Akron Erix

Kiddir's page

115 posts. Organized Play character for Mystery Cult.


Race

M Half-Orc | Rage 6/6 | HP 19/19 | Init +4/+6 | DV 90' | Perc +5 | Stealth +9/+11 (& +2 in dim light or darkness) |

Classes/Levels

AC 18/20 T 14/16 FF 14 | F +4 R +6/+8 W 0 | CMD 15/17

About Kiddir

"They say, hope begins in the dark...
But most just flail around in the blackness searching for their destiny...
The darkness, for me, is where I shine."
(с)
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Unchained Rogue (Skulking Slayer & Scout) I x Kyton Urban Bloodrager I
Male Half-Orc | Art | N Medium Humanoid (human, orc)
Init +4/+6; Perception +5; Darkvision 90'
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Str 14 (+2) | Deх 18 (+4) | Con 14 (+2) | Int 10 | Wis 10 | Cha 10
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor +4 dex/+6)
hp 19 (1d8+1d10+4 con +1 class)
Fort +4, Ref +6/+8, Will 0
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Offense
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Speed 40 ft.
Base Atk +1; CMB +3; CMD 17/+19
Ranged
Masterwork Composite Longbow +6/+8 (1d8+2; 20/×3; P; 110 ft.)
Melee
Masterwork Cold Iron Spiked Chain +6/+8 (2d4+3; 20/×2; P)
Mug +5/+7 (1d4+2; 20/×2; B)
Special
Rage (free; 6 rounds/day), Sneak Attack 1d6, Blind-Fight, Painful Strike
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Skills:

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Stealth +9/+11 (+2 rank +3 skill +4 dex +2 in low-light or darkness)

Perception +5 (+2 rank +3 class)

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Intimidate +5/+7 (+2 rank +3 class +2 in low-light or darkness)

Bluff +5 (+2 rank +3 class +3 to feint)

Sense Motive +5 (+2 rank +3 class)

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Acrobatics, Escape Artist +8 (+1x2 rank +3 class +4 dex)

Climb, Swim +6 (+1x2 rank +3 class +2 str)

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Feats:

Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

Special Qualities:

Pass for Human (Ex): At 1st level, when trying to conceal her half-orc heritage, a skulking slayer gains a bonus on Disguise checks equal to half her level. When using disguise to appear as a specific individual, skulking stalkers ignore the normal –2 penalty to appear as another race.

Underhanded Maneuvers (Ex): At 1st level, when she could normally make a sneak attack, a slayer may instead make a dirty trick or steal combat maneuver with a bonus on her roll. This bonus is equal to her number of sneak attack dice for a dirty trick combat maneuver, or 1-1/2 × her number of sneak attack dice for a steal combat maneuver. This ability replaces trapfinding.

Painful Strike (Su): At 1st level, when you confirm a critical hit, the target is sickened for 1 round. During this time, the creature must succeed at a concentration check (DC = 15 + the spell’s level) in order to cast a spell.

Traits:

Traits: Dirty Fighter (race; +3 to fient), Humble Beginnings (region; mug as a weapon)
Languges: Common, Orc

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.
Voice in the Darkness: Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Half-orcs can take this trait in place of intimidating.
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

Equipment:

Mug - Free
Club - Free

Masterwork Cold Iron Spiked Chain - 350 gp
Masterwork Composite Longbow (+2) - 600 gp
Arrows, common (40) - 2 gp

Mithral Chainmail - 1100 gp

Pathfinder’s Kit - 12 gp

Alchemist's fire (2/2) - 40 gp

Spend

-

Coin

69 gp 7 PP

Advancement:

Favorite class: Unchained Rogue - Skulking Slayer & Scout (+1 HP)

# 198870-8

0 - 150 gp
1 - 501 gp / 2PP / 1 XP (Trial by Machine)
2 - 519 gp / 2PP / 1 XP (The Veterans Vault)
3 - 479 gp / 1PP / 1 XP (Master of the Fallen Fortress)
4 - 524 gp /2РР / 1 XP (To Seal the Shadow)

Total: 2137 / 5PP / 3 XP

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"...In the end, everybody bleeds the same." (с)