Good afternoon all,
I'm about to start book 6 of Carrion crown and have 22k gp to spend but I'm not sure what to buy. As you can see from my stat block below, I'm not a very rich dude and I know I am little low for book 6 but there are 6 of us in the party and the GM has been very conservative with drops, etc...
I figure upgrading my daggers would be my best bet but wondering what other opinions are out there.
Walter Slovotsky
Male human slayer 11 (Pathfinder RPG Advanced Class Guide 53)
CN Medium humanoid (human)
Hero Points 3
Init +4; Senses Perception +18
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Defense
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AC 25, touch 17, flat-footed 20 (+6 armor, +2 deflection, +4 Dex, +1 dodge, +1 natural, +1 shield)
hp 102 (11d10+38)
Fort +11, Ref +13, Will +7
Defensive Abilities evasion, trap sense +3
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Offense
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Speed 30 ft.
Melee +1 light flail +19/+14/+9 (1d8+8) or
+1 silver dagger +17/+12 (1d4+7/19-20) or
+2 dagger +18/+13/+8 (1d4+9/19-20) or
mwk sap +19/+14/+9 (1d6+7 nonlethal) or
silver spiked gauntlet +18/+13/+8 (1d4+6)
Ranged +1 composite longbow +19/+14/+9 (1d8+7/×3)
Special Attacks sneak attack +3d6 plus 3 bleed, studied target +3 (3rd, swift action)
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Statistics
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Str 18, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +11; CMB +18; CMD 32
Feats Blind-fight, Dodge, Double Slice, Extra Slayer Talent[ACG], Improved Two-weapon Fighting, Outflank[APG], Precise Strike[APG], Toughness, Two-weapon Defense, Two-weapon Fighting
Traits armor expert, indomitable faith
Skills Acrobatics +21, Bluff +6, Climb +8, Craft (traps) +4, Disable Device +24, Disguise +17, Escape Artist +5, Heal +5, Intimidate +6, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (local) +7, Perception +18, Ride +8, Sense Motive +16, Sleight of Hand +5, Stealth +26, Survival +13, Swim +12
Languages Common
SQ combat style (two-weapon combat), hero points, slayer talents (bleeding attack +3, combat trick, evasion[UC], ranger combat style[ACG], ranger combat style[ACG], trap spotter, trapfinding[ACG]), stalker, swift tracker, track +5, trapfinding +5
Combat Gear potion of cure moderate wounds (2), silver arrows (40), alchemist's kindness[APG] (2), antiplague[APG], antitoxin, bloodblock[APG], foaming powder[UE] (2), ghast retch flask[UE], holy water (2), marker dye[UE], shard gel[UE] (2), smokestick, soul stimulant[UE], tracking powder[ACG], vermin repellent[UE] (4), vomit capsule[ACG]; Other Gear shadow mistmail +2, +1 composite longbow (+3 Str), +1 light flail, +1 silver dagger, +2 dagger, arrows (20), mwk sap, silver spiked gauntlet, amulet of natural armor +1, belt of incredible dexterity +4, boots of elvenkind, cloak of resistance +2, handy haversack, hat of disguise, ring of feather falling, ring of protection +2, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, grappling hook, masterwork thieves' tools, mess kit[UE], spider's silk rope (50 ft.)[APG], spring loaded wrist sheats (daggers) (worth 5 gp, 1 lb), torch (10), trail rations (5), waterskin, wooden stake (4 lb), 43 pp, 22,509 gp, 14 sp
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Special Abilities
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Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.