The Illegitimate

Mort Gloomhallow's page

148 posts. Alias of Massee.


Full Name

Mort Gloomhallow

Race

Human

Classes/Levels

Slayer 5 HP 44/44 | AC 18, T 12, FF 16 | Fort +5, Ref +6, Will +1 (+2 vs Fear) | Init +2 | Perc +8 | SM +8 Effects:

Gender

male

Size

Medium

Age

26

Alignment

CN

Languages

Common

Strength 18
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 10
Charisma 14

About Mort Gloomhallow

Mort Gloomhollow - PFS # 202046-9
Male Human Slayer 5 | Gold: 11
CN Medium Humanoid
Senses: Init +2, Perception +8, SM +8
Movement: Speed 30 ft

LANGUAGES: Common

DEFENSE:
AC 18: Touch 12, Flat-footed 16
Base Atk +5; CMB +9; CMD 21; Sneak Attack +1d6; Study Target +2
hp 44 (5d10+5)(+5 Toughness)
Fort +5, Ref +6, Will +1 (+2 Will trait bonus vs fear)

OFFENSE:
[dice=Intimidate: Demoralize]1d20+18[/dice]
With sufficient ranks in Intimidate, you earn the following. An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC. @5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate(5)) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.

[dice=+1 Adamantine Sawback Greatsword]1d20+10;2d6+7[/dice]
[dice=+1 Adamantine Sawback Greatsword, Power Attack]1d20+10-2;2d6+7+6[/dice]
[dice=1H Warhammer, Power Attack]1d20+9-2;1d8+4+4[/dice]
[dice=2H Warhammer, Power Attack]1d20+9-2;1d8+6+6[/dice]
[dice=Silver Light Mace]1d20+9;1d4+4[/dice]
[dice=Silver Light Mace, Power Attack]1d20+9-2;1d4+4+4[/dice]
[dice=Dagger]1d20+9;1d4+4[/dice]
[dice=Dagger, Power Attack]1d20+9-2;1d4+4+4[/dice]
[dice=MW Darkwood Composite Longbow (16 STR)]1d20+8;1d8+3[/dice](15 Arrows; 20 Silvered)

TRAITS:
Courageous: Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you'd make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.

Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

FEATS:
Intimidating Prowess (Combat): Add your Strength modifier to intimidate skill checks in addition to your Charisma modifier.

Toughness (Combat): +3 hp or +1 hp/lvl, whichever is greater.

Skill Focus Intimidate: Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Signature Skill (General): Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot. Prerequisite: 5 ranks in the chosen skill.
Benefit: Choose one skill. You gain the ability listed in that skill's 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue's edge ability and the cutting edge rogue talent. (INTIMIDATE)

With sufficient ranks in Intimidate, you earn the following. An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.
@5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.

SLAYER TALENTS:
(2nd) Ranger Style: Two Handed Weapons: Power Attack (Combat): -2 to hit for +4 damage 1H (+6 for 2H)

(4th) Combat Trick: Killing Flourish (Combat): You inspire dread in other foes when you slay an enemy.
Prerequisites: Intimidating Prowess, Intimidate 4 ranks, slayer level 4th.
Benefit: When you reduce your target to fewer than 0 hit points with a melee attack, as a swift action you can attempt an Intimidate check to demoralize all foes within 30 feet who can see your attack.

SKILLS: (7/lvl)(+5 FCB)(ACP -1)
(5)Acrobatics +9 (Includes -1 ACP)
(5)Bluff +10
(2)Climb +8 (Includes -1 ACP)
(5)Intimidate +18 (Includes +1 Trait, +4 Str Mod, +3 from Skill Focus)
(1)Knowledge:Dungeoneering +4
(1)Knowledge:Geography +4
(1)Knowledge:Local +4
(5)Perception +8
(5)Sense Motive +8
(1)Stealth +5 (Includes -1 ACP)
(5)Survival +8 (add an additional +2 when tracking)(add an additional +2 to get along in Wild)
(4)Swim +10 (Includes -1 ACP)

STATS:
Strength: 18 (+1 from 4th level)
Dexterity: 14
Constitution: 13
Intellect: 10
Wisdom: 10
Charisma: 14

Racial:

Human Racial Traits

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities:

Weapon and Armor 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 (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 rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only 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).

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival 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.

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.

Equipment:

Explorer's Outfit
Mithril Breastplate
MW Backpack
Bedroll
Belt Pouch
Flint and Steel
Silk Rope (50ft)
Pitons (4)
Crowbar
Grappling Hook
Waterskin x2
+1 Adamantine Sawback Greatsword
Dagger
Silver Light Mace
MW Darkwd Comp Longbow (16str)
Arrows (20)
Silvered Arrows (20)
MW Survival Kit
Bandoleer x2
Ioun Torch

Consumables:

Trail Rations (5)
Potion of Cure Light Wounds x0
Potion of Cure Mod Wounds x1
Acid
Antitoxin
Antitoxin

[spoiler=Boons]
(3/10)Brutal Reputation: You have developed a reputation as an intimidating figure and fierce combatant. Once per adventure, you can enhance your reputation. Your reputation grows if you succeed at an Intimidate check that is written in to an adventure or successfully demoralize two or more foes during one combat. Your reputation also grows when you confirm a critical hit against an opponent whose CR is greater than your character level or suffer (and survive) a critical hit that deals an amount of damage equal to at least 5 times your character level, leaving you with a permanent, visible scar. When you achieve any of these goals during an adventure, ask your GM to record the adventure’s name and her Pathfinder Society number on the blanks below. Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with an enduring benefit.