Taergan Flinn

Quiary Squintz's page

235 posts. Alias of Raltus.


Race

HP 32/35 l AC 18 (T 14, FF 14) l F +5 R +8 W +2 (+2 vs enchantments) l Ini +5 l Perc +13 (+2 traps +1 vs giants +2 vs surprise)

Classes/Levels

Doors/Traps:
[dice=Trap]1d20+15[/dice][dice=disable device]1d20+14[/dice][dice=Stealth]1d20+10[/dice]

Gender

Arrows 33/40 Blunt 20/20

About Quiary Squintz

Quiary Squintz:

Half-elf slayer 4 ( Pathfinder RPG Advanced Class Guide 53)
CN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +13 (+15 to not be surprised in a surprise round of combat,
+14 vs. giant subtype creatures)
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Defense:

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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 35 (4d10+7)
Fort +5, Ref +8, Will +2; +2 vs. enchantments
Defensive Abilities trap sense +1; Immune sleep
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Offense:

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Speed 30 ft.

Melee dagger +6 (1d4+2/19-20) or

handaxe +6 (1d6+2/×3)

Ranged mwk composite longbow +9 (1d8+2/×3)

Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
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Statistics:

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Str 14, Dex 18, Con 13, Int 13, Wis 12, Cha 10

Base Atk +4; CMB +6; CMD 20

Feats Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception)

Traits giant ambivalence, giant slayer

Skills Acrobatics +10, Bluff +0 (+1 vs. giant subtype creatures), Climb +7, Craft (alchemy) +8, Disable Device +14, Knowledge (dungeoneering) +5, Knowledge (geography) +8, Knowledge (local) +8, Perception
+13 (+15 to not be surprised in a surprise round of combat, +14 vs. giant subtype creatures), Sense Motive +6 (+7 vs. giant subtype creatures), Stealth +10, Survival +8;

Racial Modifiers +2 Perception

Languages Common, Elven, Giant

SQ combat style (archery), elf blood, slayer talents (ranger combat style ACG, trapfinding ACG), track +2, trapfinding +2

Combat Gear oil of invisibility , oil of magic weapon , potion of cat's grace , potion of cure light wounds (3), potion of owl's wisdom , alchemist's fire (3); Other Gear mwk chain shirt, arrows (40), blunt arrows APG (20), dagger, hand-axe, mwk composite longbow (+2 Str), bedroll, belt pouch, flint and steel, grappling arrow, manacles, masterwork backpack APG, masterwork thieves' tools, mess kit UE, oldlaw whiskey (per bottle)UE, pickles, goblin (per jar), pot, silk rope (50 ft.), tea (per cup) UE (14), torch (5), trail rations (5),
waterskin, 777 gp, 3 sp, 7 cp
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Special Abilities:

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Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Sleep You are immune to magic sleep effects.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Sneak Attack +1d6 +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Studied Target +1 (move action, 1 at a time) +1 (move action) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Track +2 +2 Add the listed bonus to Survival checks made to track.

Trap Sense +1 (Ex) (Ex) +1 bonus on reflex saves and AC against traps.

Trapfinding +2 +2 Gain a bonus to find or disable traps, including magical ones.