Life Stealer

Johan Vetland's page

61 posts. Alias of RamzaBeoulve.


Classes/Levels

Male Human Slayer 4 | HP 32/36 | AC 21, Touch 12, Flat-Footed 19 | CMD 20 | Fort +7, Ref +7, Will +6 | Perception +9 (+11 vs traps), Sense Motive +9 | Initiative +2

About Johan Vetland

Johan Vetland
Class: Slayer 4
Favored Class: Slayer (+1 Skill Point)
Race: Human (Ulfen)
Deity: Erastil
Alignment: Neutral Good
Age: 25
Height: 6’1”
Weight: 210lbs

Appearance:

What would be classic, almost stereotypical Ulfen facial features are spoiled somewhat by Johan’s naturally stark-white hair and preference of keeping his beard trimmed close. Standing a hair over six feet, Johan is powerfully built and near-peak physical form - he’s a bit leaner than usual after a couple months on the run.

Clad in practical traveling gear and a fine enchanted breastplate, with a battleaxe and longbow strapped to his back and a striking -mithral!- heavy shield on his left arm, there is little doubt he is a man who knows how to handle himself.

Despite this fearsome appearance, when at-ease Johan is a bit of a teddy bear; his powerful physical form reading more protective than threatening.

Background:

Johan Vetland had a clear, direct path his whole life. Born to an Ulfen family with a long tradition in Taldor’s Ulfen guard and gifted with great height, a powerful frame, and natural athleticism there was little doubt he’d take up the family tradition.

After distinguishing himself in training, he was moved to an elite “problem solving” unit - often tasked with seeing to the Taldan crown’s interests in a more direct manner than one might presume for an organization referred to as a “Guard”. He served with excellence for five years, and was regarded as an exemplary soldier by his superiors and as a steadfast friend and comrade-in-arms by his squadmates.

But there’s always a fateful day, isn’t there dear reader? While on assignment with a small number of other Guardsmen in his unit, things went south: bad intelligence led straight to a trap, one fully intended to embarrass the Crown with a devastating failure of a clandestine operation. Johan unexpectedly survived, and he’d scarce recovered from his wounds before Stavian III’s court -in desperate need to save face- pinned the disaster on him with trumped-up charges of treason.

Johan wasn’t locked up for long though. Many of his fellow Guardsmen outright refused to believe what he’d been accused of, and most of the rest believed there must have at least been some misunderstanding.

Sprung from the dungeons in the night by his loyal brothers and sisters in the Guard, Johan began his life on the run. Hiding out in the various ruins that litter Taldor, he slowly made his way towards the Andoran border. Yet he was not destined to reach his goal...

Personality:

Under normal circumstances, Johan has an easy time being everyone’s best friend. Fiercely loyal, unafraid to let his hair down when appropriate, and possessing a rich, comforting laugh he’s the first person everyone invites out to the tavern.

Lately however, he’s been living in the wilderness, on the run from the nation he once served with distinction, and attempting to come to grips with a radically new status quo. As a result, he might be a bit slower to trust than usual.

Stats:

Str. 18 (+4)
Dex. 14 (+2)
Con. 14 (+2)
Int. 10 (+0)
Wis. 14 (+2)
Cha. 8 (-1)

Offense:

BAB: +4
CMB: +8
Initiative: +2 (+2 Dex)
Movement: 30’ (20’ in armor)

[Attuned +1] Battleaxe +9, 1d8+5, crit 20(x3), slashing, magic

Masterwork Mithral Spiked Heavy Shield +9, 1d6+3, crit 20(x2), piercing (off-hand)

Composite Longbow (+1 Str) +6, 1d8+1, crit 20(x3), piercing, 110’

Defense:

HP: 36
AC: 21 (Touch 12, Flat-Footed 19 [+2 Dex, +7 Armor, +2 Shield])
CMD: 18
Fort. +7 (+4 Class, +2 Con, +1 Resistance)
Ref. +7 (+4 Class, +2 Dex, +1 Resistance)
Will. +6 (+1 Class, +2 Wis, +2 Iron Will, +1 Resistance)

Amror:

[Attuned +1] Masterwork Bolstering Breastplate, +7 AC, Max Dex +5, Armor Check Penalty -3, 25% Arcane Spell Failure,

Bolstering:
Anytime the wearer of bolstering armor damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature’s abilities until the start of his next turn.Anytime the wearer of bolstering armor damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature’s abilities until the start of his next turn.

Mithral Masterwork Spiked Heavy Shield, +2 AC, Armor Check Penalty 0, 5% Arcane Spell Failure

Feats:

Improved Shield Bash:
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Iron Will:
You get a +2 bonus on all Will saving throws.

Two-Weapon Fighting:
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Accomplished Sneak Attacker:
Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Skills:

(4)Disable Device +11 (+8 in armor)
(4)Knowledge (Dungeoneering) +7
(4)Knowledge (Local) +7
(4)Perception +9 (+11 vs traps)
(4)Sense Motive +9
(4)Stealth +9 (+6 in armor)
(4)Survival +10 (+12 when tracking)
(4)Swim +11 (+8 in armor)

Armor Check Penalty: -3

Traits:

Shield Bearer:
You have survived many battles thanks to your skill with your shield. When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.

Militia Veteran (Survival):
Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Class Abilities:

Proficiency:
A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target +1:
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).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.

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

Slayer Talents:
As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

2nd Level- Ranger Combat Style (Weapon & Shield): Two-Weapon Fighting

4th Level- Trapfinding: +½ level on Disable Device checks and on Perception checks to detect traps. Can disarm magical traps.

Sneak Attack +2d6:
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. With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Racial Abilities:

Bonus Skill Point:
Humans gain a single extra skill point at each level.

Bonus Feat:
Bonus Feat at first level. Must meet prerequisites.

Memorized Spells:

Cannot cast spells.

Languages:

Common, Ulfen

Gear:

Battleaxe, Mithral Masterwork Spiked Large Shield, Masterwork Bolstering Breastplate, Composite Longbow (+1 Str), 20 arrows, Masterwork Backpack, Dungeoneering Kit (candle x2, chalk, hammer, pitons x4, 50 feet of hemp rope, hooded lantern, flask of oil x5, sack x2, torch x2, tindertwig x4, Explorer’s Outfit

Weight Carried: 86.5lbs (Light Load)

Light: 116lbs
Medium: 117-233lbs
Heavy: 234-350lbs

Platinum:
Gold: 40
Silver:
Copper: