RETH STEELARM | LEVEL 8 |
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Male half-orc fighter (brawler) 4/rogue (knife master) 4
CG Medium humanoid (human, orc)
Init +6+2 Dex, +4 Improved Initiative; Senses darkvision 90 ft.; Perception +5
DEFENSE |
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AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 dodge, +1 shield)
hp 72 (4d8+4d10+284d8 rogue, 4d10 fighter, +16 Con, +4 Favored Class, +8 Toughness feat)
Fort +8+5.13 base, +2 Con, +1 cloak of resistance, Ref +8+5.50 base, +2 Dex, +1 cloak of resistance, Will +2+2.66 base, -1 Wis, +1 cloak of resistance; +1 vs. fear
Defensive Abilities blade sense +1, bravery +1, evasion, uncanny dodge; Resist electricity 2stormward amulet
OFFENSE |
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Speed 30 ft.30 ft. base, -0 ft. armor
Melee
+1 punching dagger +14/+9BAB plus +4 Str plus +1 enhancement plus +1 Weapon Focus plus +1 Close Combatant (1d4+10+4 Str plus +1 enhancement plus +3 Close Combatant plus +2 Weapon Specialization/x3) or
mwk alchemical silver armor spikes +13/+8BAB plus +4 Str plus +1 enhancement plus +1 Close Combatant (1d6+6+4 Str plus +3 Close Combatant plus -1 alchemical silver) or
mwk alchemical silver dagger +13/+8BAB plus +4 Str plus +1 enhancement plus +1 Close Combatant (1d4+6+4 Str plus +3 Close Combatant plus -1 alchemical silver/19-20) or
mwk greataxe +12/+7BAB plus +4 Str plus +1 enhancement (1d12+6+ 1.5x Str modifier/x3) or
handaxe +11/+6BAB plus +4 Str (1d6+4+4 Str/x3)
Ranged
mwk dagger +10BAB plus +2 Dex plus +1 enhancement (1d4+4+4 Str/19-20; increments 55 = thrown | 10 = projectile; range 1010 ft. ft.)
Special Attacks +1 trait bonus on damage against foes threatened only by you, close combatant (+1/+3), sneak stab +2d8/+2d4
STATISTICS |
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Str 1815 base, +2 race, +1 level, Dex 1413 base, +0 race, +1 level, Con 1414 base, +0 race, +0 level, Int 1212 base, +0 race, +0 level, Wis 88 base, +0 race, +0 level, Cha 1010 base, +0 race, +0 level
Base Atk +7/+27.00 due to fractional multiclassing, see Pathfinder Unchained; CMB +11+7 BAB, +0 size, +4 Str (+12 bull rush, drag, or reposition); CMD 2410 +7 BAB, +0 size, +4 Str, +2 Dex, +0 deflection, +1 dodge (25 vs. bull rush, drag, or reposition)
Traits Axe to Grind, Bully
Feats Armor Proficiency (all), Dodge, Exotic Weapon Proficiency (hand crossbow), Improved Initiative, Martial Weapon Proficiency (all), Mobility, Power Attack, Shield Proficiency (all), Simple Weapon Proficiency (all), Toughness, Weapon Focus (punching dagger), Weapon Specialization (punching dagger)B
Skills +138 ranks, +2 Dex, +3 class skill, -0 armor, Appraise +43 ranks, +1 Int, Bluff +41 ranks, +0 Cha, +3 class skill, Climb +134 ranks, +4 Str, +3 class skill, +2 climber's kit, -0 armor, Diplomacy +00 ranks, +0 Cha, Disable Device +81 ranks, +2 Dex, +3 class skill, +2 masterwork thieves' tools, -0 armor, Disguise +61 ranks, +0 Cha, +3 class skill, +2 disguise kit, Escape Artist +72 ranks, +2 Dex, +3 class skill, -0 armor, Fly +10 ranks, +1 Dex, -0 armor, Heal -10 ranks, -1 Wis, Intimidate +126 ranks, +0 Cha, +3 class skill, +1 Bully trait, +2 racial, Knowledge (dungeoneering) +51 ranks, +1 Int, +3 class skill, Knowledge (local) +93 ranks, +1 Int, +3 class skill, +2 racial, Perception +53 ranks, -1 Wis, +3 class skill, Ride +20 ranks, +2 Dex, -0 armor, Sense Motive +31 ranks, -1 Wis, +3 class skill, Sleight of Hand +72 ranks, +2 Dex, +3 class skill, -0 armor (+8 conceal light blade), Stealth +138 ranks, +2 Dex, +3 class skill, -0 armor, Survival +53 ranks, -1 Wis, +3 class skill, Swim +181 ranks, +4 Str, +3 class skill, -0 armor, +10 improved aquadynamic armor; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
AcrobaticsLanguages Common, Goblin, Orc
SQ acute darkvision, city-raised, close control +1, hidden blade +1, orc blood, rogue talents (bleeding attack +2, slow reactions)
Combat Gear feather token (tree), oil of warp wood, potion of barkskin, potions of bull's strength (2), potions of cure moderate wounds (2), potion of cure serious wounds, potion of invisibility, potions of jump (2), alchemist's fire (2), smokesticks (2), thunderstone (2), wyrm's breath bitter (2)
Other Gear +2 improved aquadynamic studded leather with masterwork alchemical silver armor spikes, handaxes (2), masterwork buckler, +1 punching dagger, masterwork alchemical silver dagger, masterwork dagger (5), masterwork greataxe, campfire bead, cloak of resistance +1, daredevil boots, everburning torch, stormward amulet, antiplague (3), antitoxin (3), bedroll, belt pouch, climber's kit, crowbar, disguise kit (10 uses), flint and steel, iron pot, masterwork backpack, masterwork thieves' tools, mess kit, silk rope (50 ft.), soap (50 uses), sunrods (10), tattoos (worth 80 gp), trail rations (8 days), waterskin, whetstone, 15 red spinels (worth 100 gp each), 5 pp, 1 gp, 2 sp, 7 cp
SPECIAL ABILITIES |
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Blade Sense (Ex) A knife master is so skilled in combat involving light blades that he gains a dodge bonus to AC against attacks made against him with light blades.
City-Raised Proficient with whips and longswords.
Close Combatant (Ex) Gain bonus to attack and damage with weapons in the close weapon group.
Equipment Descriptions
alchemist's fire Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 fire damage; every creature within 5 ft. of point of impact takes 1 hp fire damage from splash. On round following direct hit, target takes additional 1d6 fire damage. Can spend full-round action to attempt to extinguish before taking this additional damage (DC 15 Reflex). Rolling on ground provides +2 bonus on save. Leaping into large body of water or magically extinguishing flames automatically smothers the fire.
antiplague Consume to gain +5 alchemical bonus on Fort saves against disease for 1 hour. If already infected, may also make two saves (without the +5 bonus) that day and use better result.
antitoxin Consume to gain +5 alchemical bonus on Fort saves against poison for 1 hour.
thunderstone Throw as ranged attack with range increment of 20 ft. When striking hard surface (or is struck), each creature in 10-ft.-radius must make DC 15 Fort save or be deafened for 1 hour. Aiming at a particular 5-ft. square is against AC 5.
wyrm's breath bitter Consume and become sickened for 1d6 minutes (DC 12 Fort negates; dwarves receive +5 racial bonus). After drinking, as move action, belch in either 5-ft.-radius spread or 10-ft. cone that deafens and sickens others for 1 round (DC 12 Fort negates). Must wait 1d4 rounds between belches but can belch as often as desired for 10 minutes.
Evasion (Ex) If you make a successful Reflex save against an attack that normally deals half damage on a successful save, instead take no damage. Must be wearing light or no armor and cannot be helpless.
Hidden Blade (Ex) A knife master adds 1/2 his level (minimum +1) on Sleight of Hand checks made to conceal a light blade.
Magic Item Descriptions
campfire bead Command word transforms into 2-foot-tall pile of burning logs for up to 8 hours or until extinguished, at which point it turns back into a bead. Must wait twice as long as it burned before it can become a campfire again.
daredevil boots As free action, gain +5 competence bonus on Acrobatics checks to move through threatened squares or move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. Rounds of use need not be consecutive. If successful in moving through enemy space without provoking attacks, gain +1 bonus on attack rolls against that enemy until end of your turn.
feather token (tree) As standard action, cause a great oak to spring into being (5-ft.-diameter trunk, 60-ft. height, 40-ft. top diameter) as an instantaneous effect. Token consumed in use.
Mobility Gain +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses.
Power Attack Take -2-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +4+2 base plus 2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Rogue Talents
Bleeding Attack (Ex) Living target of sneak attack takes additional damage each round at the start of its turn. Bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit points. Bleeding damage from this attack does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Slow Reactions* (Ex) Opponent damaged by your sneak attack cannot make attacks of opportunity for 1 round.
Sneak Stab (Ex) A knife master focuses his ability to deal sneak attack damage with daggers and similar weapons to such a degree that he can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When he makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, he 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. Attack deals extra damage anytime target is denied Dex bonus to AC, or when flanking a target. Extra damage not multiplied on critical hit. Ranged attacks must be within 30 ft. Must be able to see and reach a vital spot. Cannot sneak attack a creature with concealment.
Uncanny Dodge (Ex) Cannot be caught flat-footed and do not lose Dex bonus to AC if your attacker is invisible. Still lose Dex bonus to AC if immobilized or an opponent successfully uses the feint action against you.
Height 6'1"; Weight 265 lbs.; Hair Black; Eyes Brown; Skin Caucasian; Age 21; Religion Gorum; Homeland Taldor; Favored Class Fighter; XP Earned 44,601 of 50,000
Defeated Enemies Advanced Plagued Dog, Animated Ice Dragon, Cursed Osirion Mummy, Dire Ape, Dire Rat, Four-Armed Mudra Skeleton (2), Giant Black Widow Spider, Giant Skunk (2), Goblin Sneak, Goblin (2), Guardian Phantom Armor, Huge Air Elemental, Kyras Sonata, Large Lightning Elemental, Minotaur, Ogre, Orc Goon (3), Orc Polemaster, Orc Savage, Osirion Mummy Conjurer, Osirion Mummy Juvenile Blue Dragon, Panthereon Golem, Pegataur (2), Putrescent Shambler (2), Saltwater Merrow, Skeleton, Werewolf Trapper, Wyvern