Undead Slayer

Anzath's page

1,159 posts. Alias of djdust.


F half-drow Slayer 6/TWW 1 | AC20 T13 FF18 (+2 vs Traps) | HP 55/55 | F +8 R +7 (+2 vs Traps) W +3 | Init +4 (+6 UG) | Perc +13 (+15 UG)(+3 for traps) (DV 60ft, LB) Active Effects: Cursed: -6 WIS



About Anzath


Female Half-Elf Slayer 6/ Two Weapon Warrior 1
N Medium Humanoid (Human, Elf)
Init +4; (+6 underground) Senses Darkvision 60ft, Light Blindness; Perception +12 (+14 underground)
AC 20, touch 13, flat-footed 17(+6 armor, +1 shield, +2 Dex +1 deflection)
hp 55 (7d10+1)
Fort +8, Ref +7, Will +3 (Immune: Sleep, +2 against Enchantment, +2 against traps)
Resist None
Speed 30 ft.
Ranged Touch +9
Masterwork Comp Longbow (+2 Str) +10/+5 (1d8+2/20/x3)
+1 Scimitar +11/+6 (1d6+4/18-20/x2)
+1 Light Mace +11/+6 (1d6+4/x2)
+1 Scimitar (mainhand) +9/+4 (1d6+4/18-20/x2)
+1 Scimitar (offhand) +7/+2 (1d6+2/18-20/x2)
Masterwork Gladius (offhand) +8/+3 (1d6+2/19-20x2)
+1 Light Mace (offhand) +9/+4 (1d6+2/x2)
Special Attacks Sneak Attack 2d6, Vital Strike
Spell-Like Abilities None
Str 16 (+3), Dex 15 (+2), Con 13 (+1), Int 14 (+2), Wis 12 (+1), Cha 10 (+0)
Base Atk +7/+2; CMB +10; CMD 23
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
Elven Reflexes, Killer
Skills Acrobatics +8, Appraise +6, Artistry +2, Bluff +13 (+14 to Feint), Climb +10, Diplomacy +0 (+1 to Gather Information), Disable Device +13, Disguise +0, Escape Artist +2, Fly +2, Heal +5, Intimidate +4, Kn. Dungeoneering +9, Kn. Engineering +6, Kn. Geography +9 (+11 underground), Kn. Local +6, Linguistics +6, Perception +13 (+15 underground), Ride +6, Sense Motive +10, Stealth +16 (+18 underground), Survival +11 (+13 underground), Swim +8, UMD +2
Languages Common, Elven, Undercommon, Dwarven, Drow Sign Language, Aklo, Halfling, Abyssal
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
Elven Reflexes: You gain a +2 trait bonus on initiative checks.
Killer: You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Feint: You can make a Bluff check to feint in combat as a move action.
Skill Focus: Bluff: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6
Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Extra Slayer Talent: Trapfinding Gain Disable Device as a class skill; gain trapfinding and trap sense as a rogue
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, Weapon abilities, precision damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Improved Two Weapon Fighting In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Two Weapon Defense When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

Class Features
Ranger Combat Style 2: Two Weapon Fighting, Improved Two Weapon Fighting
Favored Terrain (Underground): The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Sneak Attack +1d6: a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

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.
Studied Target +2: A slayer can study an opponent he can see as a move action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. 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 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.
Track: A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Campaign Traits
Woodswoman’s Knowledge +1 to Survival.


Weapons:Kritfisher (+1 Scimitar), Vael’s +1 Scimitar, Masterwork Gladius (1), Yaza’s +1 Light Mace, Masterwork Composite Longbow +2 Str (20 Arrows, 20 Blunt Arrows)

Armor:Mstwk Mithral Agile Breastplate

Wondrous Items:Type IV Necklace of Fireballs (1x8d6, 1x6d6, 4x2d6) Cloak of Elvenkind, Ring of Protection +1,

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 Protection from Evil (4), Potion of Cat's Grace (2), Potion of Bull's Strength, Potion of Remove Disease, Potion of Neutralize Poison, Potion of Pass Without Trace (3), Potion of Vanish (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

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.


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.