Rook Hargrave

"Scouts lead the way...all the way."
User: Bill Carter
Campaign: Greyhawk Wars
Race: Human
Gender: Male
Role: Striker
Class/Level: Scout (5)/Swashbuckler (1)/Fighter (2)/Tempest (2)/10
Rook stands six feet tall and weighs 175 pounds. He wears an enchanted mithril shirt and covers his face at all times. He dual-wields a rapier and a handaxe while also carrying a longbow for ranged attacks. Like most scouts, he is fast on his feet.
Rook hails from the Kingdom of Sunndi. Both parents are deceased and were merchants of little wealth. The Hargrave family has no useful contacts.

Hideously deformed by a childhood accident, Rook typically covers his face lest he be mocked and scorned by those around him. Driven away by his peers, he became a solitary boy and learned to track on his own. When he was old enough, he enlisted in his lord's army and soon earned a position as his brigade's scout.

After years of loyal service, he was cast out when a captain's wife caught a glimpse of his face while uncovered. He drifted south and found solitude in the desert. As just about everyone travels the sands with covered faces, he knew he would blend right in.
Rook Hargrave: Male Human Ftr2/Swb1/Sct5/Tmp2; CR 10; Medium Humanoid (human); HD 5d8+5d10+30; hp 90; Init +6; Spd 40 ft/x4; AC 22 (+5 armor, +5 dex, +1 natural, +1 deflection), touch 16, flat-footed 22; Base Atk/Grapple +8/+9; Full Atk +14/+9 One-handed  (1d6+2;18-20/x2, +1 Rapier), +13/+8 Two-handed  (1d6;20/x3, Composite Shortbow), +13/+8 Two-Weapon (primary)  (1d6+2;18-20/x2, +1 Rapier), +14/+9 Two-Weapon (secondary)  (1d6+2;20/x3,  +2 Handaxe), +9/+4 One-handed  (1d6+1;20/x2, Club); SA&SQ Uncanny Dodge(Ex), Trackless Step(Ex), Evasion(Ex), Fast Movement(Ex), Trapfinding(Ex), Skirmish(Ex), Battle Fortitude(Ex), Tempest Defense (Ex), Ambidexterity (Ex); SR 0; AL LN; SV Fort +14, Ref +10, Will +3; Str 12(+1), Dex 21(+5), Con 16(+3), Int 12(+1), Wis 12(+1), Cha 8(-1); Skills: Disable Device +17, Escape Artist¹ +15, Hide¹ +15, Listen¹ +12, Move Silently¹ +15, Search¹ +17, Spot¹ +18, Survival¹ +5, Swim¹ +5, Tumble +15. Feats: Dodge (PH 93), Mobility (PH 98), Spring Attack (PH 100), Two-Weapon Fighting (PH 102), Improved Two-Weapon Fighting (PH 96), Weapon Finesse (PH 102)², Two-Weapon Pounce (PH2 84), Tactile Trapsmith (CAd 112), Improved Skirmish (CS 78).
Class Abilities:
• Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
• Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to.
• Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
• Fast Movement(Ex): Your speed increases (limited by armor and encumbrance)
• Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
• Skirmish(Ex): For any round in which you move at least 10', you gain 2d6 damage and a +1 competence bonus to AC.
• Battle Fortitude(Ex): You gain a +1 competence on Fortitude saves and initiative checks.
• Tempest Defense (Ex): When wielding a double weapon or two weapons (not counting unarmed strikes), and in light or no armor, you gain a +1 bonus to AC.
• Ambidexterity (Ex): While in light or nor armor, your attack penalties for fighting with two weapons are reduced by 1.