Feral Hunter

Masdok's page

219 posts. Alias of caps.


Race

CMB +7, CMD 20 | F: +5, R: +5, W: +2 | Init: +2 | Perc: +6, SM: +6 |

Classes/Levels

Speed 35ft | Combat Reflexes, Studied Target, Mobility, 1d6 Sneak Attack

Gender

Male N Human (Shoanti) Slayer 3 | HP 34 | AC 18 T 14 FF 15 |

About Masdok

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Masdok
Slayer 3
N Medium humanoid (human)
Init +2; Senses Perc +6, SM +6,

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Defense
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AC 18, touch 14, flat-footed 15 (10 + 4 armor + 2 dex +1 dodge +1 ring of protection)
HP 34/34 (10 base + 2 Con + 6 Tribal Scars) + 16 (level 2-3 * 6 base + 2 Con)
Fort +5, Ref +5, Will +2

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Offense
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Speed 35 ft.

Melee
[dice=mwk ranseur, furious focus, studied target]1d20+8+1[/dice]
[dice=cold iron, piercing]2d4+6+3+1[/dice][dice=sneak attack]1d6[/dice]
x3 critical, disarm, reach

[dice=longspear, furious focus, studied target]1d20+7+1[/dice]
[dice=cold iron, piercing]1d8+6+3+1[/dice][dice=sneak attack]1d6[/dice]
x3 critical, brace, reach

[dice=warhammer, furious focus, studied target]1d20+7+1[/dice]
[dice=silvered, bludgeoning]1d8+6+3+1[/dice][dice=sneak attack]1d6[/dice]
x3 critical

[dice=spiked gauntlet, furious focus, studied target]1d20+7+1[/dice]
[dice=piercing/bludgeoning]1d4+4+2+1[/dice][dice=sneak attack]1d6[/dice]
x2 critical

[dice=brass knuckles, furious focus, studied target]1d20+7+1[/dice]
[dice=bludgeoning]1d3+4+2+1[/dice][dice=sneak attack]1d6[/dice]
x2 critical

Ranged
[dice=javelin, studied target]1d20+5+1[/dice]
[dice=piercing]1d6+4+1[/dice]
x2 critical, 30ft. range, 10/10

Space 5 ft.; Reach 5 ft.

Special Attacks
N/A

Spell-Like Abilities
N/A

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Statistics
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Str 18
Dex 15
Con 14
Int 10
Wis 10
Cha 8

Base Atk +3; CMB +7; CMD 20

Feats
Human: Tribal Scars — Raptor Scale (+6 HP, +2 Acrobatics, , +5ft. move speed)
1: Combat Reflexes (+DEX mod. (2) AoOs/round)
**Combat Expertise
**Deadly Aim
**Point Blank Shot
**Power Attack
Combat Trick: Furious Focus
3: Dodge/Mobility

Plan: take Natural weapon combat style to get Vital Strike feats; select reach weapon for weapon focus

** = Campaign Bonus Feat (see Feat Taxes)

Traits
Auspicious Tattoo: +1 Will save
Family Ties: knows Jubrayl Vhiski, speaks Varisian, knows Sczarnis, +1 Knowledge (local) and it is a class skill

Languages Common, Shoanti, Varisian

SQ
Studied Target - Move Action to gain +1 attack, damage, bluff, knowledge, perception, sense motive, and survival checks against a creature.
Slayer Talent, Combat Trick - Furious Focus
Sneak attack 1d6

Favored Class Bonuses
+3/6 of a new Slayer talent

Skills 21 ranks (6 class + 1 human)
+10 Acrobatics* (3 rank + 3 class + 2 DEX + 2 Tribal Scars)
+8 Climb* (1 rank + 3 class + 4 STR)
+3 Intimidate (1 rank + 3 class - 1 CHA)
+4 Knowledge, geography (1 rank + 3 class)
+7 Knowledge, local (3 rank + 3 class + 1 trait)
+6 Perception (3 rank + 3 class)
+8 Stealth* (3 rank + 3 class + 2 DEX)
+6 Sense Motive (3 rank + 3 class)
+6 Survival (3 rank + 3 class)
+7 Survival, track (Survival + 1/2 Slayer level)
*-2 ACP

Combat Gear
100gp Chain Mail Shirt
10gp Longspear
32gp silvered warhammer
10gp javelins (10)
5gp spiked gauntlet
1gp Brass Knuckles
LOOT mwk Ranseur

Magic Gear
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Other Gear
12gp Pathfinder’s Kit: This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.

5gp remaining

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Special Abilities
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Human:
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, 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 (Ex)
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 talent to use must be made before the attack roll is made.

Rogue Talent
A slayer can select one of the following rogue talents in place of a slayer talent: bleeding attack*, camouflage, combat trick, fast stealth, finesse rogue, firearm training, grit, hard to fool, lasting poison, powerful sneak, rogue crawl, slow reactions*, snap shot, sniper's eye, surprise attack, swift poison, terrain mastery, trap spotter, unwitting ally, or weapon training. Any talent effects based on rogue level use the slayer's class level. If the rogue talent has a prerequisite, the slayer must meet the prerequisite before taking that rogue talent. This talent can be selected multiple times; each time, it grants the slayer a new rogue talent.

Combat Trick
A rogue that selects this talent gains a bonus combat feat.

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 (such as a sap, a whip, or an 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 that has concealment.

Bot Me!:
Masdok relies heavily on his longspear and attacks of opportunity in combat. He will usually begin a combat by using studied target on the most dangerous looking creature (especially casters) and trying to engage that creature.

When engaging with melee creatures, Masdok opts to move within javelin range and toss javelins at the creature, trying to lure it into provoking an attack of opportunity by engaging him in melee.

When engaging with ranged creatures and casters, Masdok prefers to get adjacent and use his spiked gauntlets. The creature is then forced to either stand still (and provoke an AoO from the gauntlets to cast or make a ranged attack), take a 5' step and stand still (and provoke an AoO from the longspear to cast or make a ranged attack), take a move action to get out of reach (and provoke by moving) or spend a full round action to withdraw.

Background:
Masdok was born and raised in a declining Shoanti tribe. A pragmatist, he saw the tribe fading out and decided to seek his fortunes elsewhere as soon as he could. After completing his initiation rite, he left his tribe to become a caravan guard. After a few jobs he ended up in Magnimar.
In Magnimar, he joined up with the Sczarni and worked for them as an enforcer. Although by no means a “good man” he found there were some lines he could not cross. He skipped town as another caravan guard and found himself in Sandpoint.

Writing Sample:
A huge hulk of a man, 6’6” with broad shoulders, strides into the room and sets down his pack. If his size were not intimidating enough, his numerous tattoos, ritual scars, and stern, piercing expression settle the impression. He glances around the room and then makes his way to the shady character in the corner. His deep voice rumbles out, “Jubrayl? Name’s Masdok. The family said I could find work here. But first, where can a man get a bite to eat? Goblins hit the caravan I was guarding on the way here from Magnimar and I’ve had nothing but rations since."