Male Ratfolk Vanguard (Slayer) 2
XP 3840
NG S humanoid (ratfolk)
Init +4; Senses Darkvision 60; Perception +6
Defense
AC 16; Touch 14; Flat-Footed 13; (+2 armor, +3 dex, +1 size)
HP 18 (2d10+2)
Fort +3; Ref +6; Will +0
Offense
Speed 20 ft
Space 5ft; Reach 5ft
Melee 2 Shortswords +6 (1d4-1/19-20x2), Tailblade +1 (1d2-1/20x2)
Ranged MWK Light Crossbow +7 (1d6/19-20x2)
Statistics
Str 8, Dex 17, Con 10, Int 16, Wis 10, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats Weapon Finesse, Precise Strike
Traits Nimble Fingers Keen Mind, Ratfolk Avenger
Skills Acrobatics r1 +7, Bluff r1 +5, Climb r1 +3, Craft (Alchemy) br4 +13, Disable Device r1 +8, Intimidate r2 +6, Kno (Dungeoneering) r2 +8, Kno (Geography) r1 +7, Kno (Local) r1 +7, Perception r2 +7, Sense Motive r1 +4, Stealth r2 +12, Survival r2 +5, Swim r1 +3
Languages Common, Undercommon, Dwarven, Aklo
Combat Gear Leather armor, 14 crossbow bolts, 5 acid-filled bolts, bayonet, 2 CLW potions
Other Gear Portable alchemist’s lab, a backpack, a bedroll, a belt pouch, and a waterskin, 1202 gp
Special Abilities
Cornered Fury - Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
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.
Lookout - At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks.
This ability replaces track.
Tactician - At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability.
This ability replaces the slayer talent gained at 2nd level.