"Sure... I could tell you about my life. I could tell you stories of being beaten, starved, forced to work until my fingers bled only to have whatever bit I earned taken away, and being beaten again if it wasn't enough. I could talk of how I was forced to be a local knifeman's "bit of fun" of an evening. I could tell you all of that, but if I did, would you believe me? Why would I admit it, even if it were true? No... you can think what you want to about me. Make up whatever story suits the picture of me you've already formed in your mind. It doesn't matter to me, and it won't to you, for much longer. All that should concern you is this: I'm here, and I have a knife. And that means you did something very wrong, somewhere along the way." - "Nine-toes" Sherrick, to a typical victim.
Character blurb - LE Knife Master Rogue probably headed for Assassin. The "law" in his alignment reflects the code he follows, as opposed to actual Law. If you are interested in learning more about it, I can provide more information. Sherrick is a fighter and a killer. It's what he does, what he loves. He doesn't talk much about his background, but let it suffice to say that he realized at an early age that his moral compass was skewed, to say the least, and he's entirely made peace with it.
'Nine-toes' Sherrick (don't ask, as he doesn't like to discuss it) was born, as many of his fellow bilge-rats are, to a wharfside doxy and never knew his father. He learned how to fish early, to supplement his food intake, worked as a wharf rat (which taught him quickly how to fight, favoring the knife because it was easy to hide), and eventually took to the fishing boats where he learned the craft of a sailor. Spending time in far too many taverns and alleys in various parts of Golarion, he eventually learned a thing or two about picking locks and pockets and used these skills to keep him in grog when there was no boat work to be had.
These days, life is good. He crews when he can, always adhering to the law of the sea, and steals when he can't. As long as there is gold to be made, and fights to be had, he's a happy lad. And a recent shipment of ivory that he was able to help find its way to a "private collector" has turned up the heat a bit, but also left him sitting pretty for a spell.
Crunch:
Rogue (Knife Master) 1
Init +6; Perception +4
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Defense
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AC 16, touch 14, flat-footed 12 (+2 Armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
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Offense
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Speed 30 ft.
Melee Kukri +4 (1d4+2, 18-20/x2)
Melee Swordbreaker +4 (1d4+2, 19-20/x2)
Ranged dagger +4 (1d4+2, 19-20/x2, 10 ft.)
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 12
BAB +0; CMB +2; CMD 16
Feats
Weapon Finesse, EWP:Swordbreaker Dagger
Skills Bluff +4, Climb +6, Disable Device +8, Kn:Local +5, Perception +4, Pro:Sailor +6, Sleight of Hand +8, Stealth +8, Swim +8, UMD +4
Languages Common, Dwarven
Gear - rogue's kit, compass, small steel mirror, shaving kit, 2 changes of clothes, fisherman's kit.
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Special Abilities
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Sneak Attack +1d8 (dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger)/+1d4 (all others)
Hidden Blade +0
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Traits
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Heart of the Sea - Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
Water Rat - You gain a +2 bonus on Swim checks. When wearing
light or no armor and not encumbered, fatigued, or
exhausted, you can swim at one-half your speed as a move
action or your full speed as a full-round action. While swimming,
you gain a +2 bonus on Initiative checks.
'Nine-toes' Sherrick (don't ask, as he doesn't like to discuss it) was born, as many of his fellow bilge-rats are, to a wharfside doxy and never knew his father. He learned how to fish early, to supplement his food intake, worked as a wharf rat (which taught him quickly how to fight, favoring the knife because it was easy to hide), and eventually took to the fishing boats where he learned the craft of a sailor. Spending time in far too many taverns and alleys in various parts of Golarion, he eventually learned a thing or two about picking locks and pockets and used these skills to keep him in grog when there was no boat work to be had.
These days, life is good. He crews when he can, always adhering to the law of the sea, and steals when he can't. As long as there is gold to be made, and fights to be had, he's a happy lad.
Crunch:
Rogue (Knife Master) 1
Init +6; Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 Armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Kukri +4 (1d4+2, 18-20/x2)
Melee Swordbreaker +4 (1d4+2, 19-20/x2)
Ranged dagger +4 (1d4+2, 19-20/x2, 10 ft.)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 12
BAB +0; CMB +2; CMD 16
Feats
Weapon Finesse, EWP:Swordbreaker Dagger
Skills Bluff +4, Climb +6, Disable Device +8, Kn:Local +5, Perception +4, Pro:Sailor +6, Sleight of Hand +8, Stealth +8, Swim +8, UMD +4
Languages Common, Dwarven
Gear - rogue's kit, compass, small steel mirror, shaving kit, 2 changes of clothes, fisherman's kit.
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Special Abilities
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Sneak Attack +1d8 (dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger)/+1d4 (all others)
Hidden Blade +0
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Traits
-------------------
Heart of the Sea - Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
Water Rat - You gain a +2 bonus on Swim checks. When wearing
light or no armor and not encumbered, fatigued, or
exhausted, you can swim at one-half your speed as a move
action or your full speed as a full-round action. While swimming,
you gain a +2 bonus on Initiative checks.