves tools (50gp, 1lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), belt pouch (2gp, --lb), signet ring (5gp, --lb), weapon cord (1sp, --lb).



Hair: White
Eyes: White
Height: 6'3"
Weight: 140lb


Hrad is a native of Zirnakaynin, the great drow city far below the surface of Nirmathas. Born a vassal of House Parastric, vile practitioners of fleshwarping, he was raised from childhood to be a guardian and assassin for the demon-worshipping alchemists in their foul laboratories. Most drow are repulsed by fleshwarping (while acknowleding its usefulness), and Hrad's first-hand observation of the transformations and experiments of his overlords deeply disturbed him. When he discovered through a confidant that he was to fleshwarped to increase his usefulness to the noble house, he gathered was supplies and equipment he could and fled the city. He traveled through the tunnels of Sekamina, traveling upward through Nar-Voth, until he emerged into a cave in the Fangwood Forest just south of the Marideth River.

One day while foraging for food, he was found by the Foxclaws, a loose band of hunters dedicated to disrupting Molthuni army caravans. They would have killed him on the spot, had not a cleric in their party cast detect evil just in the nick of time. With no prospects and no friends, Hrad was quick to offer his skills to the group to gain allies and protection. After months of travel he lost his light sensitivity, learned about the lands and people of Nirmathas, and gained friends in the Foxclaws. He became a valuable scout for the Foxclaws, and fought Molthuni forces on multiple occasions, including one harrowing encounter with the Ironfang Legion. He found his new role as a freedom fighter much to his liking after the oppressive autocracy of the drow, and is becoming a regular (if still odd) sight among the villages and towns of southern Nirmathas. He typically wears a deep hood and long cloak when outdoors to prevent rash reactions from strangers.

He is currently in Phaendar to rest and restock before heading out for another patrol along the borderlands with Molthune.

1. Fight for the people of Nirmathas and repel Molthuni invaders.
2. Find a permanent home in Nirmathas.

1. Being discovered by agents of Zirnakaynin or House Parastric.
2. Encountering an overzealous paladin, inquisitor, or cleric who decides to attack first and ask questions later.

1. Members of the Foxclaws, in particular Ulla Brownsmith, the cleric of Erastil who prevented his death on his first meeting with surface dwellers.

Drow society is hierarchical and oppressive. As a result, Hrad has a very concrete, black-and-white approach to social situations. He has a difficult time understanding things like sarcasm or casual threats. On more than one occasion, he has put a blade to the neck of a bar tough who was simply boasting. He feels remorseful afterwards and tries to make amends, but growing up in Zirnakaynin has made him twitchy and hypervigilant.

Racial Abilities:

Elf: Drow are humanoids with the elf subtype.
Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, each once per day, using their total character level as their caster level.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Daylight Adaptation: Some drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following: Abyssal, Aklo, Aquan, Common, Draconic, Gnome, Goblin, and Sakvroth.


Ironfang Survivor - Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Fencer - You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.
Reactionary - +2 initiative

UC Rogue Class Abilities:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. 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 his attack, he can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He 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 total concealment.

Sneak Stab (Ex): A knife master focuses his ability to deal sneak attack damage with daggers and similar weapons to such a degree that he can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When he makes a sneak attack with such a weapon, he uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, he uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability. (+1d8)

Hidden Blade: A knife master adds 1/2 his level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding. (+0)

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat (replaced by Weapon Focus with House Rule). In addition, starting at 3rd level, he 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 he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent the rogue from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. (drow razor)

Swashbuckler Class Abilities:

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. He fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to his Charisma modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though feats and magic items can affect this maximum. (4 points)

A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
--Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
--Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.


Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as she rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to his Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. (+4 AC)

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If his result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.


1 - Combat Reflexes
Rogue 1 - Weapons Focus (drow razor)
Swashbuckler 1 - Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.


8 class + 0 Int + 2 background*

Acrobatics +8 (1 ranks, 3 class, 4 Dex)
Bluff +8 (1 ranks, 3 class, 4 Cha)
Disable Device +8 (1 ranks, 3 class, 4 Dex)
Intimidate +8 (1 ranks, 3 class, 4 Cha)
Knowledge (local) +4 (1 ranks, 3 class, 0 Int)
*Linguistics +4 (1 ranks, 3 class, 0 Int)
Perception +6 (1 ranks, 3 class, 0 Wis, 2 race)
*Sleight of Hand +8 (1 ranks, 3 class, 4 Dex)
Stealth +8 (1 ranks, 3 class, 4 Dex)
Use Magic Device +8 (1 ranks, 3 class, 4 Cha)

Once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result