About Mort GloomhallowMort Gloomhollow - PFS # 202046-9
LANGUAGES: Common DEFENSE:
OFFENSE:
[dice=+1 Adamantine Sawback Greatsword]1d20+10;2d6+7[/dice]
TRAITS:
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:
Toughness (Combat): +3 hp or +1 hp/lvl, whichever is greater. Skill Focus Intimidate: Choose a skill. You are particularly adept at that skill.
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.
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.
SLAYER TALENTS:
(4th) Combat Trick: Killing Flourish (Combat): You inspire dread in other foes when you slay an enemy.
SKILLS: (7/lvl)(+5 FCB)(ACP -1)
STATS:
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]
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