Aram Zey

Scotty the Blade's page

218 posts. Alias of DajellyMan.


Full Name

Scotty the Blade

Race

Human

Classes/Levels

Rogue (Knife Master), 2 | HP: 19/19 | AC: 17/14/13 | Fort: +2 | Ref: +7 | Will: +2 | Init: +4 | Perc: +7 |

Gender

Male

Size

Medium

Age

25

Alignment

CN

Languages

Common, Orc, Aquan.

Occupation

Pirate, Thief, Sell-sword

Strength 14
Dexterity 18
Constitution 15
Intelligence 14
Wisdom 15
Charisma 15

About Scotty the Blade

Background:

Scotty the Blade was born to a family of poor fishermen in a tiny coastal hamlet, isolated from much of the world. As a young boy, one of his only joys was getting to sit out on the fishing boat and sometimes see the much larger vessels sailing out to exciting distant lands.

Longing for adventure and excitement, he joined up with a ragtag crew of pirates as soon as he was able. The promise of riches and adventure was just too much for him to refuse. He soon realized he had a special talent for thievery and deadly use of blades. He grew a special affinity for butterfly knives, learning all sorts of impressive tricks and flips and ways to use them, most notably using them to convince others they should hand over their gold.

After several years of climbing the "corporate ladder" of piracy and making a name for himself, he ran into some horrible luck. One of his crew had turned traitor and informed the authorities of a heist they were pulling. Nearly everyone was killed, walking into the trap unprepared and all. Scotty had the choice to either try and fight a whole squad of the navy's best men, or jump into the churning black water below and pray the fickle mistress of the sea saw it fit to spare him. Needless to say, he jumped.

He awoke some time later, marooned on a tiny island with no other living soul save one; a strange yet seductive water nymph named Isadril. She grew infatuated with the man, and swore to never let him leave. However, Scotty is a clever one, and he led her on and gained her trust until he could use her to gain his way home. No one is entirely sure how he did this, but he found his way back to the mainland.

Broke, betrayed, and within a crew or a place to go, Scotty decided to try his luck at this Venture Town, so he can regain his fortunes, buy a new ship, and hunt down the bastard who betrayed him. And maybe visit his nymph lady again one day.

Defenses:

Init: +4
Speed: 30'

Hit Points: 19/19 [2(1d8 + 2) + 1 favored class]
AC: 17 / Touch AC: 14 / Flat-Footed AC: 13
CMD: 17 (10 + 1 bab + 4 dex + 2 str)
Fort Saves: +2 (0 base + 2 mod)
Ref Saves: +7 (3 base + 4 mod)
Will Saves: +2 (0 base + 2 mod)

Armor: Studded Leather Armor

Attacks:
BAB: +1
Base Melee Attacks: +3
Base Ranged Attacks: +5
CMB: +3

Butterfly Knife: +5 (1d4 + 2) | S or P | Crit: 19-20/x2

Butterfly Knife and Butterfly Knife: +3 (1d4 + 2), +3 (1d4 + 1) | S or P | Crit: 19-20/x2

Boomerang: +1 (1d6 + 2) | 30' | B | x2

Special Abilities:

Sneak Attack: + 1d8 damage with daggers vs. enemy that is denied their DEX bonus, or you are flanking. (+1d4 damage with other weapons).

Feats:

Feats:

Human- Exotic Weapon Proficiency (Butterfly Knife)
Level 1- Two-Weapon Fighting
Bonus- Weapon Finesse

Skills:
Total Skill Points= 21: 2(8 class + 2 int) + 1 favored class

Acrobatics (Dex) = +9 (2 rank + 3 trained + 4 mod)

Appraise (Int) = +7 (2 rank + 3 trained + 2 mod)

Bluff (Cha) = +7 (2 rank + 3 trained + 2 mod)

Climb (Str) = +6 (1 rank + 3 trained + 2 mod)

Disable Device (Dex) = +9 (2 ranks + 3 trained + 4 mod)

Intimidate (Cha) = +6 (1 ranks + 3 trained + 2 mod)

Knowledge (local) (Int) = +6 (1 rank + 3 trained + 2 mod)

Knowledge (dungeoneering) (Int) = +6 (1 rank + 3 trained + 2 mod)

Perception (Wis) = +7 (2 rank + 3 trained + 2 mod)

Profession (Sailor) (Wis) = +8 (1 rank + 3 trained + 2 mod + 2 racial)

Sleight of Hand (Dex) = +9 (2 rank + 3 trained + 4 mod), +2 to Sleight of Hand to conceal Butterfly Knives.

Stealth (Dex) = +9 (2 rank + 3 trained + 4 mod)

Swim (Str) = +10 (2 rank + 3 trained + 2 mod + 3 racial)

(Armor Check penalty: -1)

Class Features:
Rogue (Knife Master)

XP: 1,300/3,300

- 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.

- Sneak Stab - 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, 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.

- Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.

- Rogue Talent (Finesse Rogue): A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Racial Traits/Character Traits:

Racial Traits:

+2 to one ability score (Dexterity)

Bonus Feat at 1st level.

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.

Traits:

Dirty Fighter: +1 damage when you hit a foe while flanking.

Seafarer: +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Equipment:

Studded Leather Armor, Butterfly Knife (2), Boomerang, Backpack, Silk Rope (50'), Grappling Hook, Small Steel Mirror, Sunrod (3), MW Thieves' Tools, Deck of Cards, Dice, Waterskin, Pipe, 2lb Bag of Tobacco, Trail Rations (4),

6gp, 5sp

Total Weight -

The Future!:

Level 3:

- Feat (Dodge): You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

- Sneak Blade: +2d8 (+2d4)

- Blade Sense: At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Level 4:

- Stat Increase: CHA + 1 (16)

- Rogue Talent (Weapon Training): Gain Weapon Focus as a bonus feat. (Butterfly Knife)

- Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Level 5:

- Feat (Two Weapon Defense): When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2

- Sneak Blade: +3d8 (+3d4)