Chaleb Sazomal

Alice Cobbel's page

92 posts. Alias of The Emerald Duke.


Full Name

Alister "Alice" Cobbel

Race

Human

Classes/Levels

Slayer 1 | AC 16 T 12 FF 14| HP 10/13 | F +4 R +4 W +1 | Init +3 | Perc +5

Gender

Male

Size

Medium

Age

28

Alignment

CN

Languages

Common

Occupation

Sellsword

Strength 15
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Alice Cobbel

Skills:

  • Appraise (Bonus = 4)
  • Bluff (Bonus = 4)
  • Craft: Weapons (Bonus = 4)
  • Disable Device (Bonus = 3)
  • Intimidate (Bonus = 5 / 7 when negotiating payment for quests & services)
  • Perception (Bonus = 5)
  • Sense Motive (Bonus = 5 / 7 when negotiating payment for quests & services)
  • Stealth (Bonus = 6)
  • Survival (Bonus = 5 / 6 to follow tracks)


Feats:

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. 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 (Scythe): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Traits:

Bloody-Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

Mercenary: For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Class Details:

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, damage rolls, and skill checks and to slayer 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.
At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.


Racial Traits:

+2 to One Ability Score (STR): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Random Crunch:

Hit Points: 13/13
Hit Dice: 1d10
Armor Class: 16
Touch Armor Class: 12
Flat-Footed Armor Class: 14
Saving Throws:
Fortitude: 4
Reflex: 4
Will: 1
Initiative Bonus: 3
Base Attack Bonus: 1
Melee Attack Bonus: 3
Ranged Attack Bonus: 3
CMB: 3
CMD: 14
Spell Resistance:
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 66 lbs or less
Medium Load: 67 lb - 134 lb
Heavy Load: 135 lb - 200 lb
Lift Over Head: 200 lb or less
Lift Off Ground: 400 lb or less
Drag or Push: 1000 lb or less
Experience Points: 0
Hero Points: 0

Items Equipped:

Armor:
Erutaki Coat: AC Bonus: +4; Max DEX: +3; AC Check: -2; Arcane Spell Failure %: 20%; Max Speed: 20 FT; Weight: 24 LB; Special: Donned/doffed as a move action, provides benefits of cold weather gear, +2 circumstance bonus on Stealth checks in snowy environments.
Weapons:
Scythe: DMG: 2d4; Critical: x4; Type: P or S; Weight: 10 LB; Special: Trip
Warhammer: DMG: 1d8; Critical: x3; Type: B; Weight: 5 LB
Heavy Pick: DMG: 1d6; Critical: x4; Type: P; Weight: 6 LB
Light Flail: DMG: 1d8; Critical: x2; Type: B; Weight: 5 LB; Special: Disarm, trip
Dagger (16): DMG: 1d4; Critical: 19-20/x2; Type: P or S; Range: 10 FT; Weight: 1 LB (each)
Short Sword: DMG: 1d6; Critical: 19-20/x2; Type: P; Weight: 2 LB
Shortbow: DMG: 1d6; Critical: x3; Type: P; Range: 60 FT; Weight: 2 LB
Other:
Explorer’s Outfit: Weight: 8 LB; Special: These clothes are a mix of whites and blacks, designed flow in such a way as to be comfortable, yet non-obtrusive in combat. The many stitches in various sections imply that this is somewhat of a routine occurrence for the wearer.

Items Owned:

Name*****Weight*****Cost
Erutaki Coat*****24 LB*****80 GP
Scythe*****10 LB*****18 GP
Warhammer*****5 LB*****12 GP
Heavy Pick*****6 LB*****8 GP
Light Flail*****5 LB*****8 GP
Dagger (17)*****17 LB (1 LB each)*****34 GP (2 GP each)
Short sword (2)*****4 LB (2 LB each)*****20 GP (10 GP each)
Shortbow*****2 LB*****30 GP
Arrows (20)*****3 LB*****1 GP
Bandolier (2)*****N/A*****1 GP (5 SP each)
Slayer’s Kit*****43 1/2 LB*****22 GP
Cards*****1 LB*****1 GP
MWK Thieves’ Tools*****2 LB*****100 GP
MWK Artisan’s Tools (Craft Weapons)*****5 LB*****55 GP
Explorer’s Outfit*****8 LB*****10 GP
Total Weight / Value: 135 1/2 LB / 400 GP

Wealth:

15 PP 54 GP 36 SP 0 CP

Backstory:

Not much is known about Alister Cobbel, beyond the following things:

1) He goes by Alice. Yes, he is aware that this is a 'girl's name'. Yes, he is happy to hand you your teeth after knocking them out if you point this fact out.

2) He sends a good portion of his money home to his mother and siblings. He refuses to disclose where this is, or how the occasional letter or package with knitted clothing finds him in his travels.

3) He works for the highest bidder. He does have a sense of loyalty to his bosses, but after a long enough streak of empty promises or light paychecks, he will begin looking for a better offer. Often at the expense of said employer.

4) He is a weapon nut, carrying way more than he could use at any given combat. As he says, "I get excitable. I want my options open if combat starts."

5) He plays cards. While he refuses to play with marked cards, he is not above cheating a look at your hand if you walk away from it or aren't smart enough to hold them away from him.

6) His favorite weapon is his scythe. He has named it Malice, and he will occasionally talk to it prior to combat.