Kazim

Odeta Caramitru's page

32 posts. Alias of rdknight.


Full Name

Odeta Caramitru

Race

Human Slayer 1| HP: 9/13 | AC: 16 (T: 12, F: 14) | CMB: +4, CMD: 16 | F: +4, R: +4, W: +3 | Init: +2 | Perc: +6, SM: +6 | Speed 30'

Gender

Female

Size

Medium

Age

20

Alignment

NG

Deity

Pharasma

Location

Ustalav

Languages

Taldane, Varisian

Occupation

Student?

Strength 17
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 9

About Odeta Caramitru

Statistics:
Female Human Slayer (VMC Barbarian) 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 13
Fort +4, Ref +4, Will +3
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OFFENSE
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Speed 30 ft.

Melee +4

Ranged +3
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STATISTICS
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Str 17, Dex 14, Con 14, Int 12, Wis 12, Cha 9
Base Atk +1; CMB +4; CMD 16
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Traits

Sensitive Mind (Campaign):
You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation.
You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat.

Cunning Liar (Regional):
You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

Feats

Unarmed Combatant:
You are skilled at grappling and fighting while unarmed.
Prerequisite: Dex 13.
Benefit: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmedstrikes now deal 1d6 damage if you are medium sizedor 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.

Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Skills (10 points; 6 class, 1 INT, 1 Skilled, 2 Background)
ACP -2

Acrobatics* +6 = DEX 2+1+3
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Appraise +6 = INT 1+1+3+1 (+1 & In Class - Trait +1 Background))
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Bluff +5 = INT 1+1+3 (INT Substitution - Trait)
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Climb* +3 = STR 3+0+0
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Craft +1 = INT 1+0+0
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Diplomacy -1 = CHA -1+0+0
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Disable Device*† +2 = DEX 2+0+0
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Disguise -1 = CHA -1+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† -1 = CHA -1+0+0
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Heal +5 = WIS 1+1+3
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Intimidate -1 = CHA -1+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +5 = INT 1+1+3
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +1 = INT 1+0+0
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K (Local)† +1 = INT 1+0+0
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +1 = INT 1+0+0
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Linguistics† +1 = INT 1+0+0
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Perception +6 = WIS 1+1+3+1 (+1 trait)
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Perform -1 = CHA -1+0+0
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Profession† +1 = WIS 1+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +6 = WIS 1+1+3+1 (+1 trait)
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Sleight of Hand*† +3 = DEX 2+1+0 (+1 Background)
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Spellcraft† +1 = INT 1+0+0
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Stealth* +6 = DEX 2+1+3
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Survival +6 = WIS 1+1+3+1 (+1 Class)
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Swim* +3 = STR 3+0+0
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Use Magic Device† -1 = CHA -1+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Varisian, Shoanti

Special Abilities:

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SPECIAL ABILITIES
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HUMAN

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

SLAYER (VMC BARBARIAN)

Studied Target (Ex)
[Errata] 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 rolls, damage rolls, and skill checks and to slayer 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

Spells:

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Spells
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0th (at will)

1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Nodachi
Dagger (Cold Iron)
Light Mace (Alch Silver)
Sling
Bullets (20)
Leather Lamellar Armor
Fighter's Kit
Gear Maintenance Kit
Grooming Kit

Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 0 lb.

Money 17 GP 7 SP 8 CP

Background:

Odeta’s memories of the earlier childhood are pleasant. She was born and raised in Lepidstadt. Her father is a professor at the university there, and her mother ran the household. She was a daddy’s girl, closest with her father, while her mother was a less warm and affectionate parent. She also knows that she later attended the university as a student.

More recent memories are limited and vague.

- She remembers her father treating her for some kind of congenital condition during her later teen years.

- She believes she assisted her father with his research. She also has the feelings about their relationship that are different from her earlier life, ambivalence on her part and disappointment on his.

- Her father hired an instructor to teach her to use a sword. He said about it “A young woman must know how to defend herself”.

- She and her father shared a secret of some kind. In reference to it, her father would often recite two phases in Ancient Osiriani: “Khu Ba Heteph”, meaning “Seek and you shall find”, and “Sek Ahmet Thul Khof”, meaning “Secrets kept remain mine”.

- She very vaguely remembers a few acquaintances at the university, other students, but no close friends.

Presently Odeta will find she possesses abilities, in combat and otherwise, that she simply cannot account for given what she knows of her life so far. The inability to reconcile herself in the present to her past will be extremely troubling for her.

Appearance and Personality:

Height: 5'6" | Weight: 135 | Hair: Dark Brown | Eyes: Brown

Odeta isn’t remarkable in appearance. She has the brown hair and eyes, and light complexion so common in Ustalav. She’s of fairly average height and build, though she is fit and athletic. Odeta is pleasant looking, but not so much as to attract attention.

Odeta has a mild and pleasant personality overall. The thing about her that would stick in people’s memory after meeting her is her stutter, which worsens when she is under emotional distress. Odeta is embarrassed by her stutter and tends toward social awkwardness. Odeta has noticed that often people assume she is weak-minded when they hear her stutter. This can make it easier for her to lie to them since she can appear to be too simple for deception.

She often lacks assertiveness when dealing with others and can be a pleaser. She attempts to avoid conflicts or disagreements and wants people to like her. Oddly though, this does not extend to taking action, which Odeta does readily when she sees the need.

Character Progression:

Odeta’s primary role will be melee combatant. I like the idea that she has been trained to be self-sufficient and adaptable so I won’t be specializing too much in terms of fighting style. While I don’t plan to make a very Roguish Slayer, I’d be happy to change things to cover those areas if no other member of the party can do them. I’d like to play around with Odeta’s Sensitive Mind trait as well, maybe eventually picking up the Psychic Sensitivity feat and/or other related feats that non-casters can use.

She’s starting out with an odd weapon, Nodachi, and odd 1st level feat, Unarmed Combatant, because I’ve haven’t settled on a feat path for her yet, but both could be helpful with certain choices. A Nodachi is a fine basic two-handed weapon that also works with the Spear Dancing Style feat chain. Unarmed Combatant is required for a large number of style feat chains, including Snake and Panther, which I’m also considering.

I’ll need to do some feat charting over the weekend to narrow things down, and ultimately party composition could be factor, but I’d like to narrow down Odeta’s progression to just a couple of possible paths by next week.

Regardless of the specifics, any progression path will not be highly specialized, no tripping or grappling, etc. and will focus on damage. That said, I might need to take Underhanded Ranger Style (Dirty Trick chain) if I stick with a two handed weapon.

I'm sorry if this is all very unfocused. I tend to think more in terms of role play potential than mechanics and usually don't play classes with bonus feats. Wading into a feat intensive class with EiTR is a little daunting.