Arcane Experimenter

Murph The Surf's page

177 posts. Organized Play character for Eric Parker 82.


Full Name

Murph the Surf

Race

| HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching)

Classes/Levels

| Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Gender

”Murph” | Male gnome rogue 7 (Advanced Player's Guide)

About Murph The Surf

Murph 2E
Male gnome rogue 7 (Advanced Player's Guide)
NG, Small, Gnome, Humanoid
Heritage umbral gnome
Background scholar of the sky key
Perception +15; darkvision, low-light vision
Languages Common, Draconic, Gnomish, Jotun, Mwangi, Sylvan, Tien
Skills Acrobatics +14 (Successes to Balance are critical successes instead.), Athletics +10, Crafting +12, Deception +11, Diplomacy +13, Engineering Lore +12, Medicine +11, Nature +11, Occultism +12, Religion +11, Scouting Lore +12, Society +12, Stealth +17, Survival +11, Thievery +14
Str 8 (-1), Dex 19 (+4), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 14 (+2)
Items +1 stanching studded leather (onyx panther), +1 ghost touch striking shortsword, +1 returning throwing knife[LOGB], +1 striking hand crossbow (10 bolts, owlbear claw), +1 striking kukri (bloodseeker beak), dagger (potency crystal), holy water (4), light mace (owlbear claw), sap (potency crystal), backpack, bedroll, chalk (10), climbing kit, doubling rings, flint and steel, healer's tools, lesser antidote, lesser antiplague, lesser healing potion, lifting belt, minor healing potion (3), oil of potency, pearly white spindle aeon stone[LOPFS], rations (1 week) (2), repair kit, replacement pick, rope (foot) (50), signal whistle, soap, thieves' tools, waterskin, wayfinder, purse (159 gp, 18 sp)
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AC 25; Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm.
HP 78
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
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Speed 25 feet
Melee [1] [i]+1 ghost touch striking shortsword[/i] +16 (magical, versatile S, agile, finesse), Damage 2d6+6 P +2d6 P/Prec
Melee [1] [i]+1 returning throwing knife[/i] +16 (magical, thrown 20 ft., agile, finesse), Damage 1d4+6 P +2d6 P/Prec
Melee [1] [i]+1 striking kukri[/i] +14 (agile, finesse, trip, magical), Damage 2d6+4 S +2d6 S/Prec
Melee [1] dagger +15 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+6 P +2d6 P/Prec
Melee [1] light mace +15 (agile, finesse, shove), Damage 1d4+6 B +2d6 B/Prec
Melee [1] sap +10 (nonlethal, agile), Damage 1d6+1 B +2d6 B/Prec
Ranged [1] [i]+1 returning throwing knife[/i] +16 (magical, thrown 20 ft., agile, finesse), Damage 1d4+1 P +2d6 P/Prec
Ranged [1] [i]+1 striking hand crossbow[/i] +16 (magical, range increment 60 feet, reload 1), Damage 2d6+2 P +2d6 P/Prec
Ranged [1] dagger +15 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P +2d6 P/Prec
Ranged [1] holy water +15 (thrown 20 ft., consumable, divine, good, necromancy, splash), Damage 1d6+2 Good +2d6 Good/Prec +1 good splash
Evasion You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Ancestry Feats Gnome Weapon Familiarity, Gnome Weapon Innovator
Class Feats Gang Up, Nimble Dodge, Quick Draw, Twin Feint
Skill Feats Armored Stealth[APG], Cat Fall, Foil Senses, Glean Contents[APG], Hefty Hauler, Hobnobber, Lead Climber[APG], Quick Repair, Steady Balance, Swift Sneak, Wary Disarmament
Other Abilities multicultural training (1st), rogue's racket, skillful mentor, skillful mentor, sneak attack, swords, thief, wayfinder, weapon specialization, weapon tricks
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Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Rogue- When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding. Shortsword: Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Melee [1] [i]+1 ghost touch striking shortsword[/i] +15 (magical, versatile S, agile, finesse), Damage 2d6+4 P +2d6 P/Prec
[dice=+1 ghost touch striking shortsword(magical, versatile S, agile, finesse)]1d20 +15 [/dice]
[dice=Damage 2d6+4 P +2d6 P/Prec]2d6+4 P +2d6 P/Prec[/dice]

Melee [1] [i]+1 returning throwing knife[/i] +15 (magical, thrown 20 ft., agile, finesse), Damage 1d4+4 P +2d6 P/Prec
[dice=+1 returning throwing knife(magical, thrown 20 ft., agile, finesse)]1d20 +15 [/dice]
[dice=Damage 1d4+4 P +2d6 P/Prec]1d4+4 P +2d6 P/Prec[/dice]

Melee [1] [i]+1 striking kukri[/i] +13 (agile, finesse, trip, magical), Damage 2d6+4 S +2d6 S/Prec
[dice=+1 striking kukri(agile, finesse, trip, magical)]1d20 +13 [/dice]
[dice=Damage 2d6+4 S +2d6 S/Prec]2d6+4 S +2d6 S/Prec[/dice]

Melee [1] dagger +14 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P +2d6 P/Prec
[dice= dagger +14(versatile S, thrown 10 ft., agile, finesse)]1d20+14[/dice] [dice=Damage 1d4+4 P +2d6 P/Prec]1d4+4 P +2d6 P/Prec[/dice]

Melee [1] light mace +14 (agile, finesse, shove), Damage 1d4+4 B +2d6 B/Prec
[dice= light mace +14(agile, finesse, shove)]1d20+14[/dice]
[dice=Damage 1d4+4 B +2d6 B/Prec]1d4+4 B +2d6 B/Prec[/dice]

Melee [1] sap +9 (nonlethal, agile), Damage 1d6-1 B +2d6 B/Prec
[dice= sap +9 (nonlethal, agile)]1d20+9[/dice]
[dice=Damage 1d6-1 B +2d6 B/Prec]1d6-1 B +2d6 B/Prec[/dice]

Ranged [1] [i]+1 returning throwing knife[/i] +15 (magical, thrown 20 ft., agile, finesse), Damage 1d4-1 P +2d6 P/Prec
[dice=+1 returning throwing knife(magical, thrown 20 ft., agile, finesse)]1d20 +15 [/dice]
[dice=Damage 1d4-1 P +2d6 P/Prec]1d4-1 P +2d6 P/Prec[/dice]

Ranged [1] [i]+1 striking hand crossbow[/i] +15 (magical, range increment 60 feet, reload 1), Damage 2d6 P +2d6 P/Prec
[dice=+1 striking hand crossbow(magical, range increment 60 feet, reload 1)]1d20 +15 [/dice]
[dice=Damage 2d6 P +2d6 P/Prec]2d6 P +2d6 P/Prec[/dice]

Ranged [1] lesser acid flask +4 (thrown 20 ft., acid, alchemical, bomb, consumable, splash), Damage 1 A +2d6 A/Prec +1d6 pers A +1 A splash
[dice= lesser acid flask +4 (thrown 20 ft., acid, alchemical, bomb, consumable, splash)]1d20+4[/dice]
[dice=Damage 1 A +2d6 A/Prec +1d6 pers A +1 A splash]1 A +2d6 A/Prec +1d6 pers A +1 A splash[/dice]

Ranged [1] dagger +14 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4-1 P +2d6 P/Prec
[dice= dagger +14(versatile S, thrown 10 ft., agile, finesse)]1d20+14[/dice]
[dice=Damage 1d4-1 P +2d6 P/Prec]1d4-1 P +2d6 P/Prec[/dice]

Ranged [1] holy water +14 (thrown 20 ft., consumable, divine, good, necromancy, splash), Damage 1d6 Good +2d6 Good/Prec +1 good splash
[dice= holy water +14(thrown 20 ft., consumable, divine, good, necromancy, splash)]1d20+14[/dice]
[dice=Damage 1d6 Good +2d6 Good/Prec +1 good splash]1d6 Good +2d6 Good/Prec +1 good splash[/dice]

Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Ancestry Feats Gnome Weapon Familiarity, Gnome Weapon Innovator
Class Feats Gang Up, Nimble Dodge, Quick Draw, Twin Feint
Skill Feats Armored Stealth[APG], Cat Fall, Glean Contents[APG], Hefty Hauler, Hobnobber, Lead Climber[APG], Quick Repair, Steady Balance, Wary Disarmament
Other Abilities multicultural training (1st), rogue's racket, skillful mentor, skillful mentor, sneak attack, swords, thief, wayfinder, weapon tricks
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Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Rogue- When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding. Shortsword: Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.