Looking for a replacement Melee character for a Skull & Shackles campaign


Recruitment

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I'm looking for a character to replace our recently departed Brawler. The PC's have recently rechristened the Man's Promise into the Besmara's Bane and have just set sail from Rickety's Squibs.

The Campaign thread can be found Here

Characters will start at 4th level with typical WBL (although no more than 50% can be spent on any single item).

Point buy: 22 points, as set by the original GM.

Hit points: Full hit points for 1st level and then the greater of a roll or the average of the hit dice (rounded up on even levels, rounded down on odd. Example: A Barbarian character's hit dice (d12) average is 6.5. On an even level he would roll for his hit points and if his roll was a seven or better he would keep the roll, otherwise he would take a minimum of seven (average rounded up). On an odd level he would take a minimum of six, or the better of the roll on the die).
Hope that makes sense.

Skills: We recently instituted Background skills, as this thread began before Background skills were a thing.

Traits: Two traits, one of which MAY be a Campaign trait (at this point I don't think it'll be such a big deal but I would prefer a Campaign trait as it would keep everyone on a more or less even keel). No Drawbacks for an extra trait.

Recruitment will close on Sunday August 21st at 3:00 pm (CDT)

That's all I can think of for now but if you have any questions don't hesitate to ask.


Haven't read or played this AP.

What has happened so far? Is the group evil-aligned?

Grand Lodge

Combat stamina for fighters?


Going Kensai Magus.

3d8 ⇒ (5, 8, 3) = 16


Dot


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@ Burnscar: The group is not evil, per se. There are 3 Chaotic Neutral and 1 lawful Neutral characters. Evil characters are welcome as long as you can play well with others. Also since a Magus is a d8 class (average 4.5) give yourself an extra 2 hit points for you 4th level roll (minimum 5 on an even level, 4 on an odd).

@ Raltus: I hadn't discussed this with the other Fighter in the group so I think the fairest way to do this to allow you to take the feat either as a normal feat choice or with one of your Fighter bonus feats, thereby giving Percival a choice as well.


This is a nice coincidence, I have a 4th level pirate alias. Need to change some details around to fit the starting rules, but the basics are there.

Grand Lodge

what spec is your current fighter?

Dark Archive

ok, so i made a barb for this and need to roll some hp

3d12 ⇒ (1, 3, 8) = 12

so 7+6+8=21

1 point short, dang it.

Spoiler:

Amon
Male half-orc barbarian (invulnerable rager) 4 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 90 ft.; Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 49 (4d12+16)
Fort +7, Ref +2, Will +2
DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 living steel heavy pick +9 (1d6+7/×4) or
. . dagger +8 (1d4+4/19-20)
Ranged javelin +5 (1d6+4)
Special Attacks rage (13 rounds/day), rage powers (guarded life[APG], reckless abandon[APG])
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 13, Wis 13, Cha 7
Base Atk +4; CMB +8; CMD 19
Feats Diehard, Endurance, Fast Learner[ARG]
Traits buccaneer's blood, reactionary
Skills Acrobatics +8 (+12 to jump), Climb +9, Handle Animal +2, Intimidate +4, Knowledge (nature) +8, Linguistics +4, Perception +8, Profession (sailor) +6, Survival +8, Swim +11
Languages Common, Draconic, Elder Thing, Elven, Necril, Orc
SQ fast movement, living steel, orc blood
Combat Gear quick runner's shirt[UE]; Other Gear +1 living steel heavy pick, dagger (4), javelin (5), campfire bead[APG], tengu drinking jug[ARG], air bladder[UE], air bladder[UE], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded (2), 438 gp, 7 sp
--------------------
Special Abilities
--------------------
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (90 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (4 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Rage (13 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.

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Grand Lodge

Herra:

Herra Numbra
Female human slayer (deliverer) 4 ( Pathfinder RPG Advanced Class Guide 53, 119)
CN Medium humanoid (human)
Init +1; Senses Perception +9
—————
Defense
—————
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 39 (4d10+12)
Fort +7, Ref +6, Will +3
—————
Offense
—————
Speed 30 ft.

Melee +1 rapier +8 (1d6+4/18-20)

Ranged composite shortbow +5 (1d6+2/×3)

Special Attacks sneak attack +2d6, studied target +1 (1st, move action)
—————
Statistics
—————
Str 17, Dex 12, Con 14, Int 14, Wis 12, Cha 12

Base Atk +4; CMB +7 (+9 dirty trick, +9 trip); CMD 18 (20 vs. dirty trick, 20 vs. trip)

Feats Accomplished Sneak Attacker, Combat Expertise, Improved Dirty Trick APG, Improved Trip

Traits besmara's blessing, deck fighter, red mantis bleeding

Skills Acrobatics +7, Bluff +6, Climb +9, Craft (leather) +9, Disguise +6, Heal +6, Knowledge
(dungeoneering) +6, Knowledge (geography) +8, Knowledge (local) +7, Knowledge (planes) +3, Knowledge
(religion) +3, Perception +9, Profession (gambler) +9, Sense Motive +6, Stealth +7, Survival +7, Swim +9

Languages Common, Kelish, Varisian

SQ determined zeal, slayer talent (combat trick), track +2

Combat Gear acid (2), bleeding arrow, holy water (2); Other Gear +1 chain shirt , +1 rapier , arrows (20),
composite shortbow (+2 Str), cloak of resistance +1 , traveler's any-tool UE, box of fishing tackle (2 lb),
crosswordUE, earplugs APG, fishing net, fishing pole, simple (1 lb), masterwork backpack APG, mwk manacles,
619 gp, 4 sp, 6 cp
—————
Special Abilities
—————
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Determined Zeal (Ex) When attack foe whose alignment is 2+ steps different, gain Diehard and +2 to Will
saves vs. them for 1 rd.

Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.

Improved Trip You don't provoke attacks of opportunity when tripping.

Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Track +2 Add the listed bonus to survival checks made to track.


fluff:

Herra has always lived in the shackles, never been and overly religious person until her brother was killed. He signed on to a pirate ship as a navigator, he never even made it to the ship before the first mate killed him while drunk in the bar. Herra prayed to Besmara to kill the first mate, it didn't happen in the way that Herra had thought. One day while the first mate was out at the market she saw the first mate harassing a new crew member, she seized her chance, following him and slaying him with a thrust through the eye of her rapier. After that Herra was on the run, always dodging the crew and the captain who wanted her blood and head for what she had done.


Hey GM,

What is the posting frequency that you are looking for in players?

How often will you the GM be posting?

Thanks for hosting!


1 person marked this as a favorite.

I'm a current member of the group (Cleric of Besmara). Our current Fighter (who also happens to be our Captain) is built to truly live up to the name of the class, capable in pretty much any scenario.

With stuff like Unarmed strike, Throw anything Combat Expertise, Combat Reflexes, Power attack and carrying an array of weapons he's our all around frontliner other than our departing Brawler, whose slot is now the open one.

Sovereign Court

Definitely interested, going fighter.

3d10 ⇒ (3, 6, 4) = 13

Sovereign Court

Here we go:

Sebastion:
Sebastion d'Laurent
Human (Taldan) fighter (aldori swordlord) 3/monk (unchained, master of many styles) 1 (Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 14)
NG Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 28 (4d10)
Fort +5, Ref +8, Will +1 (+1 vs. fear)
Defensive Abilities defensive parry
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +9 (1d4+1/19-20) or
. . dagger +9 (1d4+1/19-20) or
. . mwk aldori dueling sword +11 (1d8+1/19-20) or
. . unarmed strike +9/+9 (1d6+1)
Ranged light crossbow +9 (1d8/19-20)
Special Attacks stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 10, Int 16, Wis 10, Cha 7
Base Atk +4; CMB +5; CMD 20 (24 vs. bull rush, 23 vs. grapple, 27 vs. trip)
Feats Crane Style[UC], Exotic Weapon Proficiency (aldori dueling sword), Hurtful, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, buccaneer's blood
Skills Acrobatics +12, Climb +8, Intimidate +11, Knowledge (nobility) +6, Perception +7, Profession (sailor) +8, Sense Motive +7, Sleight of Hand +6, Stealth +10, Swim +8
Languages Common, Polyglot, Sahaugin, Varisian
SQ fuse style
Other Gear mithral chain shirt, dagger, dagger, light crossbow, mwk aldori dueling sword[ISWG], mark of the grinning skull, stagger-proof boots, bedroll, masterwork backpack[APG], silk rope (50 ft.), whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 470 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Defensive Parry +1 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hurtful Make melee attack against creature you have just demoralized as free action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.

some background:

Sebastian was originally sent to an Iori monastery by his father. However, his temperament was ill suited for such a life. After a year he fled the monastery and his father's wrath and headed South. He took up for a while with a band of mercenaries led by a disgraced Aldori swordlord from Restov. Sebastian excelled at training, combining his brief training from the monastery with the fluid style of Aldori swordsmanship. After a particularly disastrous campaign, Sebastian found himself down and out ion the Shackles. Since he has earned his keep by acting as an enforcer and hired sword, but grows weary of working for others.


As far as posting goes once every couple of days should be sufficient, more should the action require it. I know RL can get in the way and won't be freaked by prolonged silences from players, but if you're going to be gone longer than a week a heads up would be appreciated.
I can post at least once a day when necessary.


Alright, Aytal Tew is updated and ready for consideration. Comments/criticism very much welcome.

Edit: Whups, forgot to roll health:

3d12 ⇒ (4, 7, 12) = 23


Hm...are you okay with a undine monk (flowing monk archetype)/Druid (undine adept archetype)?


I was taking a look at the group and the Gameplay, and it seems a roguish character with some fighting abilities may be a good fit?

I'm mulling over a Fighter/Rogue - would Unchained be acceptable?


Yes, how are you for traps?

I like the idea of a lizardman, I've always liked lizardmen (and women, LOL).

What would the current players like to see in terms of class (abilities), synergy and personality?


Tooling up my Inquisitor of Dammerich using a Headsman Greataxe for your consideration, Sanctified Slayer of course.

HP Rolls: 3d8 ⇒ (2, 8, 1) = 11

So 5 8 and 5


Here are the bare knuckles for Herzag - he really comes into it at level 5, but should hold his own for the time being. Still pondering some of the skills distribution (namely would like to pile on some Sense Motive), but he is basically done. Still not entirely sure on traits either though.

I'll have some fluff for him later on, but he's a 'each man for himself' kinda guy - no one's ever done anything for him so... Yeah, you get the drift. Been kinda down on life after serving a sentence in jail (if you want to know why just ask him). Thought his dad was a great man growing up, but eventually things didn't pan out as well as they could, or maybe that wasn't his father after all, and the ill-treated woman was not his mother? He can't really tell by now.

Kinda bitter and cynic guy - hoping a life at sea will take him away from unfinished business, and maybe one or two that may have a grudge against him - so he's been around a ship more than once, and knows how to handle the more simple tasks.

Herzag:

Herzag
Half-orc fighter (lore warden) 2/rogue (unchained, scout) 2 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 34 (4 HD; 2d8+2d10+8)
Fort +8, Ref +10, Will +4
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +7 (1d4+5/19-20) or
. . dagger +7 (1d4+5/19-20) or
. . dagger +7 (1d4+5/19-20) or
. . dagger +7 (1d4+5/19-20) or
. . dagger +7 (1d4+5/19-20) or
. . mwk cold iron dagger +6 (1d4+5/19-20) or
. . mwk dagger +6 (1d4+3/19-20) or
. . silver light mace +6 (1d6+4)
Ranged sling +7 (1d4+2)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 19
Feats Combat Expertise, Power Attack, Skill Focus (Bluff), Two-weapon Feint[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits fate's favored or Bucaneer's Blood or Eye for Plunder + river rat (marsh or river)
Skills Acrobatics +11 (+15 to move through a threatened square or enemy's space), Appraise +7, Bluff +9, Climb +6, Disable Device +14, Intimidate +5, Knowledge (dungeoneering) +6, Knowledge (geography) +7, Knowledge (local) +9, Perception +8, Profession (sailor) +6, Sleight of Hand +9, Stealth +11, Swim +7, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ orc blood, rogue talent (weapon training), trapfinding +1
Other Gear +1 mithral chain shirt, dagger, dagger, dagger, dagger, dagger, mwk cold iron dagger, mwk dagger, silver light mace, sling, sling bullets (20), belt of tumbling[UE], cloak of resistance +1, bandolier[UE], belt pouch, hemp rope (50 ft.), masterwork backpack[APG], masterwork thieves' tools, trail rations (5), waterskin, 12 gp, 8 sp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Feint Forgo first melee attack to feint


Here's my submission(in progress): A Catfolk with a penchant for destroying ships.


.

Dark Archive

Cool. Definitely interested.

Reading the IC thread to get a feel for the group.

Silver Crusade

I have a Red Mantis slayer concept. Give me a bit to put it together


I have an Ifrit swashbuckler I have been wanting to try and put together and play. Maybe its the time!
=)


I have an idea for a bold and daring adventurer with a knack for physical mayhem. Have you guys already got a rogue? I've always wanted to try something and the high seas are the perfect place for it: an unarmed rogue. Just as good at capturing people as killing them, and capable of holding their own in any engagement thanks to freeing up carrying capacity for a bow to switch-hit.

As far as the character goes, probably human, either Tien or Vudrani, since Vudra parralels India and Indian nobles have historically had a nasty unarmed combat style focused on a combination of lethal and painful pressure points and Tian Xia is the place for most martial arts, save the racial ones like Earth child and the cultural ones like Varisian scarf combat or Janni style.

Edit: I am so done. Does anyone know how to turn off autocorrect in Android? I can't talk about Pathfinder with this phone.


Weirdly enough we don't have a rogue....on a prate ship...go figure.


Not yet - Herzag is just waiting for a chance aboard the pirate ship ;)


Got a water elemental bloodline bloodrager. His mother was a sea witch who used him to go get civilians for her Cook people hex. He isn't evil... Just very obedient.

Was thinking maybe he gets caught trying to take someone from a pirate ship. In response they maroon him, this could be where the current crew find him.

Just give me a hour to level him up and we can see how you like his actual build in conjuncture with the party.


I present Tanrov, Tiefling Inquisitor of Dammerich, he makes a fine melee character and has quite a few skills.


Presenting Cuff Wellgrind. Son of a great sea witch and embodiment of the deeps rage. Unknowingly he had Been feed the people who me his mother had him capture. Revolted by this he decided to leave and let her find another to do her dark deeds and be the subject of her sick experiments.

EDIT-Cuff is a reach fighter who foucuses on locking areas down. Out of combat (and later on in combat as well) he focuses on being the scariest sonofagun on galron.


HP: 3d8 ⇒ (4, 8, 5) = 17

Currently trying to finish up the fluff for my seafaring rogue. I'll post him when I have it.


He'sDeadJim wrote:

I have an Ifrit swashbuckler I have been wanting to try and put together and play. Maybe its the time!

=)

HP: 3d10 ⇒ (2, 7, 3) = 12


Ashlei "Burnout" Mamoud is HERE.

Let me know if you have any questions.


HD: 3d10 ⇒ (6, 10, 6) = 22

Did you call for a Ranger :D


Hmm...

Tentatively interested.

A question: Would you perhaps be willing to allow the Slippery combat trait without the Bellflower Network prerequisite?


F. Castor wrote:

Hmm...

Tentatively interested.

A question: Would you perhaps be willing to allow the Slippery combat trait without the Bellflower Network prerequisite?

That's fine with me.


Cool, thanks. Now to see what I can come up with.


Hi folks, another player in this campaign here. For quick reference, our party composition is as follows:

Captain Percival Asploric, fearless fighter.
First Mate Randall McNally, dashing sea singer bard.
Quartermaster Rhialla "Buxom" Blackwater, a.k.a. "Stones," seductive cleric of Besmara.
And yours truly, Ship's Mage Neela, mistress of fate and fortune.

I'm just going to drop a list of current applications so we can get better organized. Let me know if I left anyone out!

Completed applications:
Raltus - Herra Numbra - Female Human Slayer (Deliverer) 4
Whiskey and a Bonesaw - Aytal Tew - Male Human Savage Technologist Barbarian 4
Galahad0430 - Sebastion d'Laurent - Male Human Aldori Swordlord Fighter 3 / Master of Many Styles U. Monk 1
Albion, The Eye - Herzag - Male Half Orc Lore Warden Fighter 2 / Scout U. Rogue 2
Tharasiph - Tanrov Shadow-Graxt - Male Tiefling Sanctified Slayer Inquisitor of Dammerich 4
SAMAS - Garicuga the Breaker - Male Catfolk Bloodrager 4
derpdidruid - Cuff Wellgrind - Male Half-Orc Bloodrager 4

Interest expressed:
Burnscar - - Kensai Magus
Greycastle
Fabian Benavente
SCKnightHero1
Skarr Moonskimmer
DeviousDevious
Radavel
MattZ
He'sDeadJim
Josh.Ingle
Aada Bladotter - Ranger
F. Castor


He'sDeadJim wrote:

Ashlei "Burnout" Mamoud is HERE.

Let me know if you have any questions.

I thought mine was fairly complete...am I missing something?


I think you got missed because your previous post wasn't "in alias" Ashlei, you look pretty complete.I missed the hyperlink the first time I looked too.


Herzag lurks around, twirling his daggers and waiting :D


I think I will go with a human fighter who will be built quite a bit like a rogue skills-wise courtesy of certain traits, as well as Advanced Weapon Training and Advanced Armor Training from the Weapon Master's Handbook and Armor Master's Handbook books respectively.

Hit Points (Level 2): 1d10 ⇒ 9
Hit Points (Level 3): 1d10 ⇒ 10
Hit Points (Level 4): 1d10 ⇒ 2 (defaults to 6 if I am not mistaken)

Traits will probably be Affable, Ilizmagorti Native, Slippery and Vagabond Child (via the Additional Traits feat).

More detailed crunch to follow.

Sovereign Court

It was for a replacement melee character, right? I think we should all duel for it. :)

j/k


Galahad0430, this is completely offtopic but... Can Unchained Monks still have Archetypes (or are there only some which are allowed)?

And dueling might actually be fun, just let Herzag get to level 5 first :P


Albion, The Eye wrote:

Galahad0430, this is completely offtopic but... Can Unchained Monks still have Archetypes (or are there only some which are allowed)?

And dueling might actually be fun, just let Herzag get to level 5 first :P

Unchained monks can select any archatype that doesn't alter something that is already altered by the unchained variation. Same with all the unchained classes, not sure if that leaves much on the table though.


Galahad0430 wrote:

It was for a replacement melee character, right? I think we should all duel for it. :)

j/k

Could be fun as a little joke test but it ultimately wouldn't be fair. Something like saaaay... A blood rager... Will usually have the upper hand against something like an unchained monk. At least this early in the game.


Here is my guy, or at the very least his partially completed crunch. It still needs the gear and stuff finalized, but other than that it should be done. Although he is definitely not the most damaging of fighters at the moment his damage will be improving come 5th level thanks to the Advanced Weapon Training feat and Focused Weapon.

Jonas Crow:
JONAS CROW
Male Human (Taldan) Fighter 4
CG Medium Humanoid (Human)
Init +3; Senses Perception* +10
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 47 (4d10+12)
Fort +6, Ref +4, Will +2; +1 vs. fear
Defensive Abilities Bravery
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Dagger +8 (1d4+3/19-20/x2/piercing or slashing) or
. . Unarmed strike +7 (1d3+1/20/x2/bludgeoning, nonlethal)
Ranged Dagger +8 (1d4+3/19-20/x2/10 ft./piercing or slashing)
Special Attacks None
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 14, Int 14, Wis 12, Cha 14
Base Atk +4; CMB +5; CMD 18
Feats Additional Traits, Advanced Armor Training, Fast Learner, Weapon Finesse, Weapon Focus (Dagger), Weapon Specialization (Dagger)
Traits Affable, Ilizmagorti Native, Slippery, Vagabond Child
Skills (Trained) Acrobatics* +10, Bluff +4, Climb +5, Diplomacy +7 (+9 to gather information), Disable Device* +13, Knowledge (local) +7, Knowledge (nobility) +4, Linguistics +4, Perception* +10, Sense Motive +9, Sleight of Hand +7, Stealth +11, Swim +5
Skills (Untrained) Appraise +2, Craft +2, Disguise +2, Escape Artist +3, Fly +3, Heal +1, Intimidate +2, Perform +2, Ride +3, Survival +1 (+3 to avoid becoming lost)
Languages Common, Dwarven, Elven, Halfling, Varisian
SQ Advanced Armor Training (Adaptable Training (Acrobatics)), Armor Training 1, Bonus Feat (Fighter), Bonus Feat (Human), Skilled
Combat Gear Mithral shirt, spring loaded wrist sheath (1 lb: dagger), spring loaded wrist sheath (1 lb: dagger); Other Gear Pickpocket's outfit (2.5 lbs: compass, flint and steel, masterwork thieves' tools)
Magic Items Eyes of the eagle; Potions None
Money 0 platinum pieces, 2275 gold pieces, 0 silver pieces, 0 copper pieces; Other Wealth None

Once equipment is finalized and I have his background over with I will post the complete submission.


1 person marked this as a favorite.

"She thinks I'm dashing"

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