About Basil Kettering+1 Shock Darkwood Mighty [+2] Composite Longbow: [dice]1d20+8+4+2+1+2[/dice], for [dice]2d8+14+8+4+2[/dice] damage, +[dice]2d6[/dice] Electricity damage. +1 Shock Darkwood Mighty [+2] Composite Longbow: [dice]1d20+8+4+2+1+2[/dice], for [dice]1d8+7+4+2+1[/dice] damage, +[dice]1d6[/dice] Electricity damage. +1 Shock Darkwood Mighty [+2] Composite Longbow: [dice]1d20+3+4+2+1+2[/dice], for [dice]1d8+7+4+2+1[/dice] damage, +[dice]1d6[/dice] Electricity damage. Appearance:
At 6’2”, with broad shoulders and a thinly muscled frame, Basil towers over most men, but is more akin to a climbing vine than a sturdy oak. He rarely smiles, typically remaining aloof from those around him. His most distinguishing feature, however, is a large brand of interlocking gears on his left cheek, announcing to all the world his chosen allegiance. Outlook:
Basil is generally quiet, but is by no means shy - he simply believes that one should not speak unless one has something useful to say. When he does speak, his comments tend to brief, and to the point. He believes in honest hard work as being the only way to ever achieve anything lasting, and tries to live up to that ideal in his day to day life. Background:
Initiative: +9 [+4 Dex + 2 Trait + 3 Wis]
AC: 21 (10 + 5 (+1 Mithral Chain Shirt) + 2 (+1 Buckler) + 4 Dex )
Hit Points: 60/60 Fort: +9 Ref: +12 Will: +11 +2 trait bonus on all saving throws against charm and compulsion effects Combat:
Base Atk: +7; CMB: +9; CMD: 23
Ranged
Skills:
Skill Points per level: 6 (Class) + 1 (Intelligence) + 1 (FC)
Acrobatics +4 Appraise +1 Bluff -2 Climb +2 Craft(Any) +1 Diplomacy -2 Disable Device +19 (+4 Dex + 7 ranks + 3 class skill + 2 MW Thieves' Tools + 3 Trap-finding) Disguise -2 Escape Artist +4 Heal +3 Intimidate +1 (-2 Cha + 3 Stern Gaze) Knowledge(Arcana) +11 (+1 Int + 7 ranks + 3 class skill) Knowledge(Dungeoneering) +11 (+1 Int + 7 ranks + 3 class skill) Knowledge(Engineering) +11 (+1 Int + 7 ranks + 3 class skill) Knowledge(Nature) +11 (+1 Int + 7 ranks + 3 class skill) Knowledge(Planes) +11 (+1 Int + 7 ranks + 3 class skill) Knowledge(Religion) +11 (+1 Int + 7 ranks + 3 class skill) Perception +18 (+3 Wis + 7 ranks + 3 class skill + 5 Eyes of the Eagle) + 3 Vs. Traps Ride +4 Sense Motive +6 (+3 Wis + 3 Stern Gaze) Stealth +4 Survival +3 Swim +2 feats:
1st: Point Blank Shot
2nd - Ranger Bonus Feat: Precise Shot 3rd: Rapid Shot 3rd - Ranger Bonus Feat: Endurance 3rd - Inquisitor Bonus Feat: Friendly Fire Maneuvers 5th: Deadly Aim 6th - Ranger Bonus Feat: Improved Precise Shot 6th - Inquisitor Bonus Feat: Shake It Off 7th: Many Shot Traits:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. Birthmark:
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Racial Features:
Class Features:
Domain - Knowledge:
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier. Remote Viewing (Sp):
Monster Lore (Ex):
Stern Gaze (Ex):
Cunning Initiative (Ex):
Detect Alignment (Sp):
Track (Ex):
Solo Tactics (Ex):
Bane (Su):
Discern Lies (Sp):
Studied Target (Ex):
This ability replaces judgment 1/day. Studied Target (Ex):
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. Sneak Attack (Ex): +2d6
A sanctified slayer 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 sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability. Trapfinding:
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Favored Enemy - Construct +4
Track (Ex):
Favored Weapon:
This ability replaces wild empathy. Favored Terrain (Ex):
Favored Terrain - Urban Blessings (Su): 6/day
This ability replaces hunter's bond. Crafter's Wrath (minor):
Fire Strike (minor):
Trap:
At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her ranger level + her Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once. This ability replaces the ranger’s spells class feature. Trappers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. Woodland Stride (Ex):
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Spells:
Orisons: Acid Splash, Create Water, Detect Magic, Guidance, Read Magic, Stabilize
1st Level (3/5 used): Comprehend Languages, Divine Favor, Expeditious Retreat, Remove Fear, Shield of Faith 2nd Level (3/4 used): Invisibility, Resist Energy, Lesser Restoration, See Invisibility 3rd level (2/2 used): Heroism, Keen Edge Equipment:
Explorer's Outfit +1 Mithral Chain Shirt (2100) +1 Buckler (1165) Eyes of the Eagle (2500) Swarmbane Clasp (3000) Cloak of Resistance +2 (4000) Spring-Loaded Wrist Sheath #1 (5gp) - Wand of CLW [45/50 charges] Spring-Loaded Wrist Sheath #2 (5gp) +1 Shock Darkwood Mighty [+2] Composite Longbow (8630) + Locked Gauntlet (8gp) Durable Adamantine Arrows x19 (1220) Durable Cold Iron Arrow x20 (40) Blunt Arrow x10 (3) Spell Component Pouch (5) MW Backpack (50gp)
Belt Pouch (1gp)
Coin = 2gp, 0sp, 0cp |