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Mack "the Knife"'s page
121 posts. Organized Play character for Lawrence Smith 2.
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| Full Name |
Mack |
| Race |
| HP: 121/121 (BE) | AC: 25 (18 Tch, 19 Fl) | CMB: +20 (+24 dirty trick, +21 grapple), CMD: 32 (34 vs. dirty trick, 36 vs. disarm, 33 vs. grapple, 36 vs. sunder) | F: +13, R: +15, W: +10 | Init: +8 | Perc: +20, SM: +6 |
| Classes/Levels |
| Speed 30ft | Defensive Abilities: danger sense +1, evasion, uncanny dodge | Special Attacks: sneak attack (unchained) +2d6, weapon training (light blades +3) | Active conditions: haste, pain, -1 STR damage. |
| Gender |
Male NG Human (Varisian) Fighter (Lore Warden) 7/Unchained Rogue 4 |
| Size |
6'3" 205 lbs |
| Age |
21 |
| Special Abilities |
Scholastic, Evasion, Trap Sense, Uncanny Dodge, Maneuver Mastery +4, Weapon Training (Light Blades), Bravery, Know Thy Enemy |
| Alignment |
NG |
| Deity |
Kelinahat |
| Location |
Absalom |
| Languages |
Abyssal, Celestial, Common, Daemonic, Infernal, Thassilonian, Varisian |
| Occupation |
Information Broker, Profession Gambler |
| Strength |
11 |
| Dexterity |
20 |
| Constitution |
14 |
| Intelligence |
16 |
| Wisdom |
12 |
| Charisma |
12 |
About Mack "the Knife"
Mack
Male human (Varisian) fighter (lore warden) 7/unchained rogue 4 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +8; Senses Perception +20
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Defense
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AC 24, touch 17, flat-footed 19 (+6 armor, +1 deflection, +5 Dex, +1 insight, +1 natural)
hp 99 (11 HD; 4d8+7d10+33)
Fort +11, Ref +14, Will +10 (Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal, +1 vs. fear); Once per scenario as a swift action, gain a +1 insight bonus vs arcane spells for 1 min., +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities danger sense +1, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 keen adamantine kukri +20/+15 (1d4+11/15-20) or
. . +1 keen mithral kukri +20/+15 (1d4+11/15-20) or
. . dagger +18/+13 (1d4+3/19-20) or
. . darkwood club +11/+6 (1d6) or
. . mwk cold iron kukri +20/+15 (1d4+10/18-20) or
. . mwk cold iron kukri +20/+15 (1d4+10/18-20) or
. . mwk sap +16/+11 (1d6 nonlethal) or
. . unarmed strike +15/+10 (1d3 nonlethal)
Ranged +1 adaptive darkwood composite longbow +16/+11 (1d8+1/×3)
Special Attacks sneak attack (unchained) +2d6, weapon training (light blades +3)
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Statistics
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Str 11, Dex 20, Con 14, Int 16, Wis 12, Cha 12
Base Atk +10; CMB +20 (+24 dirty trick, +21 grapple); CMD 31 (33 vs. dirty trick, 35 vs. disarm, 32 vs. grapple, 35 vs. sunder)
Feats Agile Maneuvers, Combat Expertise, Dilettante, Fast Learner[ARG], Greater Dirty Trick[APG], Improved Dirty Trick[APG], Improved Two-weapon Fighting, Iron Will, Quick Dirty Trick[UC], Superior Dirty Trick, Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri), Weapon Specialization (kukri)
Traits indomitable faith, reactionary
Skills Acrobatics +17, Appraise +7 (+7 Once/scenario, before rolling ANY INT-based skill check, add 1d4 to the result), Bluff +8 (+10 vs good-aligned NPCs in Magnimar, +9 on all CHA-based checks with gnomes), Climb +6, Diplomacy +8 (+10 to gather information, +10 vs dwarves, +10 vs lycanthropes, +10 vs good-aligned NPCs in Magnimar, +9 on all CHA-based checks with gnomes), Disable Device +23, Disguise +10, Escape Artist +9 (+10 competence to break a grapple), Heal +4, Intimidate +8 (+10 vs lycanthropes, +10 vs good-aligned NPCs in Magnimar, +9 on all CHA-based checks with gnomes), Knowledge (arcana) +12 (+14 to identify constructs, +13 on ALL Knowledge checks while in the Grand Lodge), Knowledge (dungeoneering) +12, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9 (+11 re Magnimar), Knowledge (local) +19 (+21 re Magnimar), Knowledge (nature) +12, Knowledge (nobility) +9 (+11 re Magnimar), Knowledge (planes) +12 (+13 regarding demons), Knowledge (religion) +13, Linguistics +8, Perception +20, Profession (gambler) +7, Sense Motive +6, Sleight of Hand +10, Spellcraft +10, Stealth +16, Survival +5 (+7 to avoid becoming lost), Swim +4, Use Magic Device +18
Languages Abyssal, Ancient Osiriani, Celestial, Common, Daemonic, Infernal, Thassilonian, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, know thy enemy, rogue talents (bleeding attack +2, weapon training), trapfinding +2
Combat Gear cold iron arrows (50), potion of cure serious wounds, potion of fly, wand of cure light wounds (12 charges), wand of cure light wounds (50 charges), acid, alchemist's fire, alkali flask[APG], antiplague[APG], antitoxin, healer's kit, holy water; Other Gear +2 mithral chain shirt, +1 adaptive darkwood composite longbow, +1 keen adamantine kukri, +1 keen mithral kukri, dagger, darkwood club, mwk cold iron kukri, mwk cold iron kukri, mwk sap, amulet of natural armor +1, armbands of the brawler[UE], belt of incredible dexterity +2, boots of speed, circlet of persuasion, cloak of resistance +3, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, eyes of the eagle, gloves of dueling[APG], handy haversack, headband of vast intelligence +2, ring of protection +1, traveler's any-tool[UE], wayfinder[ISWG], bedroll, belt pouch, climber's kit, disguise kit, earplugs[APG], fishhook (2), flint and steel, grappling hook, hot weather outfit[APG], masterwork thieves' tools, mug/tankard, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], sewing needle, signal whistle, silk rope (50 ft.), smoked goggles[APG], string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,512 gp, 3 cp
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Tracked Resources
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Acid - 0/1
Alchemist's fire - 0/1
Alkali flask - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Boots of speed (10 rounds/day) - 0/10
Cold iron arrows - 40/50
Dagger - 0/1
Darkwood club - 0/1
Disguise kit (10 uses) - 0/10
Healer's kit - 0/10
Holy water - 0/1
Potion of cure serious wounds - 0/1
Potion of fly - 0/1
Trail rations - 0/7
Wand of cure light wounds (12 charges) - 0/12
Wand of cure light wounds (50 charges) - 0/50
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dilettante You can make untrained Knowledge checks up to DC 15.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for encounter.
Quick Dirty Trick May perform a dirty trick in place of your first melee attack.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Superior Dirty Trick (Blinded) Target must spend full-round action to remove selected condition.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Training (Blades, Light) +3 (Ex) +3 Attack, Damage, CMB, CMD with Light Blades
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Mack grew up among a Sczarni family earning a living along the many caravan routes crisscrossing Varisia. His mother, a harrow reader and fortuneteller from the Mindspin mountains served as Mack's tutor, teaching him ancient Thassilonian, how to use a kukri and much else. His father belonged to a crime family in Riddleport. On the eve of his eighteenth birthday, the archon Kelinahat, She of Ebon Wings, and Empyreal Lord of spies and stealth appeared to Mack in a dream, informing him that he would be her weapon against the denizens of hell and the abyss. In the morning, Mack packed his many knives and his few other belongings and journeyed to Absalom to begin his field agent training at the Pathfinder Society's Grand Lodge. Mack runs the occasional card game of Towers to pay his bills and to listen to the tales of travelers from distant lands.
Leveraging his growing reputation within the Grand Lodge, Mack acquired membership in an information brokerage, connecting him to a network of spies and informants who keep him abreast of the goings-on in the world. This network has allowed him to capitalize on sharing or refusing to share specific information as the situation or his clients dictate. His experience building his cache of information grants him a +2 circumstance bonus on Diplomacy skill checks made to gather information. He can use Knowledge (local) to attempt day job rolls.
Mack’s confidential sources include the half-elf courtesan Apple in Solis; the human Taldan barmaid Peaches in Tymon; the gillwoman shopkeeper Cherry in Absalom, the human Bonuwat Mwangi bathhouse attendant Bubbles in Azir, and the human pesh addict Smoke in Katapesh.
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