Callinda Swan
Female Human Slayer (Cleaner) 6
N Medium Humanoid (human)
Init +5; Senses Perception +7
DEFENSE
AC 20, touch 14, flat-footed 16
(+6 armor/mithril breastplate, +2 dex, +1 dodge)
hp 46 (6d10+6)
Fort +7, Ref +9, Will +5[/i]
OFFENSE
Spd 20 ft.
Melee +1 Scimitar +11/+6 (1d6+5, 18-20/x2) sneak attack +2d6
Melee Power Attack +1 Scimitar +9/+4 (1d6+9, 18-20/x2)
Melee TWF +1 Scimitar +9/+4 (1d6+5, 18-20/x2), Mwk Kukri +9/+4 (1d4+2, 18-20/x2)
Melee Power Attack TWF +1 Scimitar +7/+2 (1d6+9, 18-20/x2), Mwk Kukri +7/+2 (1d4+4, 18-20/x2)
Ranged Composite (+4) Shortbow +9/+4 (1d6+4, x3), 20 arrows
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 16 (14), Con 12, Int 10, Wis 10, Cha 11
Base Atk +6/+1; CMB +10; CMD 22
Languages: Common, Infernal
Skills (36 Slayer +6 human +6 Campaign rule)
Trained:
* Acrobatics +10 4 ranks
* Bluff +11 6 ranks + 2 feat
* Climb +9 4 ranks
* Disable Device +12 4 ranks + 2 tools (+15 to disable traps)
* Disguise +10 3 ranks +2 feat +2 kit
* Knowledge (Dungeoneering) +4 (1 ranks)
* Knowledge (Geography) +4 (1 ranks)
* Knowledge (Local) +4 (1 ranks)
* Linguistics +1 (1 ranks)
* Perception +9 (6 ranks) (+12 to detect traps)
* Profession (Sailor) +5 (2 ranks)
* Sense Motive +6 (3 ranks)
* Stealth +10 (4 ranks)
* Survival +5 (2 ranks)
* Swim +9 2 ranks
GEAR
* +1 scimitar
* kukri, masterwork
* composite shortbow (+4 str bonus), 20 arrows
* mithril breastplate
* cloak of protection +1
* belt of dexterity +2
* rogue’s kit: a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
* thieves tools, masterwork
* disguise kit (10 uses)
* Smokestick
* Thunderstone
* alchemists fire (2)
* sunrod (2)
* potion of invisibility
* potion of darkvision
* potion of cure light wounds (2)
* potion of shield of faith
* 1071 gp
Feats
Arch: Deceitful 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.
H: Iron Will You get a +2 bonus on all Will saving throws.
1: Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
3: Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
5: Nimble Moves Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Slayer Talents
2: Ranger Style - 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.
4: Without a Trace At 4th level, a cleaner is able to study a location, conceal evidence, and hide in or extricate himself quickly from that location. Studying a location takes 1 minute for each 10-foot square. Once he has studied an area, the cleaner can attempt a Disguisecheck to alter evidence or a Stealth check to conceal evidence (by doing things such as cleaning up bloodstains, obscuring footprints, moving a dead body, and so on). Altering an area takes 1d3 x 10 minutes of work per 10-foot square. Anyone attempting to determine what actually happened in that area must succeed at an opposed Perception check against the result of the cleaner’s Disguise or Stealth check (cleaner’s choice) or accept the altered scene as truth. The cleaner gains a +4 bonus on this check, on Sleight of Hand checks to hide objects from that location on his person, and on Stealth checks to hide within or escape from that location. This lasts as long as the scene remains unaltered (except by the cleaner).
6: Ranger Style - 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.
FCB: Trapfinding The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.
Traits
* Andoren Freedom Fighter: You’ve dedicated your life to fighting against oppression, tyranny, and slavery. You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.
* 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. You gain a +2 trait bonus on initiative checks.
SPECIAL ABILITIES
Racial abilities:
* Base Speed: 30 feet
* Bonus Feat: Humans select one extra feat at 1st level.
* Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class abilities:
* Studied Target: 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 Survivalchecks 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 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: 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.
* Slayer Talent: 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.
* Favored Class Bonus (Human Slayer): Gain +1/6 of a new slayer talent. (6 levels applied)