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About AnzathStats:
Anzath Female Half-Elf Slayer 7/ Two Weapon Warrior 1 NE Medium Humanoid (Human, Elf) Init +5; (+7 underground) Senses Darkvision 60ft, Light Blindness; Perception +14 (+16 underground) -------------------- Defense -------------------- AC 22, touch 14, flat-footed 19(+6 armor, +1 shield, +1 natural, +3 Dex +1 deflection) hp 70 (8d10+3) Fort +8, Ref +8, Will +3 (Immune: Sleep, +2 against Enchantment, +2 against traps) Resist Fire 5 -------------------- Offense -------------------- Speed 30 ft. Ranged Ranged Touch +9 Masterwork Comp Longbow (+2 Str) +12/+7 (1d8+2/20/x3) Melee +1 Keen Scimitar +12/+7 (1d6+4/16-20/x2) or +1 Light Mace +12/+7 (1d6+4/x2) or +1 Keen Scimitar (mainhand) +10/+5 (1d6+4/16-20/x2) +1 Keen Scimitar (offhand) +8/+3 (1d6+2/16-20/x2) Masterwork Gladius (offhand) +9/+4 (1d6+2/19-20x2) +1 Light Mace (offhand) +10/+5 (1d6+2/x2) Special Attacks Sneak Attack 2d6, Vital Strike Spell-Like Abilities None -------------------- Statistics -------------------- Str 16 (+3), Dex 16 (+3), Con 15 (+2), Int 14 (+2), Wis 12 (+1), Cha 10 (+0) Base Atk +8/+3; CMB +11; CMD 25 Feats Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Weapon Proficiency (Simple), Weapon Proficiency (Martial), Shield Proficiency, Tower Shield Proficiency, Combat Expertise, Improved Feint, Skill Focus: Bluff, Two Weapon Fighting, Vital Strike Traits Elven Reflexes, Killer Skills Acrobatics +10, Appraise +6, Artistry +2, Bluff +13 (+14 to Feint), Climb +10, Diplomacy +0 (+1 to Gather Information), Disable Device +16, Disguise +0, Escape Artist +2, Fly +4, Heal +5, Intimidate +5, Kn. Dungeoneering +10, Kn. Engineering +6, Kn. Geography +9 (+11 underground), Kn. Local +6, Linguistics +7, Perception +14 (+16 underground), Ride +8, Sense Motive +10, Stealth +18 (+20 underground), Survival +12 (+14 underground, +17 to follow tracks), Swim +8, UMD +2 Languages Common, Elven, Undercommon, Dwarven, Drow Sign Language, Aklo, Halfling, Abyssal, Draconic -------------------- Special Abilities -------------------- Racial Traits Adaptability: Gain Skill Focus as bonus feat. Drow Heritage: Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow. Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Background Traits
Feats
Class Features
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue 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 rogue cannot sneak attack while striking a creature with concealment.
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 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.
Campaign Traits
Gear:
Weapons: Kritfisher (+1 Keen Scimitar), Vael’s Blade (+1 Keen Scimitar), Masterwork Gladius (1), Yaza’s +1 Light Mace, Masterwork Composite Longbow +2 Str (20 +1 Arrows, 6 +2 Arrows, 19 Blunt Arrows) Armor:Mstwk Mithral Agile Breastplate Wondrous Items:Type VI Necklace of Fireballs (1x 8d6, 2x 6d6, 4x 4d6), Daredevil Boots, Cloak of Elvenkind, Ring of Protection +1, Belt of Mighty Con +2, Bracelet of Second Chances, Aragnak’s Prisoner Ring Team Jacket (w/ built in Bandolier): (Alchemist Fire, Acid Flask, Potion of Remove Fear, Potion of Vanish, Potion of CMW), Handy Haversack: (Ranger’s Kit (bedroll, beltpouch, flint and steel, iron pot, mess kit, rope, torches (8), trail rations (5), waterskin), Alchemist’s Fire (6), Potion of Blur (2), Potion of Spider Climb (2), Potion of Fly, Potion of Stone to Flesh, Potion of Bull’s Strength (2), Potion of Invisibility, Potion of Protection from Evil (4), Potion of Cat's Grace (2), Potion of Remove Disease, Potion of Neutralize Poison, Potion of Pass Without Trace (3), Potion of Vanish (2), Potion of CLW (2), Potion of CMW (2), Dose of Giant Cobra Venom (1), Acid Flask (3), Alkali Flask (3), Antiplague (4), Antitoxin (4), Common Manacles, Simple Lock, MW Thieves Tools, Grappling Hook, Folding Pole, Crowbar, Burglar's Outfit, Hip Flask (Dwarven Whiskey), Mirror, Random Pages from Yaza Mongro’s Journals, Yaza Mongro’s Ashes, Donkey (harness, pack saddle, feed (7days), Coin: 89GP, 5SP, 5SP
Appearance:
Azanth is a female half-elf with ashen grey skin and hair and eyes the color of obsidian. Although her facial structure is more rounded like a human, her pointed ears give away her drow heritage. She wears dark clothing and a black hood and cloak which conceals most of her features. Beneath her cloak, though shines a mithral chain shirt of masterful dwarven make. On each hip is sheathed a gladius, also of dwarven make. On her left hand she bears a brand which marks her a slave of House Dolour. She greets your glances with a scowl. Story:
Being the product of rape, Azanth was born into slavery deep in the underdark. The only kind thing her father ever did was bestow upon her a name before branding her and binding her in chains. When she was old enough to carry stone and tools, she was put to work in the mines far from Zirnakaynin. When a dwarven squadron from Janderhoff raided the mining camp, she was liberated with the other slaves and brought up to the surface. There she spent the remainder of her formative years under the care of the dwarves of Janderhoff. A dwarven Ranger by the name of Gladstone adopted her and taught her the ways of dwarven tunnel fighting. Eventually, when she came of age, Azanth, feeling cloistered in the halls of the mountainhome, set out to make it on her own on the surface world. Her skills found her work as a bounty hunter, and she made her way westward and eventually to Riddleport. It was there she was hired by a temple of Sarenrae to track down a mad priest of Orcus named Yaza Mongro. Traveling with a haughty paladin and a lovely cleric, she found herself entering the depths of a great dungeon of mystery and lore. |