Ice Sculptor

Greven Morius's page

6 posts. Alias of Chingo Chaplo.


Full Name

Greven Morius

Race

Human

Classes/Levels

Slayer 3 || HP 25/25 | AC 18 | T 12 | FF 16 | Fort +3 | Ref +5 | Will +4 | Init +3 | Per +9 | CMB +5 | CMD 17

Gender

Male

Size

Medium

Age

52

Alignment

Neutral Good

Languages

Common, Dwarven

Occupation

Private Investigator, Monster Slayer, Adventurer for Hire

Strength 14
Dexterity 14
Constitution 10
Intelligence 13
Wisdom 12
Charisma 12

About Greven Morius

Greven Morius:
Greven Morius is a grizzled 52-year old, cigar-smoking monster slayer, who in his older years has turned to private investigation in Magnimar and the odd adventuring job here and there, when anyone is willing to hire a swordsman past his prime. He likes to drink and gamble, and is often in shortage of money and looking for work.

Race: Human
Class: Slayer
Level: 3
Alignment: Neutral Good
Deity: N/A
Favored Class: Slayer (+1 skill)

Stats:

Attributes:
15-point buy: 13 (3 points), 15 (7 points), 11 (1 point), 11 (1 point), 12 (2 points), 11 (1 point)
STR 14 (Base 13, +2 racial, -1 Middle Age)
DEX 14 (Base 15, -1 Middle Age)[/b]
CON 10 (Base 11, -1 Middle Age)[/b]
INT 13 (Base 12, +1 Middle Age)[/b]
WIS 12 (Base 11, +1 Middle Age)[/b]
CHA 12 (Base 11, +1 Middle Age)[/b]

hp: 25 (10 lvl 1 +6 lvl 2 +6 lvl 3 +3 Toughness)
Fort: +3 Ref: +5 Will: +4 (+2 from Iron Will)
Size: Medium Base Speed: 30 feet.


Traits:

Traits:
Tactician(Combat): You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Trustworthy (Social): People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Feats and Class Features:

Feats:
Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Exotic Weapon Proficiency [Repeating Crossbow] (Slayer Talent): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. Prerequisite: Base attack bonus +1. Benefit: You make attack rolls with the weapon normally.
Iron Will: You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws.
Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Class Features:
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).
Track: A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
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.


Combat Stats:

hp: 25 Init: +3 AC: 18 [Chainmail +6, Dex +2] (Flat-Footed 16, Touch 12)
BAB +3
Melee Attack: +6 Masterwork Greatsword 2d6+3 (19-20/x2)
Ranged Attack: +5 Heavy Repeating Crossbow 1d10 (19–20/×2, 120 ft.)
CMB +5 CMD 17

Skills:

Skills: (9 x 3 = 27 ranks)

Acrobatics 1 +3 (Class Skill) +2 (Dex) = +6
Bluff 3 +3 (Class Skill) +1 (Cha) +1 (Trustworthy) = +8
Climb 1 +3 (Class Skill) +2 (Str) = +6
Diplomacy 3 +3 (Class Skill) +1 (Cha) +1 (Trustworthy) = +8
Disguise 1 +3 (Class Skill) +1 (Cha) = +5
Heal 1 +3 (Class Skill) +1 (Wis) = +5
Intimidate 1 +3 (Class Skill) +1 (Cha) = +5
Knowledge (geography) 1 +3 (Class Skill) +1 (Int) = +5
Knowledge (local) 1 +3 (Class Skill) +1 (Int) = +5
Perception 3 +3 (Class Skill) +1 (Wis) +2 (Alertness) = +9
Profession (gambler) 2 +3 (Class Skill) +1 (Wis) = +6
Ride 1 +3 (Class Skill) +2 (Dex) = +6
Sense Motive 3 +3 (Class Skill) +1 (Wis) +2 (Alertness) = +9
Stealth 3 +3 (Class Skill) +2 (Dex) = +8
Survival 1 +3 (Class Skill) +1 (Wis) = +5
Swim 1 +3 (Class Skill) +2 (Str) = +6

(ACP -4)


Equipment:

Equipment (3000 gp): Explorer's Outfit (free), Masterwork Chainmail (300 gp), Hat of Disguise (1,800 gp), Masterwork Greatsword (350 gp), Heavy Repeating Crossbow (400 gp), Light Horse (75 gp), Backpack (2gp), Bedroll (1 sp), Waterskin (1gp), 10 cases of 5 bolts (5 gp), a case with 10 cigars (10 gp), Flint and Steel (1 gp) 2944 gp spent 55 gp 9 sp