Keeper Myre

Asho's page

51 posts. Alias of Oceanshieldwolf.


Race

Human

Classes/Levels

Slayer 5; HP 47/47; AC 19 T 12 FF 17; Fort +5; Ref +6 Will +3; CMB +7; CMD 19; Per +9; Init +8; Spd 20ft.

Gender

Male

Size

Medium

Age

24

Special Abilities

Favored Target, Sneak Attack

Alignment

Neutral Good

Strength 14
Dexterity 15
Constitution 13
Intelligence 11
Wisdom 14
Charisma 14

About Asho

Quick View Stats for Combat:
Status: Healthy
HP: 47/47
AC:19 touch 12 flat-footed 17
Saves: Fort: +5, Reflex: +6, Will +3
BAB +5
CMB +7 CMD 19

Initiative: +8 (+2 Dex, +2 trait bonus, +4 feat)
Conditions:
Spells in Effect:
Currently wearing: +1 Scale Mail, Buckler
Items in Hand: Mwk Longsword and Mwk Shortsword

Background:
xxx

STATS:

Ability Scores Score (bonus) (racial creation bonus)
Str : 14 (+2) (3) (+1 4th level)
Dex: 15 (+2) (3)(+2 Human)
Con: 13 (+1) (3)
Int: 11 (+0) (1)
Wis: 14 (+2) (5)
Cha: 14 (+2) (5)

DEFENSE:

AC: 18, touch 12, flat-footed 16 (+6 armor, +2 dex, +0 size)

OR

[Longsword or Shortspear or Mace] and buckler combo
AC: 19, touch 12, flat-footed 17 (+6 armor, +2 dex, +1 shield, +0 size)

HP: 47 (Full first level = 10, Second level: 6 (1/2 d10 +1), Third Level: 6, Fourth level: 6, Fifth level (rolled) 4; +5 Con, +5 Favored Class, +5 Nemesis Story Feat)

Fort +5 (+4, +1) Ref +6 (+4, +2) Will +3 (+1, +2)

OFFENSE:

Initiative: +8 (+2 Dex, +2 trait, +4 feat)
Speed 20 ft
Melee:

Greatsword +7, 2d6+3, (19-20 x2) [+5 BAB, +2 Str]
Power Atk: +5, 2d6+8, (19-20 x2) [+5 BAB, +2 Str, -2 PA][+3 Str, +5 PA]

Two Weapon Combo
Longsword +6, 1d8+2, (19-20 x2) [+5 BAB, +2 Str, +1 MWK, -2 TWF]
Shortsword +6, 1d6+1 (19-20 x2) [+5 BAB, +2 Str, +1 MWK, -2 TWF]
Power Atk:
Longsword +4, 1d8+4, (19-20 x2)[+5 BAB, +2 Str, +1 MWK, -2 TWF, -2 PA]
Shortsword +4, 1d6 +3 (19-20 x2)[+5 BAB, +2 Str, +1 MWK, -2 TWF, -2 PA]

Shortspear or Longsword or Mace and Buckler combo:
Longsword +8, 1d8+2, (19-20 x2) [+5 BAB, +2 Str, +1 MWK]
Power Attack
Longsword +6, 1d8+6 (19-20 x2)[+5 BAB, +2 Str, +1 MWK, -2 PA]

Shortspear +7, 1d6+2, (x2)[+5 BAB, +2 Str]
Power Attack:
Shortspear +5, 1d6+6, (x2)[+5 BAB, +2 Str, -2 PA]

Mace, light +7, 1d6+2, (x2)[+5 BAB, +2 Str]
Power Attack:
Mace, light +5, 1d6+6, (x2)[+5 BAB, +2 Str, -2 PA]

Ranged Weapon
+2 rated composite longbow +7, 1d8+2 (x3)[+5 BAB, +2 Dex] [+2 Str]

Base Atk: +5

CMB: +7 (+5 BAB, +2 str) CMD: 19 (10, +5 BAB, +2 str, +2 dex)

Favored Class Bonus Hit points

Nemesis Story Feat:

A past enemy seeks your ruin.

Prerequisite: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating.

Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.

Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count.

Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.

Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.

Feats:
[1 human, 1 1st level, 1 3rd level, 1 5th level]
Improved Initiative +4 to initiative

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.

Power Attack: Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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

Slayer Talents:
[2 - 1 2nd level, 1 4th level]
Quick Draw
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Snap Shot A rogue with this talent may treat her intitiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.

SKILLS:

Skills: (28 ranks – 24 Class, +0 Int, +4 human)
Skill/Class/Ranks/Ability Modifier/Bonus *=ACP
Acrobatics/Yes, +3/2/(Str) +2 = +7*
Appraise/No/0/(Int) +0 = +0
Bluff/Yes, +3/1/(Cha) +2 = +6
Climb/Yes, +3/xx/(Str) +2= +7*
Craft (tattoo)/Yes, +3/4/(Int) +0 = +7
Diplomacy/No/0/(Cha) +2 = +0
Disable Device/No/0/(Dex) +2 = +3*, no untrained
Disguise/Yes, +3/0/(Cha) +2 = +0
Escape Artist/No/0/(Dex) +2 = +0*
Fly/No/0/ (Dex) +2 = +0*
Handle Animal/No/0/(Cha) +2 = +0 no untrained
Heal/Yes, +3/1/(Wis) +2 = +6
Intimidate/Yes, +3/4/(Cha) +2 = +9
Knowledge (dungeoneering)/Yes, +3/xx/(Int) +0 = +4 no untrained
Knowledge (geography)/Yes, +3/0/(Int) +0 = +0 no untrained
Knowledge (local)/Yes, +3/2/(Int) +0 = +5 no untrained
Knowledge (others)/No/0/(Int) +0 = +0 no untrained
Linguistics/No/0/ (Int) +0 = +0 no untrained
Perception/Yes, +3/4/(Wis) +2 = +9
Perform/No/0/(Cha) +2 = +0
Profession (bounty hunter)/Yes, +3/1/(Wis) +2 = +6 no untrained
Ride/Yes, +3/1/(Dex)+2 = +6*
Sense Motive/Yes, +3/2/(Wis) +2 = +7
Sleight of Hand/No/0/(Dex) +2 = +3* no untrained
Spellcraft/No/0/(Int) +0= +0 no untrained
Stealth/Yes, +3/2/(Dex) +2 = +7*
Survival/Yes, +3/2/(Wis) +2 = +7
Swim/Yes, +3/2/(Str) +2 = +7*
Use Magic Device/No/0/(Cha) +2 = +0 no untrained

TRAITS :

Reactionary Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages: Common

CLASS ABILITIES:

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +2 bonus on weapon attack and damage rolls against it, and a +2 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

At 5th level, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place).

Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Sneak Attack: At 3rd level, if an slayer catches an
opponent unable to defend itself effectively from his
attack, he can strike a vital spot for extra damage. The
slayer’s attack deals extra damage equal anytime his
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the slayer f lanks his target. This extra damage is 1d6 at
3rd level, and increases by 1d6 every three levels thereafter.
Should the slayer score a critical hit with a sneak attack,
this extra damage is not multiplied. Ranged attacks can
count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a
sap, whip, or an unarmed strike), a slayer can make a
sneak attack that deals nonlethal damage instead of
lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not
even with the usual –4 penalty.
The slayer 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 slayer cannot use sneak attack while striking a creature
with concealment.

GEAR:

Weapons:

Melee
+1 Greatsword 2d6, 8 lbs., 2450gp
Shortspear 1d6, 3 lbs., 1 gp
Masterwork Longsword 1d8, 4 lbs., 415 gp
Masterwork Shortsword 1d6, 2 lbs., 410 gp
Light Mace, 1d6, 4 lbs., 5 gp

Ranged
+2 rated composite longbow = 3lbs. 300 gp
1 x splintercloud arrow = 25 gp
1 x trip arrow = 25 gp
1 x raining arrow = 30 gp
10 x thistle arrows = 10 gp

Javelin x3, 1d6, 6 lbs, 3 gp.
Throwing axes x3, 1d6, 6 lbs.

Armor:
+1 Scale mail ACB: +5 (+6) MDB +3 ACP –4, ACF 25%, 20 ft speed., 30 lbs., 2050 gp
Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 5 gp

Skill Equipment:

Miscellaneous:
Bedroll, 5 lbs, 1 sp.
3 sunrods, 3 lbs, 6 gp.
Trail Rations x2, 2 lbs., 1 gp

2 potions CLW, 100 gp

Total equipment cost: 5837 gp, 1 sp. - xx gp, xx sp remaining
Weapon Weight: 36 lbs
Armor 35 lbs
Misc Equipment: 10 lbs

Total: 81 lbs

Capacity: 59-116 lbs = medium load.