Valeros

Dreyyn's page

535 posts. Alias of Tenro.


Race

HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4

Classes/Levels

Slayer 6 / Mythic Champion Tier 2

Gender

current map

Special Abilities

Mythic Power 5/7; Aerial Assault; Yellow Spell Points 5/6

Strength 18
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 10
Charisma 10

About Dreyyn


    HP: 60 (6d10)
    AC: 21 =10 + 2 DEX + 6 ARMOR + 1 DODGE + 1 LUCK + 1 DEFL +4 vs AoOs
    Init: +4
    Resist: Hard To Kill, Jingasa (Crit negate)
    Immune:

    SAVES
    F: +8 =|5 +2 CON| +1 RESIST
    R: +8 =|5 +2 DEX| +1 RESIST
    W: +3 =|2 +0 WIS| +1 RESIST

    COMBAT
    +1/+1 Two-Bladed Sword (Legendary)
    +11 Melee 1d8+6+3, crit 19-20/x2
    TWF: +9/+9/+4 Melee, 1d8+6+3/1d8+2+3/1d8+2+3, crit 19-20/x2

    Conditional Attack/Damage Modifiers:
    Sneak Attack +2d6 (+ bleeding attack)
    Studied Target +3
    Canny Tumble +2
    Combat Expertise

    Sudden Attack
    Aerial Assault

    BAB: +6
    CMB: +8 (BAB 6 + STR + Size)
    CMD: 24 (10 + BAB 6 + STR 4 + DEX 2 + Size + Defl/Dodge 2)

    Racial Abilities:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

  • Favored Class: +6 Skill Pt
  • Class 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 (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 and damage rolls, as well as the bonus to slayer ability 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.

    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.
    - Ranger Combat Style: Two-weapon Fighting
    - Bleeding Attack
    - Ranger Combat Style: Improved Two-weapon Fighting

    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.

    Mythic Abilities:

    Tier 1 Mythic Champion

    Base Mythic Abilities

  • Mythic Feat Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
    You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

  • Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

  • Mythic Power (7/day) (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

  • Surge 1d6 (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

  • Ability Score (STR): Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.

  • Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

    Mythic Attacks

  • Champion's Strike (Sudden Attack): Select one of the following abilities. Once chosen, it can't be changed.
  • Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

    Mythic Path Abilities

  • Mythic Ability 1: Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
    -Abilities: Upgradeable
  • Mythic Ability 2: Aerial Assault

  • Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

    Mythic Feats

  • Mythic Feat 1: Extra Path Ability

  • Feats and Traits:

  • Combat Expertise
  • Two Weapon Fighting [Combat] (bonus from Slayer Talent)
  • Exotic Weapon Proficiency (Two-Bladed Sword)
  • Dodge
  • Mobility
  • Canny Tumble: When you use Acrobatics to move through an opponent’s threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent, as long as you make that attack before the start of your next turn.
  • Improved Two-Weapon Fighting (bonus from Slayer Talent)
  • Precision: You may study a target as swift action, in addition, the bonus granted by study is increased to +3 for one of attack rolls, damage rolls, skill checks or to slayer DCs made at the time the power is used. Special: If you have both Stalker and Precision you may study as a free action once per turn.

  • Prince
  • Vigilant Battler
  • Skills:
    6+1+INT (3) +6 FC
    Acrobatics (Dex) +24 =6+3 +2 DEX +12 Racial
    Bluff (Cha) +9 =6+3 +0 CHA
    Climb (Str) +12 =6+3 +3 STR
    Craft (Int) +0 = +0 INT
    Disguise (Cha) +10 =6+3 +0 CHA +1 Trait
    Heal (Wis) +9 =6+3 +0 WIS
    Intimidate (Cha) +10 =6+3 +0 CHA +1 Trait
    Know Dungeon (Int) +7 =1+3 +3 INT
    Know Geography (Int) +8 =2+3 +3 INT
    Perception (Wis) +9 =6+3 +0 WIS
    Ride (Dex) +6 =1+3 +2 DEX
    Sense Motive (Wis) +10 =6+3 +0 WIS +1 Trait (double to oppose feint)
    Stealth (Dex) +11 =6+3 +2 DEX
    Survival (Wis) +9* =6+3 +0 WIS *+3 to track
    Swim (Str) +10 =4+3 +3 STR

    Equipment:

    Armor: +1 Agile Breastplate
    Belt: Belt of STR +2
    Body:
    Chest:
    Eyes:
    Feet:
    L+R Hand:
    Head: Jingasa of the Fortunate Soldier
    Headband:
    Neck:
    Ring 1: Ring of Prot +1
    Ring 2:
    Shield:
    Shoulders: Cloak of Resistance +1
    Wrists:
    Slotless:

    Carried
    41 gp carried

    +1/+1 Two-Bladed Sword
    +1 Agile Breastplate (+6 AC, MD +5, ACP -0 (Acrobatics/Climb) -3 (Other)
    Fighter's Kit

    sap


Yellow Magic:

Glide: You move your move speed in a straight line ignoring all difficult terrain during this movement. If you spend a spell point you move do this as a swift action and gain +2 to either your attack or AC for one round.

Protection of Sand: Summon a floating shield from a pile of sand that takes up at least 5ft square within close range. This shield grants a shield bonus equal to ½ your level for a number of rounds equal to your level. You do not need to be proficient with shields nor are you wielding it. If you spend a spell point you do not require sand to summon the shield and any you may disperse the shield early as an immediate action to double the bonus it grants to your AC until the end of the round.

Breath of Patience: Any colour spell you know that has to determine by a random roll its duration now is always maximized. If the duration is maximized already due to the expenditure of a spell point you gain a temporary spell point that you may use in this combat. The temporary spell point may only be triggered once per combat.

Blast of Sand: You project a blast of sand in a 40ft cone in front of you. The sand attaches to any target within the cone, if a creature passes a reflex save they are unaffected. While the sand is attached the creatures may not benefit from concealment or cover. Each turn they take your level in damage, this lasts 1d6 rounds. If you spend a spell point at casting this lasts for 6 rounds. In addition you and allies may flank the creatures when any ally is adjacent to them (even with ranged attacks).