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About SiruskShort, short background information:
Sirusk revels in the thrill of the hunt and extermination of all evil in all forms. As former slave, and forced assassin, Sirusk eventually "earned" his freedom from his harsh masters after an unfortunate "accident" and a faked writ of release from bondage. Now the Nagaji slayer strives to rid Osirion of all manner of scum and villany. Sirusk's utilizes his stealth and ability to bypass traps and locks to get to targets that most cannot. When working with others, he takes great delight in gaining position to exploit his opponent's vital spots. Sirusk stands around 6'5" and favors traditional loose-fitting desert garb. His scaled skin fades from light green to tan from back to front. While in common public areas, he prefers to hood is head so that he doesn't stand out more than necessary. Sirusk typically works alone, but has no trouble fitting into a group with goals aligned to his own. Often light-hearted (as much a Naagaji can be lighthearted), Sirusk is typically only passionate in discussion of tactics and infiltration. He is very excited at the prospect of exploring the ruined tombs of Wati, especially if it means killing undead and uncovering new equipment to make his "day job" easier. Sirusk has recently made known his devotion to the Green Empress, Wadjet. --------------------------
Sirusk
More readable equipment list:
Long Version of Abilities/Feats/Items:
---Slayer--- Studied Target (Ex): 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 rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only 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). Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival checks made to follow tracks. Sneak Attack: 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 (such as a sap, a 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 that has concealment. ---Feats--- Dodge:You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Double Slice: Add your Strength bonus to damage rolls made with your off-hand weapon. Two-weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. [-2/-2 if have TWF and off-hand weapon is light.] ---Traits--- Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects. Trap finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use disable device to disarm magical traps, like a rogue. ---items--- Belt of Tumbling: This thin and flexible cotton cord is meant to be wrapped several times around wearer's waist. The belt's wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy's space. HeroLab License blah blah:
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Rolls:
Attack #1: mwk sawtooh sabre, +sneak [dice=sabre]1d20+4[/ dice] [dice=S dmg+sneak]1d8+1d6+2[/ dice] Attack #2 (twf): mwk kukri, +sneak [dice=kukri]1d20+4[/ dice] [dice=S +sneak]1d4+1d6+2[/ dice] Attack #1: tonfa
Single Attack: tonfa
Single Attack + Studied Target:
[dice=Stealth]1d20+9[/ dice]
Any-tool:
Price 250 gp; Aura moderate transmutation; CL 9th; Weight 2 lbs. This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. |