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About Askra TawQuick View Stats for Combat:
Initiative: +6 (+3 Dex, +2 trait bonus, +1 Lookout)
Askra's Background:
"Harder!!!" Ask gritted her teeth and bit her tongue. I'll give you harder old-one, she thought to herself. But she trod off to the target anyway and retrieved her dangling javelin, the weapon caught ludicrously in the armpit of the target-mannequin made of scraps of leather and stuffed with straw, topped with a rusty old pot for a jaunty helmet... At least my aim is true, if not my strength. Better to wound the warrior and force him to adjust his tactics than miss and face him in straight melee. At least these were the tactics her grandfather would have her believe. Mighty Gaw Half-blood, the not quite Kellid. The pig-farmer. Former bodyguard and mercenary. Disgrace. Askra sighed. Her grandfather, once vital, now spent nodded in that way he thought wise, but Askra merely found irritating. "The head is a small target, and likely protected by a helm like our stolid friend here. If they are foolish enough to go bareheaded, no matter what a Kellid might say, by all means crack their egg. Otherwise, hit them hard on the body, near a joint or in their vitals..." Thus her days were spent when not mucking out after the swine... The Technic League thought they knew Torch and it's inhabitants. Thought they knew all about the forges and the flame. But they cared little for anything but their gold and tribute. Their agent had laughed when her father had burnt in the Flame. Died in spitting burning agony before her very eyes. The Technic Leaguer had offered no succour when her mother had wasted away in loneliness and despair at the loss of her childhood sweetheart, a loss none could console. Had only wondered aloud if it meant the gold tribute would be endangered before sniffing and walking away. The Flame. The Technic League. Order. These things Askra took to be givens, raised by her unforgiving grandparents on a hardscrabble sow-farm. Pigs, little, big, fat, cooked, skinned. Smelly. Mucky. Squealing. Like the people of Torch. "Wraith" some called her. Or "witch". Askra knew she wasn't that strange, in a world with much stranger denizens. The Technic League knew much more about the world she inhabited, and she would too one day. Until then she would carry her parents name. Taw. Even though her hair was white, spirit-burnt it was said. Ill-luck. Bad fortune. Perhaps her locks were rather exposure to the mystic and eldritch powers that suffused the very earth and water about Torch. Askra knew. And soon, she would know more… She had made a deal with the sky-spirits when her parents took her to the Flame, before it had consumed her father, and as a result, her mother. A pendant she crafted, out of sky-metal itself she believed. A disc, with marks special to her and her Kellid kin. Her parents had advised against the creation of such an unhallowed object, but she had gone against their wishes and been blessed by the Flame. That her parents had died not long after that had been taken as a sign that she had broken taboo. Her grandparents had tried to part her from her disc, but she had responded with feral violence, that though it had shocked them, had also made them proud, after a fashion, in a particularly Kellid kind of way. Her grandmother had been a bounty hunter in another age, and trained Askra in between chores - gut cuts, tendon locations to slice - all the ways to kill a body fast and well. Her grandfather, now a cripple, had once been a proud warrior - he was little help beyond guidance in rudimentary spear throwing now, but his much notched greatsword and foul smelling hide armor had been her gift upon reaching maturity. It had cost a small fortune to tailor the armor and clean the worst of the verdigris and imperfections out of the blade. Now Askra finds Torch in uproar, the Flame has gone. Khonnir the wizard is a buffoon, and offers nothing of use. The folk of Torch are no better. Some blame the Technic League's meddling. Others seek their aid. Pitable retches to seek those that have bled Torch dry. Askra will reclaim her honor and prove the blessing of the now gone Flame. The Technic League will find their new enemy and fear her. No more pigs. No more muck. But still blood.
STATS:
Ability Scores Score (bonus) [points] (racial creation bonus) Str : 14 (+2) [5] Dex: 16 (+3) [5] (+2 Human) Con: 14 (+2) [5] [currently 13…] Int: 13 (+1) [3] Wis: 12 (+1) [2] Cha: 10 (+0) [0] DEFENSE:
AC: 17, touch 13, flat-footed 14 (+4 armor, + 3 Dex, +0 size) OR Mace or Shortspear and buckler combo
HP: 31 (Full first level = 10, Half +1 = 6, Half +1 = 6, +6 Con, +3 Favored Class)
OFFENSE:
Initiative: +5 Speed 20 ft Melee: Greatsword +6, 2d6+3, (19-20 x2) [+3 BAB, +2 Str, +1 weapon focus] [two handed Str]
Mace or Shortspear and Buckler combo:
Mace, light +5, 1d6 +2 (x2) [+3 BAB, +2 Str]
Ranged Weapon
Javelin +6, 1d6+2 (x2), 30 ft., [+3 BAB, +3 Dex]
CMB: +5 (+3 BAB, +2 str) CMD: 18 (10, +3 BAB, +2 str, +3 dex)
Favored Class Bonus Hit points Feats:
[4 – 1 1st level, 1 human, 1 archetype, 1 3rd level]
Hurtful - Benefit(s): When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends. 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. Weapon Focus (Greatsword)
Precise Strike
SKILLS:
The slayer’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). Skills: (24 ranks – 18 Class, +3 Int, +3 human)
TRAITS :
Reactionary Benefit: You gain a +2 trait bonus on initiative checks. Skymetal Smith Benefit: : The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves. Languages: Common, Hallit CLASS ABILITIES:
Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. Lookout: At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks. This ability replaces track. Tactician (Ex) At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability. Sneak Attack (Ex: At 3rd level, if a 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 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 flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional 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 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: Greatsword 2d6, 8 lbs., 50gp Earthbreaker 2d6, 14 lbs Chakram x2 1d6 Shortbow, 1d6, 60 ft, 2 lbs., 30 gp 10 x thistle arrows = 10 gp
Armor:
Skill Equipment: Miscellaneous:
Total equipment cost:
Capacity: 230lbs lbs. less than 58 lbs = light load. Load: Light
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