About Mort GloomhollowMort Gloomhollow - PFS # 202046-9
LANGUAGES: Common DEFENSE:
OFFENSE:
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.
SLAYER TALENTS:
SKILLS: (7/lvl)- (ACP -3, -0 Jump/Climb)
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. 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.
Temp Gear:
Equipment:
Travelers Outfit MW Agile Breastplate MW Backpack Bedroll Belt Pouch Flint and Steel Silk Rope (50ft) Pitons (4) Crowbar Grappling Hook Waterskin x2 Smelling Salts MW Survival Kit Bandoleer x2 MW Sawback Greatsword Warhammer Dagger Silver Light Mace MW Darkwood Composite Longbow (16 STR) Cloak of Resistance +1 Ring of Protection +1 Consumables:
Trail Rations (5) Potion of Cure Light Wounds x3 Potion of Cure Serious Wounds x1 Sunrod (2) Wand of Cure Light Wounds (46) Holy Water (1) Acid (2) Arrows (20) Silvered Arrows (20) Antitoxin x2 Oil of Magic Weapon x2 Purchases:
550g MW Agile Breastplate 200g Potion of CLW x4 355g MW Sawback Greatsword 2PP Wand of Cure Light Wounds 2PP MW Darkwood Composite Longbow (16 STR) 100g Antitoxin x2 100g Oil of Magic Weapon x2 50g MW Backpack 50g MW Survival Kit 1000g Cloak of Resistance +1 2000g Ring of Protection +1 2PP Potion of Cure Serious Wounds x1 Chronicles:
Starting Gold: 150g Wounded Wisp 6-10: Failed: 0PP + 150g Blood Under Absalom: 2PP + 500g Fallen Fortress: 1PP + 479g School of Spirits: 2PP + 504g The Prince of Augustana: 2PP + 462g The Silent Tide #1: 2PP + 453g True Dragons of Absalom #6-99: 2PP + 1644g Beyond the Halflight Path #9-09: 2PP + 1309g Boons:
BuA: Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it's worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon! (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. New Recruit (J. Dacilane): She can cast 1 spell from Spiritualist list, 1/3 your character level, caster level equals your level -3, wisdom score is 17. Cross off after use.
Trapmaker: A kobold from the Sewer Dragon tribe taught you a few trap-making tricks and provided you with a few specialized supplies. You can use these supplies, together with materials that you have collected in your adventures, to assemble the swinging axe trap below with a successful Craft (traps) check. You can attempt to make the trap more deadly, at the cost of making it more difficult to craft. Before attempting the check, you may increase the DC of the Craft (traps) check by up to +1 per character level. For each point by which you increase the Craft DC, increase the trap’s Perception and Disable Device DCs by 1, its attack bonus by 1, and the damage it deals to each target by 2. Assembling the trap takes 5 minutes. If you fail the Craft (traps) check, you do not create a functioning trap, but you still expend the materials. Once you use this boon, cross it off your Chronicle Sheet. SWINGING AXE TRAP
Duskwarden's Favor: Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon off your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario. Purchasable Loot:
Potion of cure moderate wounds (300g) Scroll of shatter (150g) Potion of cat’s grace (300 gp) Potion of lesser restoration (300 gp) Scroll of shield other (150 gp) Wand of summon monster I (CL 3rd, 9 charges) (Limit 1; 135 gp) Greenwood Club (450g) Greenwood Heavy Wooden Shield (657g) Haunt Siphon (400g, 2) Potion of Spider Climb (300g) Scroll of Remove Disease (375g) Wand of Lesser Resto (6 charges, 540g, 1) Wand of Prot Evil (18 charges, 270g, 1) Brooch of Shielding (30 points remaining)(450g) Filth Fever Tonic (5g) Potion of Enlarge Person (250g) Screaming Bolt (267g) A lost treatise entitled “The Inward-Facing Circle” written by Coganaris the Wracker, a famed Chelish devil-binder. (When making Knowledge: [the planes] checks, this treatise grants a +2 circumstance bonus on checks concerning devils. Using the treatise in this way takes 1 minute.) (Cost: 100 gp) Potion of blur (Cost: 300 gp) Scroll of arcane lock (Cost: 175 gp) Scroll of cure moderate wounds (Cost: 200 gp) Scroll of delay poison (Cost: 200 gp) Aegis of recovery (1,500 gp; Pathfinder RPG Ultimate Equipment 254) Dust of emulation (800 gp; Ultimate Equipment 294) Dust of tracelessness (250 gp) Oil of darkness (300 gp) Potion of bull’s strength (300 gp) Potion of cure moderate wounds (300 gp) Potion of enlarge person (CL 3rd, 150 gp, limit 1) Potion of invisibility (300 gp) Traveler’s any-tool (250 gp, Ultimate Equipment 323) Wand of magic missile (11 charges; 165 gp, limit 1) Wand of shocking grasp (11 charges; 165 gp, limit 1) Wand of sleep (11 charges; 165 gp, limit 1) Circlet of persuasion (4,500g) Elixir of fire breath (1,100g) Season 8 Faction Card:
(0/3)Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). (0/1)Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes. (1/2)Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure. (1/2)Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or prospective member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal. (0/2)Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge(nobility) check (DC = 15 + your character level). (0/1)Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. (0/1)Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp). |