Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)
Gender
M
Size
M
Age
30
Alignment
CN
Deity
Gorrum
Location
Coran
Languages
Common, Orc
Occupation
Taskmaster, Debt Collector, Mercenary
Strength
21
Dexterity
13
Constitution
14
Intelligence
8
Wisdom
12
Charisma
12
About Hezrog Occorum
Hezrog Occorum
Male Half Orc Slayer 7
CN Medium Humanoid (human, orc)
Init +1 (+3 in urban)
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Defense
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AC 28, touch 14, flat-footed 27 (+10 armor,+4 Shield, +1 Dex, +1 deflection, +2 luck)
HP 91 (7d10+21)
Fort +10, Ref +9, Will +6
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Offense
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Speed 30 ft. (20 in full plate)
Melee +1 Bashing Heavy Steel Shield +14/+9(2d6+7/x2) *Shield Slam AND Offhand +1 Bashing Heavy Steel Shield +14(2d6+4/x2)*Shield Slam
Melee Mwk whip +9 (1d2+5/x2) *nonlethal
Special Attacks Studied Target, Sneak Attack +2d6
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Statistics
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Str 21, Dex 13, Con 14, Int 8, Wis 12, Cha 12
Base Atk +7; CMB +12; CMD 26
Feats Armor Proficiency: Heavy, Power Attack, Improved Shield Bash, Shield Slam, Shield Mastery, Weapon Focus: Shield Bash, Shield Focus
Traits Fate's Favored, Shield Bearer
Skills Acrobatics+1, Bluff+11, Climb+4, Disguise+5, Heal+5, Knowledge Local+9, Perception+11, Sense Motive+7, Stealth-1, Survival+11, Swim+3
Skill Breakdown:
Total Points = (6-1)*7 = 35
Total check penalty = -6 (5 from mwk armor, 1 from mwk shield)
Acrobatics+1 = -6 ACP, +1 dex, +3 class skill +3 ranks
Bluff+11 = +1 cha +3 class skill, +2 half-orc racial (intimidate) +5 ranks
Climb+4 = -5 ACP, +5 str +3 class skill +1 rank (Does not use shield while climbing because hand is not free)
Disguise+5 = +1 cha +3 class skill +1 rank
Heal+5 = +1 wis +3 class skill +1 rank
Knowledge Local+9 = -1 int +3 class skill, +2 racial, +5 ranks
Perception+11 = +1 wis +3 class skill +7 ranks
Sense Motive+7 = +1 wis +3 class skill +3 ranks
Stealth-1 = -6 ACP, +1 dex, +3 class skill, +1 rank
Survival+11 = +1 wis +3 class skill + 7 ranks (plus 1/2 level when tracking)
Swim+3 = -6 ACP, +5 str +3 class skill +1 rank
Skills spent=3+5+1+1+1+5+7+3+1+7+1=35
Languages Common, Orc
Combat Gear 2x +1 Bashing Heavy Steel Shield, Full Plate +1, Jingasa of the Fortunate Soldier, Belt of Giant Strength +2, Cloak of Resistance +1, Ring of Protection+1, Mwk Whip
Other Gear: Pathfinder's Kit, 648.74 gp
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Special Abilities
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Racial: Darkvision, Intimidating, Sacred Tattoo, City-Raised
Studied Target 2: A slayer can study an opponent he can see as a move or swift action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. The slayer can only maintain these bonuses against two opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Track: A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Sneak Attack: +2d6 damage when flanking his target or his target is flat-footed.
Favored Terrain: Urban The slayer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A slayer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).