Taergan Flinn

Marnarius's page

329 posts. Alias of John Woodford.


Full Name

Marnarius

Race

Half-elf

Classes/Levels

Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Alignment

NG

Strength 20
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 8

About Marnarius

Current XP N/A
Male half-elf slayer 5
NG Medium humanoid (half-elf)
Init +4 Perception +14/+16 to find traps

DEFENSE
AC 17, touch 12, flat-footed 15 (+4 armor, +1 natural, +2 Dex)
hp 49 (5d10+10+5)
Current hp 49
Fort +6+1, Ref +6+1, Will +2+1

OFFENSE
Speed 30 ft.
Melee kukri +1 +11 (1d4+6/18-20/x2) or kukri +1 w/PA +9 (1d4+10/18-20/x2) or TWF kukri +1 +9 (1d4+6/18-20/x2) or TWF kukri +1 w/PA +7 (1d4+10/18-20/x2) or TWF offhand mw kukri +9 (1d4+2/18-20/x2) or TWF offhand mw kukri w/PA +7 (1d4+6/18-20/x2) or offhand shortsword +8 (1d6+2/19-20/x2) or offhand shortsword w/PA +6 (1d6+6/19-20/x2) or offhand light mace +8 (1d6+2/x2) or offhand light mace w/PA +6 (1d6+6/x2)
Ranged javelin +7 (1d6+5/x2), mw composite longbow +8 (1d8+3/x3)
Special Attacks Sneak attack +1d6, studied target +2 (2 targets)
Spells Known None

STATISTICS
Str 20, Dex 14, Con 14, Int 12, Wis 12, Cha 8
Base Atk +5; CMB +10; CMD 22

Feats
Power Attack (L1)
Skill Focus (Perception) (half-elf bonus)
Two-Weapon Fighting (L2 slayer bonus) You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. 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.
Endurance (L3) Harsh conditions or long exertions do not easily tire you. You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Extra Slayer Talent (L5) Trap Spotter (see below)

Skills
Acrobatics +10 (+5 ranks, +2 DEX, +3 class skill)
Disable Device +14 (+5 ranks, +2 DEX, +3 class skill, +2 mw tools, +2 trapfinding)
Knowledge (Local) +6 (+2 ranks, +1 INT, +3 class skill)
Knowledge (Dungeoneering) +7 (+3 ranks, +1 INT, +3 class skill)
Knowledge (Religion) +7 (+2 ranks, +1 INT, +3 class skill, +1 trait)
Perception +14/+16 to find traps (+5 ranks, +1 WIS, +3 class skill, +2 racial, +3 skill focus, +2 trapfinding)
Sense Motive +9 (+5 ranks, +1 WIS, +3 class skill)
Climb +10 (+2 ranks, +5 STR, +3 class skill)
Swim +9 (+1 ranks, +5 STR, +3 class skill)
Survival +9/+11 tracking (+5 ranks, +1 WIS, +3 class skill, +2 tracking)
Racial Modifiers none

Traits
Undead Crusader You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Elven Reflexes One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on initiative checks.

Languages Common (Taldane), Elvish, Osirian
SQ slayer talents (trapfinding, ranger combat style), stalker, track +2

Combat Gear mw chain shirt, kukri +1, mw cold iron kukri, shortsword, alchemical silver light mace, dagger, cold iron javelins (3), mw backpack, mw thieves' tools, mw composite longbow (+3 STR), 20 arrows, 20 cold iron arrows w/silver weapon blanch, wooden holy symbol, 50' silk rope, sunrods (3), antiplague, antitoxin, tindertwig (3), alchemist's fire (2), holy water (2) cloak of resistance +1, amulet of natural armor +1 0 pp, 2711 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Favored Class: Slayer +1 HP at L1-L5

Tracking: +(level/2) to Survival checks when following trails (+2)

Studied Target: A slayer can study an opponent he can see as a move 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. 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).

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.
Ranger Combat Style (L2) Two-weapon fighting

Trapfinding (L4): The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.

Trap Spotter (L5, from feat): Whenever a slayer with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Sneak Attack: 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.

Old Character:
Current XP N/A
Male human slayer 7
NE Medium humanoid (human)
Init +2 Perception +11

DEFENSE
AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +1 natural, +2 shield)
hp 67 (7d10+21)
Current hp 67
Fort +9, Ref +9, Will +7

OFFENSE
Speed 30 ft.
Melee longsword +1 +13/+8 (1d8+6/19-20/x2) or longsword +1 w/PA +11/+6 (1d8+10/18-20/x2)
Ranged mw comp longbow +10/+5 (1d8+5/x3)
Special Attacks Sneak attack +2d6, studied target +2 (2 targets)
Spells Known None

STATISTICS
Str 20, Dex 14, Con 14, Int 11, Wis 12, Cha 10
Base Atk +7/+2; CMB +12; CMD 24

Feats
Power Attack (L1)
Seething Hatred (human bonus)
Point-Blank Shot (L2 slayer bonus)
Iron Will (L3)
Quick Draw (L5)
Precise Shot (L7)

Skills
Acrobatics +10 (+5 ranks, +2 DEX, +3 class skill)
Disable Device +11 (+6 ranks, +2 DEX, +3 class skill)
Bluff +8 (+5 ranks, +3 class skill)
Knowledge (Dungeoneering) +5 (+2 ranks, +3 class skill)
Knowledge (Local) +5 (+2 ranks, +3 class skill)
Perception +11 (+7 ranks, +1 WIS, +3 class skill)
Sense Motive +11 (+7 ranks, +1 WIS, +3 class skill)
Survival +11/+14 tracking (+7 ranks, +1 WIS, +3 class skill, +3 tracking)
Stealth +12 (+7 ranks, +2 DEX, +3 class skill)
Racial Modifiers none

Traits
None

Languages Common (Taldane)
SQ slayer talents (poison use, ranger combat style, swift poison), stalker, track +3

Combat Gear antitoxin, deathblade poison (1), light wooden shield +1, longsword +1, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, mwk composite longbow, normal arrows (20), studded leather armor +2, mwk thieves' tools, 0 pp, 607 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Favored Class: Slayer +1 HP at L1-L7

Tracking: +(level/2) to Survival checks when following trails (+2)

Studied Target: A slayer can study an opponent he can see as a move 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 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.

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.
Ranger Combat Style (L2) Archery
Poison Use (L4): The slayer is trained in the use of poison, and cannot accidentally poison himself when applying poison to a weapon.
Swift Poison (L6):

Sneak Attack: 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.

[spoiler=Oddball Character]Male advanced catfolk gestalt oracle 7|slayer 8
CN Medium humanoid (catfolk)
Init +6 Perception +15, darkvision 60', scent

1st-level Spells (8/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
2nd-level Spells (7/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
3rd-level Spells (5/day) [ ] [ ] [ ] [ ] [ ]

DEFENSE
AC 22, touch 16, flat-footed 16 (+4 armor, +6 Dex, +2 natural)
hp 112 (8d10+4+4+4+4+4+4+4+4)
Current hp
Fort +9, Ref +11, Will +7

OFFENSE
Speed 30 ft.
Melee kukri +14/+9 (1d4+4/18-20/x2)), kukri PS +11/+6 (1d4+10/18-20/x2), kukri TWF +12/+7 & +10/+5 (1d4+4 & 1d4+2), kukri TWF PS +9/+4 & +7/+2 (1d4+10 & 1d4+5)
Ranged composite longbow +14/+9 (1d8+4/x3), comp longbow DA +11/+6 (1d8+10/x3)
Special Attacks +2d6 sneak attack

Spells Known (CL 7th)
3rd (5/day)(2+2)-cure serious wounds, tongues, x, x
2nd (5/day)(3+2)-cure moderate wounds, dust of twilight, x, x, x (DC 16* Reflex)
1st (8/day)(5+2)-cure light wounds, entropic shield, x (DC 16 Reflex), x, x, x
0 (at will)(7)-

STATISTICS
Str 18, Dex 23, Con 18, Int 14, Wis 14, Cha 20
Base Atk +8; CMB +12; CMD 28

Feats
Weapon Finesse (L1) With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Piranha Strike (Bonus #1) When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Point-Blank Shot (Bonus #2) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (Bonus #3) You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Deadly Aim (Bonus #4) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Two-Weapon Fighting (Slayer talent L2) 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. See Two-Weapon Fighting in Combat.
Improved Two-Weapon Fighting (Slayer talent L6)In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Skills
Acrobatics +16 (+7 ranks, +6 DEX, +3 class skill)
Climb +14 in armor (+7 ranks, +4 STR, +3 class skill)
Knowledge (Geography) +5 (+1 rank, +1 INT, +3 class skill)
Perception +14 (+7 ranks, +2 WIS, +3 class skill, +2 racial)
Sense Motive +3 (+1 rank, +2 WIS)
Stealth +18 (+7 ranks, +6 DEX, +3 class skill, +2 racial)
Survival +14/+17 tracking (+7 rank, +2 WIS, +3 class skill, +2 racial, +3 tracking)
Swim +6/+5 in armor (+1 rank, +2 STR, +3 class skill)
Racial Modifiers +2 on Perception, Stealth, and Survival checks.

Traits
Nature's Mimic: Your knowledge of nature informs your fighting style, and that style gives you insight into related aspects of the natural world. You gain a +1 trait bonus on all Knowledge (nature) checks, and Knowledge (nature) is always a class skill for you. You can make Knowledge (nature) checks pertaining to animals that correspond to your style feats untrained.
Planar Savant: You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.

Languages Common (Taldane), Polyglot
SQ Skirmisher archetype

Combat Gear kukri (2), light wooden shield, longbow, normal arrows (20), studded leather armor, backpack, bedroll, belt pouch (2), fishhook (2), traveler's outfit, flint and steel, sack (2), torch (5), twine (50 ft.), whetstone, waterskin, 2 days trail rations, 0 pp, 39 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Favored Class: Slayer

Stat Increases: L4-STR +1

Advanced Creature: Creatures with the advanced template are fiercer and more powerful than their ordinary cousins. Increase natural armor by +2; increase all ability scores by +4.

Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Favored Class: Oracle|Slayer +1 HP at L1

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Dark Tapestry Class Skills: An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.

Dark Tapestry Bonus Spells: entropic shield (2nd), dust of twilight (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport (18th).

Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Pierce the Veil (Su): Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.

Wings of Darkness (Su): As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.

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

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).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability 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.

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.

Sneak Attack: 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.

Stalker (Ex): At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.