Redeemer

Morthak Bonerattle's page

367 posts. Alias of Peet.


Full Name

Morthak Bonerattle

Race

|

resources:
Adaptable Luck remaining: 3/3

Classes/Levels

Current Conditions: -1 CON DRAIN

Gender

Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft

Size

Small (2'10", 32 lbs.)

Age

27

Alignment

N

Deity

Pharasma

Occupation

Embalmer

Strength 8
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 14
Charisma 10

About Morthak Bonerattle

Description:

Quick Summary:
* Morthak is a wiry halfling with tanned skin covered in Shoanti Tattoos, including a large spiral tattoo on his cheek.
* He wears his dark hair in Dreadlocks and has a long beard; clearly he does not shave. His hair looks greyish because he rubs ashes into his hair.
* His hair and clothing are decorated with numerous small bones tied on with fine string. Most of the bones seem to be from small animals.
* He wears bandoliers full of daggers; these seem to be his only weapon.

Personality:

Quick Summary:
* Morthak is a devout worshipper of Pharasma and goes through life as if he is a cleric, even though he has no divine abilities.
* He is rather laconic, and often speaks in cryptic phrases or riddles.
* He believes he was chosen by Pharasma to be an instrument against the undead and those who create them.
* He is uninterested in the trappings of civilization and shuns jewelry or fine clothes

Background:

Quick Summary:
* Orphaned as a child
* Raised by Varisians on riverboats
* When he was 13, a group of Shoanti sought him out. They claimed he was the reincarnation of a Shoanti warrior and had him come with them.
* From then on he was adopted by the Shoanti and learned their ways.
* He lived among the Skull clan and was taught to worship Pharasma.
* Thanks to his small size he was not considered a warrior and instead tried to help those bigger than him to succeed.

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Vitals

HP: 20 (2d8 +2 CON +2 FCB) (Rolls: 8, 8)
AC: 17 (+2 Armor, +1 Size, +4 DEX) Touch AC: 15 Flat-Footed AC: 13
Saves: Fort +1, Ref +7, Will +2
Initiative: +4
BAB: +1 CMB: +0 CMD: 13
Movement: 30 feet

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Combat

Melee: (+1 BAB, +4 DEX, +1 size)
* Dagger +6 1d3-1 (+1d8 sneak attack)
* TWF Dagger +4/+4 1d3-1 (+1d8 sneak attack)

Ranged: (+1 BAB, +4 DEX, +1 size)
* Dagger +6 1d3-1 (+1d8 sneak attack) or
* TWF Dagger +4/+4 1d3-1 (+1d8 sneak attack)

Racial Abilities:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Traits:
2 traits

Fate's Favored (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Helpful (Race: Halfling): You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Feats & Rogue Talents:
Unchained Rogue Bonus Feat: Weapon Finesse
1st Level: Two-Weapon Fighting
2nd level Rogue Talent: Combat Trick (Twist Away)

Unchained Rogue Features:
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 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.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her 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. She 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.

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.

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

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.

Skills:
(ranks listed first)
Adventuring Skills
Total Ranks = 18 (1 rank transferred to background)

STR (-1)
1 Climb +3
1 Swim +3

DEX (+4)
2 Acrobatics +9
2 Disable Device +11 (+2 from MWK thieves tools)
2 Escape Artist +9
0 Fly +4
0 Ride +4
2 Stealth +13 (+4 size)

INT (+1)
1 Knowledge: Religion +2

WIS (+2)
1 Heal +6
2 Perception +9 (+2 racial)
1 Sense Motive +6
0 Survival +2

CHA (+0)
1 Bluff +4
0 Diplomacy +0
0 Disguise +0
0 Intimidate +0 (-4 against creatures medium size or larger)
1 Use Magic Device +4

Background Skills
Total Ranks = 0 (+1 rank from adventuring)

DEX (+4)
1 Sleight of Hand +8 (+9 to conceal light blades)

INT (+1)
0 Appraise +1
0 Artistry +1
0 Craft +1
0 Linguistics +1

WIS (+2)
0 Profession +2

CHA (+0)
0 Handle Animal +0
0 Perform +0

Build Notes:
Overall Plan for Feats and Rogue Talents
Level 1 Feat: Two-Weapon Fighting
Level 1 Bonus Feat: Weapon Finesse
Level 2 Rogue Talent: Weapon Training: Dagger
Level 3 Feat: Divine Obedience (Pharasma)
Level 4 Rogue Talent: Ninja Trick (Improved Unarmed Combat)
Level 5 Feat: Dodge
Level 6 Rogue Talent: Ninja Trick (Crane Style)
Level 7 Feat:
Level 8 Rogue Talent: Combat Trick:
Level 9 Feat:
Level 10 Rogue Talent:
Level 11 Feat:
Level 12 Rogue Talent:

Feats I'd like to fit in:
Improved Initiative
Quick Draw

Gear by Value:

Starting Gold = 140 gp
_10 gp Leather Armor
100 gp Masterwork Thieves' Tools
__8 gp 2 x cold iron small daggers
__8 gp 4 x small daggers
__1 gp flint & steel
__1 gp Wooden Holy Symbol
__2 gp Backpack

130 gp

__5 sp Bedroll
_10 sp 2 x Bandolier
__2 sp Mess Kit

17 sp

__2 cp 100' Twine
__3 cp Flask
__3 cp Earplugs
__1 cp Chalk
__1 cp Whetstone
__2 cp 2 Sacks
__2 cp 2 Bags of Powder
__1 cp Soap
_10 cp 10 x candles
__5 cp 5 days wandermeal

30 cp

_free: Pickpocket's Outfit

7 gp left over

Gear by Weight:

Carried:
_7.5 lbs Small Leather Armor
_3.0 lbs 6 Small daggers
_0.0 lbs Wooden Holy Symbol
_1.0 lbs 2 Bags of Powder
_1.0 lbs Flask
_0.0 lbs Chalk
_0.0 lbs Bandolier
_0.5 lbs Backpack
_0.0 lbs flint & steel
_1.25 lbs Bedroll
_1.0 lbs Mess Kit
_1.0 lbs 100' Twine
_0.5 lbs 2 Sacks
_0.5 lbs Soap
_1.0 lbs Whetstone
_0.675 lbs Wandermeal

Total: 18.925 lbs
Carrying Capacity (light load): 19.5 lbs.