Smaar Janderfut

Kaz Seaborn's page

73 posts. Alias of Gandrik Th-kar.


Race

Spoiler:
Male Human fighter 1 CN medium humanoid Init +2 Senses:Perception +3 DEFENSE AC 16 touch 13 flat-footed 13 hp 16 Fort+5 Ref+3 Will+0 CMD 17

Classes/Levels

Current Hp: 20/20

About Kaz Seaborn

Male Human fighter 1
CN medium humanoid
Init +2 Senses:Perception +3
DEFENSE
AC 16 touch 13 flat-footed 13
hp 20
Fort+5 Ref+3 Will+0
CMD 16 +1 Vs Steal, Disarm, or Dirty trick

OFFENSE
Speed Land 30 ft
Melee: Long Sword +1 [+6 (1d8+4 19/20 X2) Full attack +4 Long Sword +1 (1d8+4) +3 Short Sword (1d6+3 19/20X2)
Brass Knuckles +5 (1d3+4)
Range: Short Bow +5 (1d6+2 20X3)
CMB 5 +1 When using Steal, Disarm or Dirty Trick

STATISTICS
STR 16 DEX 16 CON 10 INT 14 WIS 10 CHA 10
Base Atk 2
Feats: Two-Weapon Fighting, combat expertise , Toughness, Double Slice

4 Each Level
Skills:Climb 1 Rank (Str), Craft (Int), Handle Animal (Cha), Intimidate 1 Rank (Cha), Knowledge (dungeoneering)(Int), Knowledge (engineering) (Int), Profession gambler 2 rank (Wis), Ride 1 Rank (Dex), Survival (Wis), and Swim (Str), Perception 1 Rank (Wis), Slight of Hand 1 Rank (Dex)Acrobatics 1 rank (Dex), 1 rank Bluff (Cha), Escape Artist (Dex), and Stealth 1 Rank (Dex)

Perception +3
Slight of hand +6
Swim +3
Climb +6
Ride +6
Acrobatics +6
Escape Artist +3
Stealth +3
Bluff +3
Gambling +4
Intimidate +3
Languages Common

Gear: Long Sword (15GP) Short Sword X2 (20GP), Studded Leather Armor (25 GP)Composite Short Bow +2 Str (225GP) Brass Knuckles X2 (2GP) Fighter's Kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trailrations (5 days), and a waterskin. (9GP) 4Gold

Traits:You grew up on the dangerous docks of one of the Shackles' numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You've always preferred action to talk, anyway.

While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking you unconscious.

Benefit Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances. You gain a +1 trait bonus on damage rolls with brass knuckles and improvised weapons.

Goldsniffer GM altered: Your keen senses lead you to hidden treasures. You gain a +1 trait bonus on Perception checks related to metals, jewels, and gemstones; and perception is always a class skill for you.

Dirty fighter: +1 damage when flanking.

Dirty Maneuvers (Ex): At 2nd level, a cad becomes skilled
at deceiving and discomfiting his opponents. The cad
gains a +1 bonus on disarm, dirty trick, and steal combat
maneuver checks. The cad also gains a +1 bonus to CMD
when attacked with the disarm, dirty trick, and steal
combat maneuvers. These bonuses increase by 1 for every
four levels after 2nd (to a maximum of +5 at 18th level).
This ability replaces bravery.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).