Male N Catfolk unchained rogue 2 (Knife Master, Scout)
About Munkustrap
KnifeRogue
KnifeRogue
Catfolk unchained rogue (knife master, scout) 2 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 3 47, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CG Medium humanoid (catfolk)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 18 (2d8+2)
Fort +2, Ref +7, Will +0
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +1 dagger +6 (1d4+2/19-20) or
. . +1 dagger +6 (1d4+2/19-20) or
. . dagger +5 (1d4+1/19-20) or
. . dagger +5 (1d4+1/19-20) or
. . dagger +5 (1d4+1/19-20) or
. . dagger +5 (1d4+1/19-20) or
. . dagger +5 (1d4+1/19-20) or
. . dagger +5 (1d4+1/19-20) or
. . mwk dagger +6 (1d4+1/19-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 10, Dex 18, Con 13, Int 12, Wis 11, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Two-weapon Fighting, Weapon Finesse
Traits boarded in the shackles, river rat (marsh or river)
Skills Acrobatics +9, Bluff +2 (+3 to feint), Climb +5, Disable Device +11, Escape Artist +8, Intimidate +6, Knowledge (local) +5, Perception +7, Sense Motive +4, Sleight of Hand +9 (+10 to pickpocket, +10 to conceal a light blade), Stealth +11, Survival +2, Swim +6; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Elven
SQ cat's luck, catfolk rogue/ninja, hidden blade, rogue talent (bleeding attack +1), sprinter
Combat Gear potion of cure light wounds, potion of cure light wounds, potion of cure moderate wounds; Other Gear leather armor, +1 dagger, +1 dagger, arrows (20), dagger, dagger, dagger, dagger, dagger, dagger, mwk dagger, shortbow, backpack, bedroll, earplugs[APG], flint and steel, hemp rope (50 ft.), masterwork thieves' tools, trail rations (5), waterskin (2), wrist sheath, spring loaded, wrist sheath, spring loaded, 68 gp, 3 sp, 7 cp
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Special Abilities
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+1 on Bluff to feint & Sleight of Hands to pickpocket. +1/2 bonus on feint and pickpocket checks.
Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +1 +1 bonus on Sleight of Hand checks to conceal a light blade.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
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Backstory:
BACKSTORY
Munkustrap of the River. The Yondabakari River. The largest and most heavily traveled in all of Varisia, Munkustrap grew up in the swamp of the Mushfens watching rafts float on by. From a young age Munkustrap loved the weighted feel of a knife hilt in his hand, tossing blade over hilt, snatching it in midair, spinning it across his knuckles, and sheathing it up his sleeve. Working for a time on the docks, he quickly grew bored of the hard work and monotony of loading and unloading.
Leaving the on the first boat he could, he sailed the remaining length of the Yondabakari to the Varisian Gulf. Once out to sea, bound for the Shackles, Munkustrap realized the vast difference between a river voyage, and an open sea voyage. The voyage caused new heights of boredom to drive Munkustrap crazy. He longed for the old, carefree days of his youth. Eventually reaching the Shackles, a man who was good with a knife would never go unwanted. Roaming with various toughs and gangs, a series of unfortunate events make a quick egress aboard the Jenivere almost a necessity. He looks eagerly towards new adventures in the relatively untamed expanse that is Sargava. Why, he was practically destined to join the The Rivermen's Guild based in Port Freedom. What could go wrong?