Full Name |
Osru Lassem |
Race |
male tiefling slayer 1 (sniper) | HP 11/13 | AC 17, T 14, FF 13 | F +4, R +6, W +1 | CMB +3, CMD 17 | Spd 30' | Perc +5 | Init +6 |
Strength |
14 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
8 |
About Osru Lassem
OSRU LASSEM
male tiefling slayer 1 (sniper)
chaotic good medium outsider (native)
Init +4; Senses darkvision; Perception +5
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
HP 13 (1d10 +2 Con +1 FC)
Fort +4, Ref +6, Will +1
Special Defenses resist cold 5, electricity 5, fire 5
OFFENSE
Speed 30 ft
Melee bite +3 (1d6+3)
Ranged composite longbow +5 (1d8, x3, 110' range, P)
Special Attacks studied target
STATISTICS
Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
BAB +1, CMB +3, CMD 17
Feats
Proficiencies: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Traits
Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Skills 6 skill points/level +0/level (Int) +2 background = 8
Bluff +1, Craft (Bows) +5, Diplomacy +4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (local) +5, Perception +5, Sense Motive +5, Stealth +10 AC Penalty 0
Languages
Common, Infernal, Varisian
Racial Abilities
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
SQ
Studied Target: 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).
Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track.
GEAR
Combat Gear
composite longbow, 40 common arrows, 40 blunt arrows, masterwork studded leather armor, 1 flask acid
Other Gear
explorer's outfit, monk's kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)
Money 1 gp
FLUFF
Description
Osru looks particularly infernal. He has a snout-like mouth with huge teeth and a tail. He dresses in the Chelaxian style and speaks with that accent.
Personality
Osru tries to minimize the Chelish and fiendish elements of his upbringing, but they come through sometimes nonetheless. He is generally positive and engaging with people but quick to respond when he sees oppression. Beyond that, he is still trying to find himself as an individual out from the thumb of Asmodeus.
History
Osru hails from Cheliax, where he was born into a moderately influential family. He was raised and trained well with the aim that he would be a strong archer for Asmodeus. However, the beliefs of the community he grew up in just never sat right with Osru. He eventually left his home and family and journeyed to Varisia where he found the cult of Desna while staying with some Sczarni who had taken him in. He has traveled to Sandpoint for the famed Swallowtail Festival. Where he will go next he knows not; for now he is just enjoying his freedom.
Age 70