About Shokal, the HunterStalker's Shield Bracers:
grants Endure Elements. While Studied Strike is active the users gains a +1 morale bonus to saves and dodge bonus to AC vs the attacks of the studied target. This bonus will scale at every 5 levels after 5th (i.e. it will go to +2 when you reach level 10, and so on).
Shokal, the Hunter:
Shokal, the Hunter Male Ogre Slayer 4 NG Large humanoid (Giant) Init +1; Senses Low Light Vision, Dark Vision (60 ft); Perception +5 -------------------- Defense -------------------- AC 20, touch 10, flat-footed 19 (+7 armor, +1 Dex, +3 natural, -1 size) hp 44 (4d10+12) Fort +7, Ref +6, Will +3 -------------------- Offense -------------------- BAB +4; CMB +10; CMD 21 Speed 20 ft. (base 30 ft.) Melee MW Cold Iron Greatsword +11 (3d6+9/19-20x2) MW Lucerne Hammer +11 (3d6+9/x2) [brace, reach] Armor Spikes +10 (1d8+6/x2) Ranged Chakram +4 (2d6+5/x2) -------------------- Statistics -------------------- Str 22 Dex 12 Con 14 Int 10 Wis 12 Cha 10 Feats Stealthy,Night Stalker,Skill Focus(Disguise) Slayer Talents Combat Trick -> Combat Reflexes, Fast Stealth -------------------- Skills -------------------- ACP 0 [ranks]+CS bonus+Stat Bonus+ACP+other=Total Acrobatics (Dex) [3]+3+1-0=7 Bluff (Cha) [2]+3+0=4 Climb (Str) [1]+3+5-0=9 Disguise (Cha) [4]+3+0+3=10 Heal (Wis) [1]+3+1=5 Intimidate (Cha) [1]+3+0=4 Knowledge (geography) (Int) [1]+3+0=4 Knowledge (local) (Int) [1]+3+0=4 Linguistics (Int) [2]+0+0=2 Perception (Wis) [1]+3+1=5 Profession(Scout) (Wis) [1]+3+1=5 Sense Motive (Wis) [1]+3+1=5 Stealth (Dex) [4]+3+1-0-4+2=6[12]* Survival (Wis) [1]+3+1[+2]=5[7]** Swim (Str) [0]+0+5-0=5 * In natural darkness or shadowy illumination -4 size penalty becomes +2 due to Nightstalker feat
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Starting Equipment list for Shokal, the Hunter:
all prices/weight for wearables(clothing, armor, containers) & weapons have been multiplied by 2. I know this is normal for weapons and armor, but couldn’t find it for containers & clothing, so I erred on the side of caution) Mithral Spiked Breastplate +1 400(base)+4000(Mithral+1000(+1 enchantment)+100(Armor Spikes) = 5500 GP | 40 lbs 10 Chakrams 20 GP | 20 lbs MW Cold Iron Greatsword 100(base)+100(Cold Iron)+300(MW) = 500 GP | 16 lbs MW Lucerne Hammer 30(base)+300(MW) = 330 GP | 24 lbs MW Backpack 100 GP | 8 lbs Medium Tent 15 GP | 30 lbs Explorer’s outfit - | 16 lbs 4 bells (each with a different note & stuffed with cloth) 4 gp | - Twine (250 ft) 5 CP | 2.5 lbs belt pouch 2 GP | 1 lb signal whistle 8 sp | - 3 iron spikes 1.5 SP | 3 lbs Hat of Disguise 1800 GP | - Sleeves of Many garments 200 GP | 1 lb Ring of Sustenance 2500 GP | - Wayfinder 250 GP | 1 lb Amulet of Natural Armor +1 2000 GP | - Cloak of Resistance +1 1000 GP | 1 lb Traveler’s Anytool 250 GP | 2 lbs potion of cure moderate wounds 3/3 300 GP | - potion of cure light wounds 3/3 150 GP | - feather token (tree) 1/1 400 GP | - 78 GP left Carried weight : 165.5 lbs
Update from lvl 3 to lvl 4:
5500 extra GP armor becomes Mithral for 4000 GP Cloak of Resistance +1 for 1000 GP 2 extra potions of cure Moderate Wounds 300 GP 78 GP left in total (28 GP from original amount) +1 BAB, +1 Fort, +1 Ref, +9 HP, +1 stat --> Strength
Old lvl 3 version for reference:
Shokal, the Hunter Male Ogre Slayer 3 NG Large humanoid (Giant) Init +1; Senses Low Light Vision, Dark Vision (60 ft); Perception +5 -------------------- Defense -------------------- AC 20, touch 10, flat-footed 19 (+7 armor, +1 Dex, +3 natural, -1 size) hp 35 (3d10+9) Fort +5, Ref +4, Will +2 -------------------- Offense -------------------- BAB +3; CMB +8; CMD 19 Speed 20 ft. (base 30 ft.) Melee MW Cold Iron Greatsword +9 (3d6+7/19-20x2) MW Lucerne Hammer +9 (3d6+7/x2) [brace, reach] Armor Spikes +8 (1d8+5/x2) Ranged Chakram +3 (2d6+5/x2) -------------------- Statistics -------------------- Str 21 Dex 12 Con 14 Int 10 Wis 12 Cha 10 Feats Stealthy,Night Stalker,Skill Focus(Disguise) Slayer Talents Combat Trick -> Combat Reflexes -------------------- Skills -------------------- ACP -3 [ranks]+CS bonus+Stat Bonus+ACP+other Acrobatics (Dex) [1]+3+1-3=2 Bluff (Cha) [1]+3+0=4 Climb (Str) [1]+3+5-3=6 Disguise (Cha) [3]+3+0+3=9 Heal (Wis) [1]+3+1=5 Intimidate (Cha) 0 Knowledge (geography) (Int) [1]+3+0=4 Knowledge (local) (Int) [1]+3+0=4 Linguistics (Int) [2]+0+0=2 Perception (Wis) [1]+3+1=5 Profession(Scout) (Wis) [1]+3+1=5 Sense Motive (Wis) [1]+3+1=5 Stealth (Dex) [3]+3+1-3-4+2=2(8) [in natural darkness or shadowy illumination -4 becomes +2 due to Nightstalker feat] Survival (Wis) [1]+3+1=5 Swim (Str) [0]+0+5-3=2 Languages Worgen, Sylvan, Common SQ Track, Favored Target, Sneak Attack +1D6 -------------------- Equipment -------------------- Combat Gear Spiked Breastplate +1, 10 Chakrams, MW Cold Iron Greatsword, MW Lucerne Hammer Other Gear MW Backpack, Medium Tent, Explorer’s outfit, 4 bells (each with a different note & stuffed with cloth), Twine (250 ft), belt pouch, signal whistle, 3 iron spikes Magic items Hat of Disguise, Sleeves of Many garments, Ring of Sustenance, Wayfinder, Amulet of Natural Armor, Traveler’s Anytool Coin 28 GP -------------------- TRACKED RESOURCES -------------------- potion of cure moderate wounds : 1/1 potion of cure light wounds : 3/3 feather token (tree) : 1/1 Large Chakram : 10/10 Coin : 28 GP Carried weight : 204.5 lbs Light 346 lbs. or less Medium 347-692 lbs. Heavy 693-1040 lbs. (includes MW backpack bonus) -------------------- Special Abilities -------------------- Favored Target At 1st level, 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 against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses 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 lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action. Track A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks. Sneak Attack At 3rd level, if an 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 equal 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 extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Should the slayer 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 (like a sap, whip, or an 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 --------------------
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Starting Equipment all prices/weight for wearables(clothing, armor, containers) & weapons have been multiplied by 2. I know this is normal for weapons and armor, but couldn’t find it for containers & clothing, so I erred on the side of caution)
Carried weight : 204.5 lbs
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