Cassius Creed
Male Human Slayer 5 (Pathfinder ACG)
CG Medium Humanoid (Human)
Init +5
Senses Perception +8
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Defense
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AC: 19, touch 14, flat-footed 15
HP: 58
Saves: Fort +8, Ref +8, Will +4
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Offense
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Speed 30 ft.
Melee
. . +1 Kukri +10 (1d4+4/18-20)
or
. . +1 Kukri +10 (1d4+4/18-20)
or
. . Full attack +8/+8 (1d4+4/18-20) and (1d4+4/18-20)
Ranged
. . Mwk. Composite Longbow +9 (1d8+3/x3, 110ft)
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Statistics
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Str 16, Dex 16, Con 16, Int 14, Wis 10, Cha 8
Base Atk +5; CMB +8; CMD 21
Feats: Weapon Focus (Light Blades), Dodge, Iron Will, Two Weapon Fighting (Talent), Double Slice
Skills:
*Acrobatics +10 (5 ranks + 3 class +3 Dex)
*Climb +10 (5 ranks + 3 class + 3 Str)
*Disable Device +10 (5 ranks + 3 class + 3 Dex)
Intimidate +7 (5 ranks + 3 class – 1 Cha)
Knowledge (Local) +10 (5 ranks + 3 class +2 Int)
Perception +8 (5 ranks + 3 class)
Sense Motive +8 (5 ranks + 3 class)
*Stealth +10 (5 ranks +3 Class +3 Dex)
Survival +8 (5 ranks + 3 class)
*Sleight of Hand +10 (5 ranks background +3 Class + 3 Dex)
Knowledge (Geography) +10 (5 ranks background + 3 Class +2 Int)
*ACP Applies (-1)
Languages: Common, Dwarven, Halfling
Gear: +1 Kukri, +1 Kukri, Mwk. Composite Longbow (+3), +1 Armoured Coat, Bag of Holding (Type 1), Cloak of Resistance +1, Quickcatch Manacles, Thieves’ ring, Thieves’ tools (concealable), Troll slayer’s kit (1 vial of alchemist’s fire, 1 flask of acid, 10 torches, one tindertwig, and 5 flasks of oil), Ranger’s kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and 2 waterskins.), Ioun torch, 5x Potion of Cure Light Wounds), 5 x Daggers, Medium tent, coffee pound, 1lb coffee climbers kit, 1 x potion of Endure Elements, 2gp, 9sp, 8cp
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Traits
Mercenary: You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.
Reactionary: You gain a +2 trait bonus on initiative checks.
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Special Abilities
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: 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 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.
Slayer Talent: 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.
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.
Slayer Talent: Ranger Combat Style. Two weapon fighting feat.
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