Pavo "Fish" Krupt's page

493 posts. Alias of Nickadeamous.


Hp 43/43 | AC: 24, T: 12, FF: 22, CMD: 21 | Saves F +6, R +6, W +2 | Init +2 | Perception +9, Sense Motive +5 | Status: Normal

About Pavo "Fish" Krupt


Pavo stands about 5 foot, 6 inches tall and weighs roughly 160 pounds. He is stocky with thick arms and calloused hands. Clean shaven with short, dark hair, he wears no jewelry and his clothes are plain. He carries very little that doesn't serve obvious purpose. He is plain spoken with a bit of rural charm. He isn't very educated, but is polite and respectful. He typically knows the right questions to ask and which ones to avoid.


Pavo “Fish” Krupt
Male Human (Bounty hunter) Slayer 5
N Medium humanoid (human)
Init +2; Senses Perception +6
AC 24, touch 12, flat-footed 22 [+1 Dodge vs. traps]
(+2 Dex, +9 Armor, +3 shield)
Hp 43 (5d10+10)
Fort +6, Ref +6, Will +2 [+1 Reflex vs. traps]
Speed 30 ft.
Melee cestus +9 (1d4+4/19+) or
Melee kukri +9 (1d4+4/18+) or
Melee trident +9 (1d8+4/x2) or
Melee shield bash +10 (1d8+5/x2) pr
Ranged net +7 (entangle) [10 ft.] or
Ranged trident +7 (1d8+4/x2) [10 ft.]
Ranged +1 keen composite longbow +8 (1d8+3/19+/x3) [Piercing] {110 ft.} dragon bane arrows x10; arrow of dragon slaying x1
Special net entangle +8 {10 ft.} or
Special net trip +8 [10 ft.]
Special net disarm +10 [10 ft.]
Str 18, Dex 15, Con 14, Int 12, Wis 12 Cha 12
Base Atk +5; CMB +9; CMD 21
Feats Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Shield Proficiency, Net Adept, Two-Weapon Fighting, Net Maneuvering, Dirty Fighting,
Skills [ACP: 0] [30 class, 10 bg, 5 race, 5 int]
[+10] Acrobatics (5 ranks, 2 dex, 3 class)
[+6] Bluff (2 ranks, 1 cha, 3 class)
[+7] Climb (1 rank, 3 str, 3 class)
[+9] Craft (weapons) (5 bg, 1 int, 3 class)
[+10] Diplomacy (5 ranks, 1 cha, 3 class, 1 trait)
[+11] Disable Device (5 ranks, 3 dex, 3 class, 2 rogue)
[+6] Intimidate (2 ranks, 1 cha, 3 class)
[+5] Knowledge (dungeoneering) (1 rank, 1 int, 3 class)
[+9] Knowledge (geography) (5 bg, 1 int, 3 class)
[+5] Knowledge (local) (1 rank, 1 int, 3 class)
[+9] Perception (5 ranks, 1 wis, 3 class) [+2 to locate traps]
[+6] Ride (1 rank, 2 dex, 3 class)
[+5] Sense Motive (1 rank, 1 wis, 3 class)
[+10] Stealth (5 ranks, 2 dex, 3 class)
[+9] Survival (5 ranks, 1 wis, 3 class)
[+7] Swim (1 rank, 3 str, 3 class)
Languages Common, Draconic, Elven
Traits Friend in Every Town (Social) {Diplomacy}, Muscle of the Society {Combat}, Armor Master {Regional}
Favored Class Slayer [4/6 slayer talent]
Combat Gear
Other Gear cestus x2, net, aklys x2, bolas x2, lasso, dan bong x2, trident, kukri, studded leather armor, light wooden shield, common manacles with simple lock, fighter's kit, fishing kit, shaving kit, chakram x3, pilum x2, dagger x3, bandolier, grappling hook, common artisan tools (weaponsmithing), mw thieves tools, +3 banded mail of luck, +1 bashing heavy steel shield; 162 gp, 2 sp, 0 cp
Encumbrance 0 – 116 lbs; 117 – 233; 234 – 350; [Current Weight: 108.5; Light Load]
Special Abilities
Dirty Trick (Ex) - At 2nd level, anytime a bounty hunter is able to deal sneak attack damage to a studied target, he can instead attempt to hamper the target. The bounty hunter must declare that he’s using this ability before the attack roll is made. If the attack hits, it deals damage normally, but instead of rolling sneak attack damage, the bounty hunter can attempt a dirty trick combat maneuver against the studied target as a free action, adding 1 to the combat maneuver check for each die of the bounty hunter’s sneak attack damage. This combat maneuver does not provoke attacks of opportunity. This ability replaces the slayer talent gained at 2nd level.

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.

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). 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.

Trapfinding - A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex) - At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.


Starting Money: 2.2

Wish List:

Dirty Fighting feat