Captain Josper Creesy

Nicolae Tiberius's page

474 posts. Organized Play character for Merck.


Race

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Alignment

CN

Deity

Desna

Languages

Common, Varisian

About Nicolae Tiberius

PFS # 35561-3
STR 19, DEX 14, CON 14, INT 12, WIS 12, CHA 7
Human, Varisian
Male
Medium Size
Height:
5.10 ft, Weight: 175 lbs
Slayer lvl 5

COMBAT STATS
BaB +5
Init +6; Senses Perception 9(11TF)
CMB +9 (+5BaB +4strength)
CMD 21 (+5BaB +4strength +2dexterity +10)
Favored class Slayer (+5HP at lvl 5)

DEFENSE
AC 18, 12 touch ,16 flat-footed (+6 armor, +2 dex)
HP 49/49 (5d10+10)(+5 Favored Class)
Fort +6
Ref +6
Will +5

OFFENSE
Speed 30 ft, 20 ft Armored
Melee Mwk Cold Iron Greatsword +10 (1d6+4/19-20x2)
Melee Mwk A. Silver Earthbreaker +10 (1d6+4/19-20x2)
Melee Cestus +9 (1d4+4/19-20x2)
Ranged Sling +7 (1d4+4/x2), range 50ft.
Ranged Javelin +7 (1d6+4/x2), range 30ft
Space 5 ft; Reach 5 ft

TRAITS
Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Carefully Hidden: +1 to Will saves and +2 bonus to saving throws versus divination effects.

FEATS
Improved Initiative
Power Attack
ST: Trapfinding
Sneak Attack 1d6
Furious Focus
ST: Combat Trick - Quickdraw
Iron Will

SKILLs
10 Acrobatics (3+2dex+5rank)
2 Bluff (3-2cha+1rank)
10 Climb (3+4str+1rank+2circunstance)
12(14)Disable Device (3+2dex+5rank+2circunstance+2TF)
5 Heal (3+1wis+1rank)
9 Intimidate (3+1int+5rank)
8 Knowledge Local (3+1int+4rank)
5 Knowledge Dungeoneering (3+1int+1rank)
6 Ride (3+2dex+1rank)
9 (11)Perception (3+1wis+5rank+2TF)
11 Survival (3+1wis+5rank+2track)
10 Stealth (3+2dex+5rank)
6 Sense Motive (3+1wis+2rank)
8 Swim (3+4str+1rank)

EQUIPMENT:

Oil of Bless Weapon, 50gp.
"Viktoriya" Mwk Cold Iron Greatsword
"Clementine" Mwk A.Silver Earthbreaker
Mwk Breastplate, 350gp
Cestus 1d4 dmg, crit 19-20x2, 5gp, 2 lbs
Sling (B), 1d4 dmg, crit x2,
6 Javelin, 1d6 dmg, crit x2, 6gp, 12 lbs
Hot Weather Outfit for 8gp. +2 on Fort Saves vs warm/hot weather conditions.
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
Grappling Hook, 1gp, 4 lbs
10x Oil (1 pint flask), 0.10gp, 10 lbs
20x sling bullets 2 sp
Miner's Lantern, 15 gp, 2 lbs.
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Colorful Varisian Scarf Kapenia
6x Trail Rations, 0.30gp, 6lbs
Wand of Cure Light Wounds - 42/50 charges
MWk Thieves's Tools, 100GP, 2 lbs
Climber's Kit 80gp, 5 lbs
Ion Torch

Total equipment weight: lbs
Equipment carried on his body: lbs
Equipment carried on backpack: lbs

Class Abilities:

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 and damage rolls, as well as the bonus to slayer ability 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.

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 (like a sap, whip, or 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 with concealment.

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.

Backstory:

Nicolae grew up on the roads of the north working on his family caravan as it crossed back and forth Varisia, Ustalav and many other nations. They lived of larceny and small con jobs, always one step ahead of the law. It was a good life and although poor the young varisian had a easy-going childhood. Charming and carefree the scoundrel specialized in breaking and entry burglary. When arriving at a new town the caravan would trade their goods during the day and present an exotic show with singing and dancing during the night. At this time while everybody got distracted Nicolae and his older brother Vassili would "visit" the town's juiciest houses.

What he lacked was a future with the family, being the young sibling of five male brothers he was only entitled to the left overs. One day he was caught in bed with Irina, his girl cousin. Since she was already betrothed to his brother Iosif bad blood emerged between the siblings. The family feared the situation could end in death.

Vassili took his favorite brother aside and explained to him that it was time to leave. He told him of a central branch of the families masked inside a world-wide organization called the Pathfinders. With a heavy heart Nicolae left his kin and went to Absalon to open his own road.

Vanities:

Property: Caravan (5 PP)
You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You arent required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you shoulder some of the responsibility of ownership. For the most part this means handling things like representing the caravan's interests to important merchants, politicians and aristocrats. You do so with the use of blantant shows of force to get what you need, you can use Intimidate to make Day Jobs rolls.

Notes:

[dice=Viktoriya(Cold Iron Greatsword)]d20+9[/dice]
[dice=Dmg]2d6+6+6[/dice]
[dice=Sneak Atk]1d6[/dice]

Boons:

Siege-Hardened: You survived the Siege of Nerosyan , and you have learned some impresive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype.

Defender of Nerosyan Overwhelming Victory: The city of Nerosyan stands in part because of your actions and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost ofpurchasing a Prestigue Award while outside of a settlement of 5000 residents or more by 4. You gain a 10% discount on any magical itens that require a spell with the good descriptor as a spell prerequisite. This discount does not stack with other discounts.