Kabran Bloodeye

Broker's page

122 posts. Organized Play character for nightdeath.


Full Name

Broker Leogil

Race

| HP: 52/52 | AC: 20/13/18 |Init: +8 | Perc: +15 | Fort: +10 | Ref: +10 | Will: +5| CMB: +9 | CMD: 21 | L.Sword: +11/+6;1d8+3| C.L.Bow: +9/+4;1d8+3|

Classes/Levels

Skills:
Acro +14| App +2| Bluff+5| Climb +6| Diplo -1| Disguise+5| HA+3|Heal +5| E.Art +0| DD +0| Inti +4|K.Dun/Geo +8|K.Local+10| Prof Hunter+7|SM +7| Spell+6| Stealth+14|Sur +10| Swim +5|

Gender

#76925-20 Male Half Orc Slayer (Cleaner) 3 / Ranger (Warden) 3

Size

Medium

Age

18

Alignment

Neutral Good

Languages

Common, Orc, Draconic, Abyssal

Occupation

Hunter

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 8

About Broker

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76925-20 Broker Leogil

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Character Crunch:

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Male Half Orc Slayer (Cleaner) 3 / Ranger (Warden)
Neutral Good Medium Humanoid
Init +8; Senses Darkvision 60 ft; Perception +15

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Defense
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AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +0 natural, +0 Dodge, +1 Deflection)
hp 52 (6d10+12)
Fort +10, Ref +10, Will +5
Resist None

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Offense
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Offenses
Speed 30 ft.
Ranged C.Longbow +1 +9/+4 (1d8+3 20/x3) (100Ft)
Melee Longsword +1 +11/+6 (1d8+3/x2)
Melee
Special Attacks Sneak Attack +1d6
Spell-Like Abilities

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Statistics
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Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 21
Languages Common, Orc, Draconic, Abyssal
SQ None (dc XX)

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Feats
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Improved Initiative (Level 1 Feat)
You get a +4 bonus on initiative checks

Weapon Focus (Longsword) (Level 3 Feat)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Versatility (Level 5 Feat)
When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

Endurance (Ranger bonus Feat)
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Deceitful (Slayer Bonus Feat)
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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Traits
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Reactionary (Combat)
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. You gain a +2 trait bonus on initiative checks.

Amazingly Ugly (Racial)
Your skull is misshapen in a grotesque way. You receive a +1 trait bonus on Intimidate skill checks, and it becomes a class skill.

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Class Features
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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).

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.

Deceitful:
At 1st level, a cleaner becomes skilled at deceiving others, and gains Deceitful as a bonus feat. This ability replaces track.

Slayer Talents:
As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

See the Slayer Talents section for a full list of Talents from all sources.

Sneak Attack:
At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional 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 unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The 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 slayer cannot use sneak attack while striking a creature with concealment.

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

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.
Master of Terrain (Ex):
At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger’s first favored enemy ability.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex):
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

The full list of Combat Styles can be found here.
Live in Comfort (Ex):
At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure. This ability replaces all combat style feats.

Endurance:
A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex):
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. 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).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

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Skills
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Acrobatics +14 (+6 Rank, +3 trained, +2 Ability, -2 Armor, +5 Competance)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff +5 (+1 Rank, +3 trained, -1 Ability, +2 Feat)
Climb +6 (+2 Rank, +3 trained, +3 Ability, -2 Armor)
Craft +2 (+0 Rank, +0 trained, +2 Ability)
Diplomacy -1 (+0 Rank, +0 trained, -1 Ability)
Disable Device +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Disguise +5 (+1 Rank, +3 trained, -1 Ability, +2 Feat)
Escape Artist +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Fly +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Handle Animal +3 (+1 Rank, +3 trained, -1 Ability)
Heal +5 (+1 Rank, +3 trained, +1 Ability)
Intimidate +4 (+1 Rank, +3 trained, -1 Ability, +1 Trait)
Knowledge (Dungeonnering) +8 (+3 Rank, +3 trained, +2 Ability)
Knowledge (Geography) +8 (+3 Rank, +3 trained, +2 Ability)
Knowledge (Local) +10 (+3 Rank, +3 trained, +2 Ability, +2 Racial)
Linguistics +0 (+0 Rank, +0 trained, +2 Ability)
Perception +15 (+6 Rank, +3 trained, +1 Ability, +5 Competance)
Perform -1 (+0 Rank, +0 trained, -1 Ability)
Prof (Hunter) +7 (+3 Rank, +3 trained, +1 Ability)
Ride +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Sense Motive +7 (+3 Rank, +3 trained, +1 Ability)
Sleight of Hand +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Spellcraft +6 (+1 Rank, +3 trained, +2 Ability)
Stealth +14 (+6 Rank, +3 trained, +1 Ability, -2 Armor, +5 Competance)
Survival +10 (+6 Rank, +3 trained, +1 Ability)
Swim +5 (+1 Rank, +3 trained, +3 Ability, -2 Armor)
Use Magic Device -1 (+0 Rank, +0 trained, -1 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 1
Spells Known (4) Level 0 DC --

Spells Known (2) 2/2 Level 1 DC --

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Special Abilities
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Favored Terrain (Ex): Urban
+4 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.

Favored Terrain (Ex): Underground
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.

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Equipment
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Equipment list]
Melee Weapons Mithral Longsword+1
Ranged Weapons Adaptive Composite Longbow+1, 40 Arrows
Armor Elven Chain of Shadow +1
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (10 days), and a waterskin.
Explorer's Clothes
Winter Clothing
Magic Item
Cloak of Resistance +1
Ring of Protection +1
Wand of Cure Light Wounds (41/50)

Boots of Elvenkind
These soft boots are partially made out of living leaves and other natural materials. They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.

Hat of Disguise
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.

Eyes of the Eagle
These lenses are made of special crystal and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.

Sleeves of Many Garments
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.

Wealth 1279.5 GP, 0 SP, 0 CP

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Racial Traits
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Half Orc Racial Traits:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

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Background Story
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Broker Leogil :

Broker the breaker, they call him. Indeed his talent in the arts of violence is noted. His other talents not so much. You see Broker is big, slow and ugly. You don't see the intelligence in his eyes, the fact that he thinks through his actions. No You see a unruly brawler. That's what Broker wants you and yes all of you to see.

Broker finds it easier when others understimate him.

He's the one hired to get his hands dirty when others don't want too.

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Appearance
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Broker Leogil Appearance:

Scars run down his massive arms and everything about him from movements to speech suggests that he is slow acting yet tough. His clothes are cut to allow movement yet be stylish enough to walk among the crowds in a city and he's at least clean shaven with short cropped hair.

Rings adorn his fingers and a well worn magical cloak shimmering faintly in the light on his shoulders. He doesn't seem armed except for the longbow unstrung upon his back.

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Phantom Notes:

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Skills: The phantom gains a number of ranks in Diplomacy and Sense Motive equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.

Good Saves: Reflex and Will.

Iron Will: The phantom gains Iron Will as a bonus feat. Furthermore, when the phantom is within its master’s consciousness, it grants the benefits of Iron Will to its master if its master doesn’t have that feat.

Dutiful Strike (Su): When a creature makes an attack against the phantom’s master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master. Dutiful strike lasts for 1 minute, until another creature attacks the phantom’s spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.