Skarr Moonskimmer's page

31 posts. Alias of Hassan Ahmed.

About Skarr Moonskimmer

Concept-Inspiration Art

Barbarian 5 | Rogue (Scout) 5
NG Medium Humanoid (Lizardfolk)
Init +5; Perception +10; SQ Hold Breath
AC 25, touch 14, flat-footed 21 (+6 Armor, +3 Shield, +2 Natural, +3 Dex, +1 Dodge)
hp 90 (60 + 25 con + 5 fav)
Fort +9, Ref +7, Will +3
Speed 40, swim 15

  • MW Cutlass +10 (1d6+4, 18-20/x2) -
    [Dice=atk mw cutlass, flank, charge, opening volley]1d20+10+2+2+4[/dice]
    [Dice=dmg mw cutlass, sneak]1d6+4+3d6[/dice]
  • Claw +9 (1d4+4, x2) -
    [Dice=atk claw, flank, charge, opening volley]1d20+9+2+2+4[/dice]
    [Dice=dmg claw, sneak]1d4+4+3d6[/dice]
  • Kukri +9 (1d4+4, 18-20/x2) -
    [Dice=atk kukri, flank, charge, opening volley]1d20+9+2+2+4[/dice]
    [Dice=dmg kukri, sneak]1d4+4+3d6[/dice]
  • Morningstar +9 (1d8+4, 20/x2) -
    [Dice=atk morningstar, flank, charge, opening volley]1d20+9+2+2+4[/dice]
    [Dice=dmg morningstar, sneak]1d8+4+3d6[/dice]
  • Boarding Axe +9 (1d6+4, 20/x3) -
    [Dice=atk axe, flank, charge, opening volley]1d20+9+2+2+4[/dice]
    [Dice=dmg axe, sneak]1d6+4+3d6[/dice]

  • Javelin +8 (1d6+4, 20/x2) -
    [Dice=atk javelin]1d20+8[/dice]
    [Dice=dmg javelin, sneak]1d6+4+3d6[/dice]
  • MW Comp Longbow +4 Str +9 (1d8+4, 20/x3) -
    [Dice=atk comp lbow]1d20+9[/dice]
    [Dice=dmg comp lbow, sneak]1d8+4+3d6[/dice]
  • Lt Hammer +8 (1d4+4, 20/x2) -
    [Dice=atk lt hammer]1d20+8[/dice]
    [Dice=dmg lt hammer, sneak]1d4+4+3d6[/dice]

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)
5 Acrobatics +15
5 Climb +12
4 Disable Device +10
1 Escape Artist +7
2 Knowledge (geography) +7
3 Knowledge (local) +7
1 Knowledge (nature) +5
2 Linguistics +6 languages: aquan, karikanti
5 Perception +10
1 Perform +2
5 Prof (sailor) +10
1 Ride +7
5 Sense Motive +10
5 Stealth +11
5 Survival +10
5 Swim +12

  • +2 Chain Shirt - 4250 gp
  • +1 Darkwood Lg Shield - 1257 gp
  • Darevil Boots - 1400 gp
  • Muleback Cords - 500 gp
  • Ioun Torch - 75 gp
  • Scabbard of Vigor - 1800 gp

    Skilled Crewman: You gain a +1 trait bonus on Kn Geography checks, and Kn Geography is a class skill for you.
    Reactionary: You gain a +2 trait bonus to Initiative checks.
    Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

    Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

    Hardened Scales: You gain a +2 natural armor bonus to your Armor Class.
    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.
    Opening Volley: Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

    Languages: Draconic, Common, Aquan, Karikanti
    Lizardfolk Special Abilities:

    Ability Score: +2 Constitution, -2 Intelligence. Lizardfolk are sturdy and simple.
    Size: Lizardfolk are Medium creatures, and have no bonuses or penalties due to their size.
    Speed: Normal - Lizardfolk have a base speed of 30 feet.
    Swimming: Lizardfolk have a swim speed of 15 feet. A lizardfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A lizardfolk can always choose to take 10 on a Swim check, even if distracted or endangered. A lizardfolk can use the run action while swimming, provided he swims in a straight line.
    Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
    Natural Weapons: Lizardfolk possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the lizardfolk wields a manufactured weapon.
    Well-Balanced: Lizardfolk receive a +4 racial bonus on Acrobatics checks.
    Languages: Lizardfolk begin play speaking Draconic. Lizardfolk with high Intelligence can choose bonus languages from the following: Aquan, Common, Goblin, Gnoll, or Orc.

    Barbarian Special Abilities:

    Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
    Fast Movement (Ex): +10 ft to land speed when wearing medium or light armor and carrying less then a heavy load. Stacks with there movement increases.
    Rage (Ex): 17 rounds/day, +4 str, +4 con, +2 Will saves, -2 AC
    Rage Powers (Ex):[list]

  • Reckless Abandon (Ex): While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
  • Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

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).
Sneak Attack: +3d6 - If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trapfinding: +2 - A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
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 Talents:

  • Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
  • Offensive Defense (Ex) When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

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.

Surplus & Salvage - Flophouse
Skarr is a reptilian humanoid and towers around seven feet tall, long and lean with flat muscled layered. His mule back cords pronounce his musculature. His bulk belies his agility.
Losing his innocence after being forced to slay a tribal elder, S'kar went into self exile to understand what drives a being to sell their own kind. This thing called "evil".

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.