About Skarr Moonskimmer
Barbarian 5 | Rogue (Scout) 5
Str 18, Dex 16, Con 20, Int 12, Wis 15, Cha 6
Base Atk +5; CMB +9; CMD 22
Skills = 55 | 5 x (8 + 2 + 1)
Uncanny Dodge: At 2nd level, a barbarian gains the ability to 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 armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
Trap Sense: +1 (+2 stacks w/rogue) - At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge: At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Rogue (Scout) Special Abilities:
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Trap Sense: +1 (+2, stacks w/barbarian) - At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Scout's Charge: At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
One day, he would return with answers.
Backstory has disappearances later discovered to be individuals taken for their reptilian hide or as slaves.
Thinking he pays for info regarding Lizardfolk/Crocmen slaves, either buying their freedom or for the purposes of this feat, forcibly liberates them.
Thinking Skarr partnered up with a female who is the brains of the duo (also socially ostracized/marginalized but skilled). He helped her run some trouble off. And he joined her Surplus and Salvage business, he was a natural at maritime salvage. It's what he does when he's not hired on with a ship's crew.
Times have been lean for salvage, so the establishment has sectioned some space and doubles as a dosshouse/flophouse. Rent is low and can be worked off. And, of course any tenents fall under the protection of Skarr Moonskimmer, no small boon for any being victimized.
Though understated verbally, Skarr is in demand as a free agent/mercenary crewman. His loyalty unquestioned, leaving no man or woman behind where others might cut & run. The criminal element leaves him alone, knowing his ethical leanings.
Hmmm... Cover me! Skarr sprints towards the ship's rail, hurtling himself across the gap to the attacking vessel. His powerful legs churn the air as a hail of bullets from behind clears the way.
Landing with a thud, 400 pounds of reptile and steel tumble through the enemy line. The stuff of nightmares.