Beltias Kreun

Sorin Scrimshaw's page

116 posts. Alias of inxpitter.


Full Name

Sorin Scrimshaw

Race

Human

Classes/Levels

Knife Master (rogue) 1

Gender

Male

Size

Medium Humanoid

Age

22

Languages

Common, Elf, Undercommon, Dwarven, Draconic

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About Sorin Scrimshaw

Sorin Scrimshaw
Male Rogue 1
NG Medium humanoid
Init +4;

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Defense
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AC 17 (+3 armor, +4 Dex), touch 14, flat-footed 13
HP 10 (1d8, +2 Con)
Fort +2 (+0 base, +2 Con), Ref +7 (+4 base, +3 Dex), Will +0 (+0 base, +0 Wis)

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Offense
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Speed 30 ft.
Melee +2 Starknife(1d6+0/x3, 20 ft) [+4 hit, -2 dual wield]
Ranged +3 Starknife (1d6+4)/x3, 20 ft) [+4 hit, -2 dual wield, +1 pt blank]

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Statistics
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Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 14
Languages: Common, 4 others

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Feats
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Two-Weapon Fighting
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

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Traits
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Tattooed Mystic
Benefit: You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Armor Expert
Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

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Skills
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Acrobatics +8 (1 rank)
Bluff +4 (1 rank)
Climb +4 (1 rank)
Escape Artist +4 (1 rank)
Disable Device +8 (1 rank)
Stealth +8 (1 rank)
Perception +4 (1 rank)
Knowledge (dungeoneering) +6 (1 rank)
Sense Motive +4 (1 rank)

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Background Skills
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Sleight of Hand +8 (1 rank)
Linguistics +6 (1 rank)

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Gear
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Star knife, 3 (72 gp, 6 lbs.)
Studded Leather Armor (25 gp, 20 lbs.)

Backpack (2 gp, 2 lbs.)
[
*Bedroll (1 sp, 5 lbs.)
*Blanket (5 sp, 3 lbs.)
*Mirror (10 gp, 1/2 lbs.)
*Rope (1 gp, 10 lbs.)
*Hooded Lantern (7 gp, 2 lbs.)
*Piton, 10 (1 gp, 5 lbs.)
*Hammer (5 sp, 2 lbs.)
*Grappling Hook (1 gp, 4 lbs.)
*Glass Cutter (5 gp, - )
*Chalk, 10 (1 sp, - )
*Waterskin (1 gp, 4 lbs)
*Oil, 10 flasks (1 gp, 10 lbs.)

*12 gp 2 sp 9 cp
]

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Knife Master (rogue) 1

Weapon and Armor Proficiency

A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Sneak Attack
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.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
This ability replaces trap finding.

Sneak Stab (Ex)
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.

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Backstory
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Age: 22
Hair: Dirty Blonde
Eyes: Green
Height: 5' 10"
Weight: 120 lbs.

Backstory: Sorin was born on the road, along the crashing waves on the sea. And the roads served as his home where he helped with his family's caravan. When he wasn't reading stories and fables of grand heroes from long ago, he played with the other young children of the caravan. Though it was cumbersome, he felt an old piece of armor left unsold was perfect to personify who he truly wanted to be, and ran around wearing it for days on end.

Unfortunately, Sorin found his body was more suited to subtle movements rather than wielding large slabs of steel. After becoming a man of age, he decided to leave the caravan rather than find a wife and begin a family as his father did before him. With his experience in many disciplines of movement and an aptitude for small blades, Sorin sets out to find his own adventure.

Personality: Sorin is generally good, though can be mischievous at times. He rarely means harm to those not trying to hurt or kill him, rather, enjoying a small sense of superiority when subtly tricking them. He has a deep respect for fighters, and especially knights (especially if they're wearing full plate like in the stories he read). Ironically, he does not enjoy being dishonest and does not steal unless absolutely necessary.