Half-Orc

Volidrian's page

94 posts. Alias of Acorn.


Full Name

Volidrian

Race

Half-orc

Classes/Levels

Slayer 6

About Volidrian

Volidrian
Half-orc slayer 6 (Pathfinder RPG Advanced Class Guide 53)
LN Medium humanoid (human, orc)
Init +10; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 20, touch 14, flat-footed 16 (+5 armor, +4 Dex, +1 shield)
hp 52 (6d10+12)
Fort +7, Ref +10, Will +3; +2 trait bonus vs. charm and compulsion effects
Defensive Abilities trap sense +2
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Offense
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Speed 30 ft.
Melee heavy pick +10/+5 (1d6+4/×4) or
. . kukri +10/+5 (1d4+4/18-20) or
. . kukri +10/+5 (1d4+4/18-20) or
. . mwk cold iron scimitar +11/+6 (1d6+4/18-20) or
. . shortspear +10/+5 (1d6+4) or
. . warhammer +10/+5 (1d8+4/×3)
Ranged +1 composite longbow +11/+11/+6 (1d8+10/19-20/×3) or
. . amentum +12 (1d6+9) or
. . composite longbow +10/+10/+5 (1d8+9/19-20/×3) or
. . javelin +12 (1d6+9) or
. . sling +12 (1d4+9)
Special Attacks sneak attack +2d6, studied target +2 (2nd, move action)
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Statistics
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Str 14, Dex 19, Con 13, Int 12, Wis 10, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Deadly Aim, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Traits focused disciple, reactionary
Skills Acrobatics +12, Appraise +3, Bluff +2, Climb +8, Disable Device +18, Perception +14 (+16 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Ride +9, Sense Motive +11, Stealth +13, Survival +11, Swim +7; Racial Modifiers +2 Appraise, scavenger
Languages Common, Draconic, Orc
SQ combat style (archery), orc blood, slayer talents (combat trick, ranger combat style[ACG], trapfinding[ACG]), track +3, trapfinding +3
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, healer's kit, weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear +1 mithral chain shirt, mwk buckler, +1 composite longbow (+2 Str), amentum[UC] (18), arrows (40), blunt arrows[APG] (20), composite longbow (+2 Str), heavy pick, javelin (18), kukri, kukri, mwk cold iron scimitar, shortspear (3), sling, sling bullets (20), warhammer, bracers of falcon's aim[UE], efficient quiver, feather step slippers[UE], muleback cords[APG], bedroll, canteen[UE] (2), climber's kit, crowbar, flask, flint and steel, ink, inkpen, journal[UE], lock, good, lock, superior, manacles (2), masterwork backpack[APG], masterwork thieves' tools, mirror, mug/tankard, shovel, folding[UE], silk rope (50 ft.), wire saw, adamantine[UE], 187 gp, 5 sp, 5 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Focused Disciple When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

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