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About David "Dirk" HawkinsName: David “Dirk” Hawkins Background Notes:
David was an orphan who grew up in the slums of the city. When he was 13 years of age he attempted to rob a man who was traveling in the wilderness outside the city limits. During this altercation the man (Philip Marinus) easily bested David and prevented the robbery. Learned his Warrior Class as young rouge; specifically the skills – Climb, Intimidate, Profession: Sailor, Swim. As a level 1 Human he learned the Feats Point Blank Shot and Weapon Finesse. The man was a former mercenary, but he had given up his militant ways and became a priest. When he encountered David and discovered the boy’s story, he decided that he would adopt the boy and attempt to raise the lad in an honorable fashion. David spent his time studying and doing research on general lore, medicine, magic, religion and languages. During this time he formally took on the role of Bard: Archaeologist (2 levels) and picked up the skills – Acrobatics (2); Diplomacy (1); Knowledge: Arcana (1); Local (1); Geography (1); Nobility (1); Nature (1); Religion (1); Linguistics (1 – Elven,); Perception (2); Profession: Surgeon (1) Sleight of Hand (1); Spellcraft (1); Survival (1) Use Magic Device (2) However, Father Marinus was not a wealthy man and in time the Father became ill and passed on. David took what skills he could from his father and determined that he would leave the town and find work on a ship. He had some skill with medical knowledge and signed on as a ship’s surgeon and soon put his use of roguish abilities combined with a general knowledge of the sea to good use. [ooc]During this time he took on Ranger: Freebooter/Trapper (2 levels) and picked up the skills Acrobatics (2); Climb (2); Diplomacy (1); Disable Device (1); Heal (2); Perception (2); Survival (1); Stealth (2); Swim (2). He picked up the feat as a Ranger Two-Weapon Fighting and on level 3 he picked up the Feat Deadly Aim. Picked up the Campaign Trait: Natural Born Sailor and the trait Dealmaker. Saving Throws:
Save Base Ability Misc. Total Fort. 5 1 0... 6 Refl. 6 4 0... 10 Will. 4 1 0... 5 Combat Bonuses:
Type Base Ability Misc. Total Melee 5 1 0 6 Ranged 5 4 0 9 CMB 5 1 0 6 CMD 15 5 0 20 Init. 0 4 0.......4 Weapon Attacks:
Weapon Attack Dam. Crit. Magical Rapier.. +10 1d6+2 18-20x2 Whip... +9 1d3+1 20x2 Cold Iron Dagger... +9 1d4+1 19-20x2 Daggers... +9 1d4+1 19-20x2 Defense Bonuses:
Armor Type AC Bonus Armor : +4 Dexterity Mod : +4 Misc. Modifier: +1 Magic, +1 Dodge Flat Footed : 16 AC : 20 HP : 56/___ Skills:
Skill Name Total Rank Ability Mis Acrobatics 12 5 4 3 Appraise 1 0 1 0 Bluff 2 0 2 0 Craft: Climb 7 3 1 3 C: Alchemy 5 1 1 3 Diplomacy 9 4 2 3 Disable Device 13 3 4 3+1+2 Disguise Escape Artist 4 0 4 0 Fly Handle Animal 6 1 2 3 Heal 6+3 2 1 3+2+1 Intimidate 6 1 2 3 Know. Arcana 6 1 1 4 Know. Dungeon 2 0 1 1 Know. Engineer 2 0 1 1 Know. Geo. 6 1 1 4 Know. History 2 0 1 1 Know. Local 6 1 1 4 Know. Nature 6 1 1 4 Know. Nobility 6 1 1 4 Know. Planes 2 0 1 1 Know. Religion 6 1 1 4 Linguistics 5 1 1 3 Perception 11 5 1 5 Perform Prof.: Surgeon 5 1 1 3 Prof.: Sailor 6 1 1 4 Ride 8 1 4 3 Sense Motive 1 0 1 0 Sleight of Hand 8 1 4 3 Spellcraft 5 1 1 3 Stealth 12 5 4 3 Survival 6 2 1 3 Swim 6 2 1 3 Use Magic Dev. 7 2 2 3 Feat Description:
Deadly Aim
Trait Description:
Dealmaker You have the air of a person with money, allowing you to buy and sell valuables that otherwise are too rich for the local community. Benefit: Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town. Natural Born Sailor Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). Class Abilities:
Archaeologist’s Luck (Ex)
Clever Explorer (Ex)
This ability replaces the versatile performance ability. Uncanny Dodge (Ex)
Track (Ex)
Freebooter's Bane (Ex)
Trapfinding
Favored Terrain: At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Bard Spells:
Favored Class – Bonus Spell Known
Level 1
Gear:
On Person
Total 22 lbs 4,578 GP
In Backpack MW Survival Kit 5 lbs 50 GP
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather. Mess Kit
Spices: Exotic - ½ lbs 5 GP
In Satchel Surgeons Tools (permanent) – 20 GP 2 lbs
Shaving Kit – 15 GP ½ lbs
Total 5 lbs 185 GP TOTAL 32 lbs 4,813 GP – Remainder Gold 1,167 GP Picture of David “Dirk” Hawkins New Pic. Bonus Gear
Coin Purse with 15 GP
New Stuff
3,000 Gold Pieces on Credit |