Jameson Addercop IV's page

717 posts. Alias of Balodek.

Full Name

Jameson "Adder" Addercop IV




Slayer (Vanguard)/12 | AC 21 T 13 F 19 | HP 112 | F +12* R +12 W +8* | Init +10 | Perc +21*










Common, Draconic, Orc, Goblin

Strength 18
Dexterity 14
Constitution 15
Intelligence 14
Wisdom 10
Charisma 10

About Jameson Addercop IV


AC 21, touch 13, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +1 natural)
hp 112 (12d10+36)
Fort +12, Ref +12, Will +8; +1 Luck bonus vs. traps
Defensive Abilities evasion, orc ferocity, trap sense +4
Speed 30 ft., swim 30 ft.
Melee +2 sawback sword falchion +19/+14/+9 (2d4+9/18-20) or
. . silver dagger +17/+12/+7 (1d4+4/19-20) or
. . wooden stake +17/+12/+7 (1d4+5)
Ranged sling +14 (1d4+5)
Special Attacks sneak attack +4d6, studied target +3 (3rd, swift action)


Acrobatics +16
Bluff +8
Disable Device +24 (+29 to disarm traps)
Intimidate +6
Knowledge (dungeoneering) +17
Knowledge (local) +17
Perception +21
Sense Motive +8
Stealth +16
Survival +15


Combat Gear potion of cure light wounds (5), potion of lesser restoration, potion of protection from evil, potion of water breathing, wand of cure light wounds, alchemist's fire (3), bachelor snuff, holy water (2), tanglefoot bag
Other Gear +1 mithral breastplate, +2 sawback sword falchion, silver dagger, sling, sling bullets (30), wooden stake[APG], amulet of natural armor +1, bag of holding ii, cloak of resistance +2, ring of protection +1, ring of sustenance, trapspringer's gloves[UE], bedroll, blanket[APG], chalk, crowbar, flint and steel, hammer, hammock[UE], masterwork thieves' tools, necklace of garlic bulbs (2 lb), shovel, silk rope (50 ft.), small tent, soap, sunrod, wooden holy symbol of Pharasma, 258 gp, 9 sp, 8 cp

Special Abilities:

Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Swim (30 feet) You have a Swim speed.

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Ever Ready (Ex) Never unaware and can always act in the surprise round.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Tactician (1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Tactician Use (Ex) Gain extra use of Tactician ability.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Vanguard’s Bond (2 rounds) (Ex) As a move action, grant half of studied target bonus vs. 1 foe to allies in 30 ft.

Feats Furious Focus[APG], Iron Will, Lunge, Power Attack, Precise Strike[APG], Skill Focus (Perception)
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Teamwork Feat
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.

Reactionary (+2 trait bonus to initiative)
Subject of Study Undead +1 damage rolls


HP 112/112
AC21 T13 FF19
CMD 30
Fort +12, Ref +12, Will +8; +1 Luck bonus vs. traps, +4 Ref vs traps
SA: sneak attack +4d6, studied target +3 (3rd, swift action), trap spotter
Orc Ferocity: 1/1
Tactician: 2/2