AC 24, touch 15, flat-footed 21 (+2 Dex, +4 mage armor, +4 shield, +1 Dodge, +1 size, +1 def, +1 nat)
hp 38/38 (5d10+15-20), 10, 6, 9, 8, 10
Fort +7 (Base+4, Con +3, Race +1, Magic item +2, Sacred Tattoo +1, -4 drain)
Ref +10 (Base+4, Dex +2, Race +1, Magic +2, Sacred Tattoo +1)
Will +10 (Base+4, Wis +2, Race +1, Magic +2, Sacred Tattoo +1) +2 vs fear
amulet: Crystal of glancing blows, +5 on CMD for grapples.
ring: Clasp of Acid Protection, resist cold 5, 30/day
OFFENSE
Base Atk +5; CMB +9; CMD 21
Speed 20 ft.
[dice=MC greatsword]1d20+14[/dice]
[dice=damage]1d10+12[/dice]
Least crystal of true death +1d6 to undead
Sonic crystal +1
a lesser crystal of fire +1d6
Bloodline Arcana: Whenever you have an ioun stone orbiting you or implanted, you bond with that stone. You may telekinetically recall one bonded stone within 20 feet per sorcerer level, causing it to orbit your head as a swift action. You may use ioun stones as thrown weapons that function as darts and deal bludgeoning damage, and you are considered proficient with them. The stones count as magic for the purpose of overcoming damage reduction. You lose your bond with any stone out of your possession after 24 hours.
Bloodline Powers: Your heritage links you to the ancient magic embodied in the ioun stones.
Disruptive Strike (Sp)
At 1st level, you can make a melee touch attack as a standard action that inflicts 1d3 points of force damage + 1 for every two sorcerer levels you possess. In addition, the target adds the damage dealt to the DC of any concentration checks he or she makes for one round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Empowered Stones (Su)
At 3rd level, you may imbue bonded ioun stones with spells or abilities with a range of touch, causing the effect to discharge if you make a successful ranged touch attack with the stone.
Shattering Strike (Ex)
At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
This ability replaces Bravery.
Overhand Chop (Ex)
At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
This ability replaces Armor Training 1.
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Slayer
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 (Ex)
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Slayer Talent: Ranger Combat Style: Archery: Bolded are selected.
Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.
At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
Sneak Attack +1d6
GEAR
Spell component pouch
Backpack
belt pouch
Cloak of resist +2
ring of protection +1,
amulet of natural armor +1,
sonic weapon crystal augment
death weapon crystal augment
Greatsword +1
Equipment:
Backpack 2 GP
Bedroll 1 Sp
10 Torches 1 sp
Flint and Steel 1 GP
Waterskin 1 GP
Trail Rations (10 days) 7 GP
The Band of Love (1/day Cure Light wounds)
Other Gear darkleaf cloth studded leather, darkwood composite longbow (+3 Str), grappling hook, masterwork backpack[APG], signal whistle, silk rope (50 ft.), silver holy symbol of Erastil, small tent, string or twine[APG], waterskin (2), weapon cord[APG], whetstone, mongoose, 64 gp, 7 cp
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Contract Specials:
These abilities can be done once per battle.
Increased Strength: Doubles strength modifier for rounds equal to 3+level+constitution modifier. 5 rounds.
Increased Speed: Can make another move action in a round.
Immortal: Regeneration 1 activates on hit points dropping below 10 hp. Cold damage cannot be regenerated. It lasts for 3+level+Con modifier. Rounds