Habesuta Hatsue

Salla Fletcher's page

104 posts. Alias of DBH.


Full Name

Salla Fletcher

Race

Changling

Classes/Levels

Slayer 7. HP77, AC 19, T12, ff 16, Fort +8, Ref +10, Will +6, Init +3, Per + 11

Gender

Female

Size

Medium

Age

23

Special Abilities

Darkvision 60'

Alignment

NG

Deity

Desna

Location

Nidal

Strength 14
Dexterity 17
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Salla Fletcher

SALLA FLETCHER

Female Changeling slayer 7. NG medium humanoid (changeling)

Init +3; Senses Darkvision (60 ft.), Perception +11,

Languages Aklo, Common, Draconic, Dwarven, Elven, Infernal, Read Lips, Shadowtongue, Varisian

AC 19, touch 13, flat-footed 16. hp 77

Fort +6, Ref +8, Will +3, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, +2 Reflex to avoid traps

Defensive Abilities Trap Sense +2,

Speed 30 ft. (6 squares)

Ranged crossbow, heavy +1 +11/+6 (1d10+1/19-20), within 30 ft. +12/+7 (1d10+2)
Ranged crossbow, heavy +1 [deadly aim] +9/+4 (1d10+5/19-20), within 30 ft. +10/+5 (1d10+6)
Ranged crossbow, heavy +1 [rapid shot] +9/+9/+4 (1d10+1/19-20), within 30 ft. +10/+10/+5 (1d10+2)
Melee claw +9/+9 (1d4+2)
Melee dagger (cold iron) +9/+4 (1d4+2/19-20)
Ranged dagger (cold iron/thrown) +10/+5 (1d4+3/19-20), within 30 ft. +11/+6 (1d4+3)
Melee handaxe +9/+4 (1d6+2/x3)
Melee sword cane (alchemical silver) +9/+4 (1d6+1)

Base Atk +7; CMB +9; CMD 22

Atk Options Deadly Aim, Rapid Shot, Sneak Attack 2d6,

Abilities Str 14, Dex 17, Con 12, Int 18, Wis 12, Cha 12

Special Qualities Claws, Combat Style I, Combat Style II, Darkvision, Green Widow (Green Hag), Hag Racial Trait, Natural Armor, Stalker, Studied Target, Track +3, Trapfinding, Trapfinding - Slayer, Weapon and Armor Proficiency,

Feats Crossbow Mastery, Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Reload (Crossbow (Heavy)), Rapid Shot

Skills:
Acrobatics +13,
Bluff +9,
Climb +9,
Craft (Traps) +9,
Disable Device +18,
Disguise +8,
Heal +6,
Intimidate +7,
Knowledge (Dungeoneering) +8,
Knowledge (Geography) +9,
Knowledge (Local) +12,
Linguistics(Infernal, Read Lips, Shadowtongue) +11,
Perception +11, Perception (Trapfinding) +14,
Profession (Trapper) +5,
Ride +8,
Sense Motive +11,
Stealth +13,
Survival +9,
Survival (Follow or identify tracks) +12,
Swim +8,

Possessions hat of disguise; gloves of reconnaissance; mithral shirt +1; outfit (traveler's); thieves' tools (masterwork); handaxe; sword cane (alchemical silver); Crossbow, Heavy +1 ; Crossbow, Heavy +1 ; Crossbow, Heavy +1 ; Handy Haversack [ Bedroll; Blanket (Winter); Survival Kit (Masterwork); Grappling Hook, Common; Grooming Kit; Dungeoneer's Kit (Deluxe); Disguise Kit; Fishing Kit; Gear Maintenance Kit; Lantern (Bullseye/Waterproof); Mess Kit; Oil (1 Pint Flask) (x2); Shovel; Soap (per lb.); Waterproof Bag; Whetstone; Wire Saw (Adamantine); ]; Waterproof Bag ; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); ]; Belt Pouch [ Sewing Needle; String (50 feet); Flint and Steel; ];

Claws (Sp) Changelings get two claw attacks.

Combat Style I (Ex) The slayer selects a ranger combat style and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

Combat Style II (Ex) The slayer gains another combat style bonus feat and can add the 6th level bonus feats to the list.

Darkvision Changelings can see in the dark up to 60 feet.

Green Widow (Green Hag) You gain a +2 racial bonus on Bluff checks against creatures that are sexually attracted to you.

Hag Racial Trait (Ex) Changelings inherits a trait from her mother.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Natural Armor (Ex) Changelings have a +1 natural armor bonus.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Stalker (Ex) A slayer gains a +2 bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

Studied Target (Ex) A slayer can study an opponent to gain a +2 bonus on Bluff, Knowledge, and Sense Motive; a +2 bonus on Perception, and Survival checks attempted against that opponent; and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. A slayer can only maintain these bonuses against 2 opponents 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. A slayer can study an opponent he can see as a move or swift action.

Track (Ex) You gain +3 to Survival checks made to follow tracks.

Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trapfinding - Slayer (Ex) The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense Rogue abilities, using his slayer level as his effective Rogue level.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Weapon and Armor Proficiency A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Weathered Emissary Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.