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About Broker--------------------
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Character Crunch:
-------------------- Male Half Orc Slayer (Cleaner) 3 / Ranger (Warden) Neutral Good Medium Humanoid Init +8; Senses Darkvision 60 ft; Perception +15 --------------------
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Weapon Focus (Longsword) (Level 3 Feat)
Weapon Versatility (Level 5 Feat)
Endurance (Ranger bonus Feat)
You may sleep in light or medium armor without becoming fatigued. Deceitful (Slayer Bonus Feat)
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Amazingly Ugly (Racial)
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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, 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.
Slayer Talents:
See the Slayer Talents section for a full list of Talents from all sources. Sneak Attack:
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:
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.
Track (Ex):
Wild Empathy (Ex):
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.
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.
Endurance:
Favored Terrain (Ex):
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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Spells Known (2) 2/2 Level 1 DC -- --------------------
Favored Terrain (Ex): Underground
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Boots of Elvenkind
Hat of Disguise
Eyes of the Eagle
Sleeves of Many Garments
Wealth 1279.5 GP, 0 SP, 0 CP --------------------
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. --------------------
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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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:
-------------------- 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. |