Sacred Killer

Nastarok's page

130 posts. Alias of JoshB.


Classes/Levels

Male Half-Orc HP 192/192 AC 37 23T 29FF CMD38 Fort +16 Ref +24 Will +17 Init +12 Per +32 (+7 traps) +4 favored terrain underground DDoor:8/9

Strength 13
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 17
Charisma 10

About Nastarok

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Nastarok
Nastarok Quick-Fingers
Nastarok Quick-Fingers
Half-orc (mystic) fighter 1/horizon walker 3/rogue (unchained, scout) 14 (Pathfinder RPG Advanced Player's Guide 134, 265, Pathfinder Unchained 20)
CG Medium humanoid (human, orc)
Init +12; Senses darkvision 60 ft.; Perception +32
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Defense
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AC 37, touch 23, flat-footed 29 (+9 armor, +5 deflection, +8 Dex, +5 natural)
hp 192 (18 HD; 14d8+4d10+40)
Fort +16, Ref +24, Will +17
Defensive Abilities danger sense +4, improved evasion
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Offense
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Speed 30 ft.
Melee +1 dueling spiked gauntlet +23/+18/+13 (1d4+9) or
. . +1 spiked gauntlet +23/+18/+13 (1d4+9) or
. . +3 called fortuitous menacing sneaky adamantine kukri +24/+19 (1d4+7/15-20) or
. . +3 called fortuitous sneaky adamantine kukri +24/+19/+14 (1d4+11/15-20)
Special Attacks scout's charge, skirmisher, sneak attack (unchained) +7d6
Horizon Walker Spell-Like Abilities (CL 3rd; concentration +3)
. . 9/day—dimension door
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Statistics
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Str 13, Dex 26, Con 14, Int 10, Wis 23, Cha 10
Base Atk +14; CMB +15; CMD 38
Feats Combat Reflexes, Dimensional Agility[UC], Dimensional Assault[UC], Dimensional Dervish[UC], Dimensional Savant[UC], Endurance, Improved Critical (kukri), Improved Initiative, Improved Two-weapon Fighting, Outflank[APG], Quick Draw, Twist Away[ACG], Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri)

Skills Acrobatics +27, Appraise +5, Bluff +4, Climb +7, Diplomacy +4, Disable Device +30, Disguise +4, Escape Artist +10, Fly +13, Heal +7, Intimidate +4, Knowledge (dungeoneering) +9, Knowledge (engineering) +4, Knowledge (geography) +9, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (planes) +8, Knowledge (religion) +1, Perception +32, Sense Motive +10, Sleight of Hand +13 (+18 to conceal weapons), Stealth +32, Survival +10, Swim +3, Use Magic Device +21

Languages Common, Orc
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, favored terrains (astral plane +2, underground +4), orc blood, rogue talents (bonus feat, combat trick, double debilitation, evasion[UC], hunter's surprise[APG], improved evasion, trap spotter, weapon training), terrain dominance (terrain dominance [astral plane][APG]), terrain mastery (terrain mastery [astral plane][APG]), trapfinding +7

Consumable Gear:
elixir of spirit sight (x5)
potion of neutralize poison (x3)
potion of cure disease (x3)
potion of remove blindness/deafness (x3)
potion of remove curse (x3)
dust of appearance (x1)
scroll of breath of life (x2), heal (x2)
wand of cure light wounds (x5) (236/250)
wand of lesser restoration (50 charges)

Other Gear
cap of the free thinker[UE],
celestial armor
amulet of natural armor +5
belt of incredible dexterity +6
boots of speed
brass spider[ACG]
cloak of resistance +5
decanter of endless water
eyes of the eagle
gloves of reconnaissance[UE]
handy haversack
headband of inspired wisdom +6
portable hole
ring of freedom of movement
ring of protection +5
rope of knots[UE]
slayer's robe
masterwork thieves' tools
trail rations (180 days)
3 large chests
954gp

Weapons:
+1 dueling spiked gauntlet
+1 spiked gauntlet
+3 called fortuitous menacing sneaky adamantine kukri
+3 called fortuitous sneaky adamantine kukri
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Special Abilities
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Magic Items:
Boots of speed (10 rounds/day) Affected by haste
Cap of the free thinker Roll twice to save vs. mind affecting effects, and take the better roll.
Elixir of spirit sight This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Slayer's robe This ragged, brown robe could be mistaken for a monk's cassock, but the devotees who wear it are dedicated only to the art of killing. This robe grants the wearer a +5 competence bonus on Stealth checks and Sleight of Hand checks to conceal a weapon, and a +1 resistance bonus on all saving throws. If worn by a slayer, the resistance bonus on saving throws increases to match the slayer's studied target bonus when he is facing a studied target. On command, the robe's wearer is able to turn into a brown mist (as the gaseous form spell) for up to 5 minutes per day. This duration doesn't need to be continuous, but must be used in 1-minute increments. While the wearer is in this form, the bonus on Stealth checks increases to +10. The wearer can end this effect as a standard action.

Feats:
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Dimensional Assault May use dimension door or abundant step as part of a charge action
Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action
Dimensional Savant Provide flanking from all squares you attack from when using Dimensional Dervish
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.

Class Abilities:
Danger Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Double Debilitation (Ex) When using debilitating injury, apply 2 effects.
Favored Terrain (Astral Plane +2) (Ex) +2 to rolls when in Favored Terrain (Astral Plane).
Favored Terrain (Underground +4) (Ex) +4 to rolls when in Favored Terrain (Underground).
Hunter's Surprise (3/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Terrain Dominance (Astral Plane +2) Use fav. terrain as enemy bonus vs. terrain natives. +1 to hit/dam vs. outsiders.
Terrain Mastery (Astral Plane) (6 rds) Grant allies bonus in terrain. +30 ft fly on subjective/no gravity plane.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.

Racial Abilities:
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.