Sipho Munali

Scratch Steel's page

45 posts. Alias of Massee.


Full Name

Scratch Steeltoe

Race

HP: 52/62 | Temp HP: 0 | AC: 21(23) | F: +11, R: +10, W: +10 | Perc: +10 |

Classes/Levels

Speed: 25 ft. | Active Conditions:

Gender

CG Dwarven Male Ranger 4

Size

Medium

Age

250

Alignment

CG

Deity

Torag

Languages

Common, Dwarven

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Scratch Steel

Robby 'Scratch' Steeltoe
Cash 0.23g
Male Dwarven Ranger 4 (Trained in ranger class DC16)
CG Medium Humanoid
Senses: Darkvision, Expert Perception: +10

LANGUAGES: Common, Dwarven

DEFENSE: Trained in: Light armor, Medium armor, Unarmored defense
AC 21 (+1 AC from Clan Dagger when Raised)(+2 AC with Twin Parry)
HP: 62 Temp HP: +5 Speed 25 ft.
Expert Fort: +11 Expert Reflex: +10 Expert Will: +10
Heritage: Death Warden Dwarf: If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.

OFFENSE: Trained in Simple, Martial, and Unarmed Attacks
[dice=Twin Take Down: Light Hammer]1d20+9;1d6+3[/dice]
[dice=Twin Take Down: Clan Dagger]1d20+9-2;1d4+3[/dice]
[dice=Light Hammer]1d20+9-4;1d6+3[/dice]
[dice=Light Hammer]1d20+9-4;1d6+3[/dice]
xxxx
[dice=Hatchet]1d20+9;1d6+3[/dice]
[dice=Ranged Light Hammer]1d20+8;1d6+3[/dice]
[dice=Clan Dagger]1d20+9;1d4+3[/dice]
x
[dice=Twin Take Down: Light Hammer, Bless]1d20+9+1;1d6+3[/dice]
[dice=Twin Take Down: Clan Dagger, Bless]1d20+9+1-2;1d4+3[/dice]
[dice=Light Hammer, Bless]1d20+9+1-4;1d6+3[/dice]
[dice=Light Hammer, Bless]1d20+9+1-4;1d6+3[/dice]
x
x
x
x

SKILLS: ACP: 0
Trained in Crafting (INT) +6
Trained in Acrobatics(DEX) +8
Trained in Athletics(STR) +9
Trained in Hunting Lore (INT) +6
Expert in Medicine(WIS) +10 (Swapped in from Class Survival)
Trained in Nature(WIS) +8
Trained in Religion(WIS) +8
Trained in Stealth(DEX) +8
Trained in Survival(WIS) +8
Trained in Thievery(DEX) +8

CLASS: RANGER
Key Ability: STRENGTH OR DEXTERITY
At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Hunt Prey: Single Action: When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action. Source Core Rulebook pg. 168. You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Hunter's Edge: Flurry: Source Core Rulebook pg. 168
You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

Iron Will: Level 3: Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.

CLASS FEATS:
Twin Takedown (Single Action)(Flourish)(Ranger)(Feat 1)
Frequency once per round. Requirements You are wielding two melee weapons, each in a different hand.
You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Quick Draw (Single Action)(Ranger/Rogue)(Feat 2)
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Twin Parry (Single Action) (Fighter/Ranger) (Feat 4)
Requirements You are wielding two melee weapons, one in each hand.
You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.

SKILL FEATS:
Forager Skill Feat: Source Core Rulebook pg. 261. Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

Battle Medicine: (Single Action)(Feat 1)(General)(Healing)(Manipulate)(Skill)
Prerequisites trained in Medicine. Source Core Rulebook pg. 258
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Robust Recovery: (Feat 2) (General) (Skill)
Prerequisites expert in Medicine
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.

GENERAL FEATS
Fleet: (Feat 1)(General)
Source Core Rulebook pg. 261. You move more quickly on foot. Your Speed increases by 5 feet.

STATS:
Strength: 16
Dexterity: 14
Constitution: 16
Intellect: 10
Wisdom: 14
Charisma: 8

EQUIPMENT Gold Cost/Bulk
Hide Armor 2.00 2.0
Clan Dagger 2.00 0.1
Light Hammer x5 1.50 0.5
Hatchet x2 0.80 0.2
Explorer's Clothing 0.10 0.1
Backpack 0.10 0.0
Bedroll 0.01 0.1
Belt pouch 0.04 0.0
Rope 0.50 0.1
Waterskin 0.05 0.1
Flint and steel 0.05 0.0
Grappling Hook 0.10 0.1
Mug 0.01 0.0
Piton x5 0.05 0.0
Sheath x3 0.03 0.0
Soap 0.02 0.0
Signal Whistle 0.08 0.0
Bandoleer x2 0.20 0.0
Healer's Tools 5.00 1.0
Crowbar 0.50 0.1
Fishing Tackle 0.80 1.0
Thieves Tools 3.00 0.1
Replacement Picks 0.30 0.0
Repair Kit 2.00 1.0
Compass 1.00 0.1
Low Grade Silver Rapier

CONSUMABLES (Cost/Bulk)
[dice=Lesser healing potion]2d8+5[/dice] x0

DWARVEN ANCESTRY:

Base 10hp, Medium Size, 20ft Stride
Ability Boosts: Constitution, Wisdom, Free
Ability Flaw(s):Charisma

Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Dwarven Lore: You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.

Heritage: Death Warden Dwarf: Source Core Rulebook pg. 35. Your ancestors have been tomb guardians for generations, and the power they cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.

REFUGEE BACKGROUND:

Source The Fall of Plaguestone pg. 55
The fighting around the Lake Encarthan region has forced many of the people residing there to flee from the violence. Although your home is gone, you have managed to survive and are making your way south in search of a better life. When play begins, you are riding along in a caravan taking you to what might be either a new home in Andoran or simply another waypoint in your journey.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost (Strength).

You're trained in the Survival skill and the Hunting Lore skill. You gain the Forager skill feat.

Forager Skill Feat: Source Core Rulebook pg. 261. Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

PURCHASES:

CHRONICLES:

BOONS:

PURCHASABLE LOOT:

FUTURE GEAR IDEAS:

STALWART’S RING:

This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf’s head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points. These last until your next daily preparation, as long as you are wearing the ring.