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About Hendra KrammierPhysical Description:
Height: 5'5" Weight: 100 LB Eyes: Ruby red within crimson red. Hair Color & Length: Pale white, shoulder length. Skin Color: A shade slightly lighter than ebony black. Other Features: A tattoo in the shape of a carnivorous bat descending, as if onto it's prey, is on her left bicep. Skills:
Feats:
Weapon Proficiencies: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields). Additionally, drow are proficient with hand crossbows. Nimble Moves: You can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain. (Granted by Darklands Stalker.) Quick Draw: You can draw weapons faster than most. Prerequisite: Base attack bonus +1. 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. Traits:
Restless Wayfarer: You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages). (Bonus Language Dwarvish; Knowledge: Local perpetual class skill.) Hidden Hand: Your concealed weapons strike fast and true. You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round. Class Traits:
Class 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). Witch Killers additionally add Knowledge: Arcana (Int) and Spellcraft (Int) to their lists of class skills. (This alters the slayer's class skills.) 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 rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only 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 rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. At 7th level, a slayer can study an opponent as a move or swift action. Studied Witch (Ex): A witch killer's studied combat bonus applies on Spellcraft checks and saving throws against arcane spells and spell-like abilities and hexes. This bonus is reduced by 1 (minimum of 0) if the target is not an arcane spellcaster, or a being called or summoned by arcane magic. She does not gain the increases to the maximum number of studied targets she can have at a time normally attained at 5th, 10th, 15th, and 20th levels, but her bonuses still increase at those levels. This ability alters studied target. Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival checks made to follow tracks. Racial Traits:
+2 DEX; +2 CHA; -2 CON: Drow are nimble and manipulative. Elf: Drow are humanoids with the elf subtype. Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Drow have a base speed of 30 feet. Surface Infiltrator: Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits. Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Drow gain a +2 racial bonus on Perception checks. Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels. Darklands Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait. Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword. Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. Random Crunch:
Hit Points: 10/10 Hit Dice: 1d10 Armor Class: 18 Touch Armor Class: 13 Flat-Footed Armor Class: 15 Saving Throws: (+2 vs enchantment spells & effects) Fortitude: 2 Reflex: 5 Will: 2 Initiative Bonus: 3 Base Attack Bonus: 1 Melee Attack Bonus: 3 Ranged Attack Bonus: 4 CMB: 3 CMD: 16 Spell Resistance: Immune to Magic Sleep; Spell resist 7 Speed: Base Speed: 30 Armored Speed: 20 Lift/Push: Light Load: 58 lbs or less Medium Load: 59 lb - 116 lb Heavy Load: 117 lb - 175 lb Lift Over Head: 175 lb or less Lift Off Ground: 350 lb or less Drag or Push: 875 lb or less Experience Points: 0 Hero Points: 0 Items Equipped:
Kikko: A/C Bonus: +5; MAX DEX Bonus: +4; A/C Penalty: -3; Arcane Spell Failure: 20%; Speed: 20 FT; Weight: 25 LBs. Scythe: DMG: 2d4; Crit: x4; Type: P or S; Weight: 10 LBs; Special: Trip. Hand Crossbow: DMG: 1d4; Crit: 19-20/x2; Range: 30 FT; Type: P; Weight: 2 LBs. Shortsword: DMG: 1d6; Crit: 19-20/x2; Type: P; Weight: 2 LBs. Starknife: DMG: 1d4; Crit: x3; Range: 20 FT; Type: P; Weight: 3 LBs. Dagger: DMG: 1d4; Crit: 19-20/x2; Range: 10 FT; Type: P or S; Weight: 1 LB. Light Hammer: DMG: 1d4; Crit: x2; Range: 20 FT; Type: B; Weight 2 LBs. Longsword (MWK): DMG: 1d8; Crit: 19-20/x2; Type: S; Weight: 4 LBs. Spear: DMG: 1d8; Crit: x3; Range: 20 FT; Type: P; Weight: 6 LBs; Special: Brace. Wealth and Items:
300G -30G Kikko 270G -18G Scythe 252G -48G Starknife (2) 204G -10G Dagger (5) 194G -8G Pocketed scarf 186G -10G Shortsword 176G -2G Wrist Sheath (2) 174G -100G Hand Crossbow 74G -1G Crossbow Bolt (10) 73G -2G Backpack 71G -5S Bandolier 70G 5S -1S Bedroll 70G 4S -5S Blanket 69G 9S -1G Belt Pouch 68G 9S -2S Mess Kit 68G 7S -8S Skillet 67G 9S -10G Silk Rope 57G 9S -10G Small Tent 47G 9S -2G Waterskin (2) 45G 9S -1S Tea Pot 45G 8S -1G Flint and Steel 44G 8S -2G Light Hammer (2) 42G 8S -0 Pickpocket's Outfit (Free) -0 MWK Longsword (Free, acquired from dead captain.) -0 MWK Dagger (Trapped Chest) -0 Crossbow Bolts (10) (Trapped Chest) -0 Spear (Trapped Chest) Family and Personal History:
Betrayal. Murder. Intrigue. Three words that summarize Drow culture and life in an easy to comprehend nutshell. Most civilized cultures avoid the Darklands for a reason, and while the Drow are not the only big nasty bunch down there, they are certainly among the best entrenched and most cruel. But then would you expect anything else from the remnants of the elves left on Golarian during Earth Fall, barely surviving the destruction by sheltering in the deep dark caverns of the world. Life is led by the strongest and the most cunning, and often those with the most magical ability find themselves in the best position to climb the tenuous ladder of power that is matriarchal society. Not all who fail in their struggle to climb are killed by the subsequent fall from power, however, as the remnants of the Krammier family found out. Feared for both their innate lack of magic and their uncanny ability to track and kill those who rely on arcane magic, the family was once poised to become one of the ruling families. Dreading that possibility, the other major families temporarily set aside their other differences to exterminate the fledgling house. Despite the best efforts of a combined drow force, not all members of Krammier were slain. Those that escaped managed to make it through to the caverns near the surface. Over time, the survivors adapted to their new, brighter surroundings. Despite having control over their immediate cave surroundings however, it soon became apparent that positive relationships with their surface neighbors would be essential for their continued survival. To that end, the matriarch sent out her best and brightest to earn money, reputation, and respect through their skills as hunters of the arcane. Soon neighboring towns and kingdoms knew where to turn when a witch with evil intent plagued their children, a sorcerer was incapable of controlling their power, or a wizard was being just too creepy inside their secluded tower. Hendra Krammier is the latest in her family to take up the family business. Sent to a southern Taldor backwater called Heldren to investigate allegations of witchcraft, Hendra is hoping to secure her both place inside her family's line of succession as well as her own personal legacy. The weaker lesser races of the surface, especially her elven 'cousins', might fear and suspect her. Let them. Her actions will do the talking, and divines be merciful on any who stood in the way.
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