![]()
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
COMBAT
Conditional Attack/Damage Modifiers:
Sudden Attack
BAB: +6
Racial Abilities:
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.
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.
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.
Mythic Abilities:
Tier 1 Mythic Champion Base Mythic Abilities
Feats and Traits:
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
+1/+1 Two-Bladed Sword
sap Fluff:
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). |