Kobold Devilspeaker

Sirusk's page

122 posts. Alias of justaworm.


Full Name

Sirusk

Race

Hp: 17 / 24 || AC: 19/14F/15T || F3/R6/W0; (+2 vs. mind-affecting, poison, & fear) ||

Classes/Levels

CMD 19 || Studied Target +1 || Sneak Attack +1d6 || Percep. +7 || Low-light || 30 ft.

Gender

Male Nagaji Slayer 3 || Init. +3 || (Sunrod lit)

Size

6'5"

Age

24 years

Alignment

CG

Location

Wati

Languages

Common, Draconic, Nagaji, Osiriani

Strength 14
Dexterity 17
Constitution 10
Intelligence 14
Wisdom 9
Charisma 9

About Sirusk

Short, 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
Male nagaji slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 4 199)
CG Medium humanoid (reptilian)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
hp 24 (3d10)
Fort +3, Ref +6, Will +0; +2 vs. mind-affecting effects and poison, +2 trait bonus vs. fear
--------------------
Offense
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Speed 30 ft.
Melee cold iron dagger +5 (1d4+2/19-20) or
. . mwk kukri +6 (1d4+2/18-20) or
. . mwk sawtooth sabre +6 (1d8+2/19-20) or
. . mwk tonfa +6 (1d6+2) or
. . (twf) mwk sawtooth sabre +4 (1d8+2/19-20) & mwk kukri +4 (1d4+2/18-20) or
. . (twf) mwk tonfa +4 (1d6+2) & tonfa +3 (1d6+2) or
. . (twf) mwk sawtooth sabre (1d8+2/19-20) & mwk tonfa +4 (1d6+2)
Ranged shortbow +6 (1d6/×3)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
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Str 14, Dex 17, Con 10, Int 14, Wis 9, Cha 9
Base Atk +3; CMB +5; CMD 19
Feats Dodge, Double Slice, Two-weapon Fighting
Traits courageous, trap finder
Skills Acrobatics +9 (+13 to move through a threatened square or enemy's space), Bluff +5, Climb +7, Disable Device +12, Heal +3, Intimidate +3, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (local) +7, Perception +7, Sense Motive +3, Stealth +9, Survival +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Nagaji, Osiriani
SQ combat style (two-weapon combat), resistant, serpent's sense, slayer talent (ranger combat style[ACG]), track +1
Combat Gear potion of cure light wounds, air crystal, alchemist's fire, bladeguard[APG], holy weapon balm[ACG]; Other Gear mithral chain shirt, arrows (20), blunt arrows[APG] (20), cold iron dagger, mwk kukri, mwk sawtooth sabre[ISWG], shortbow, tanglefoot bag, mwk tonfa[UC], tonfa[UC], belt of tumbling[UE], bedroll, belt pouch, belt pouch, flint and steel, grappling arrow[UE], manacles, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], silk rope (50 ft.), sunrod (1), trail rations (5), traveler's any-tool, waterskin, weapon cord[APG], 88 gp, 0 sp
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Special Abilities
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Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
------ (end Herolab direct import)

More readable equipment list:
Combat Gear
potion of cure light wounds,
acid x2,
air crystal,
alchemist's fire,
bladeguard[APG],
holy weapon balm[ACG];
sealing wax,
tanglefoot bag,
Other Gear
mithral chain shirt,
arrows (20),
blunt arrows[APG] (20),
cold iron dagger,
mwk kukri,
mwk sawtooth sabre[ISWG],
shortbow,
mwk tonfa,
tonfa,
belt of tumbling[UE],
bedroll,
belt pouchx2,
hot weather outfit (+2 Fort vs. hot weather)
flint and steel,
grappling arrow,
manacles,
masterwork backpack[APG], (Str+1 for carry loads)
masterwork thieves' tools,
mess kit[UE],
silk rope (50 ft.),
sunrod (1),
trail rations (5),
traveler's any-tool,
waterskin,
weapon cord
88 gp

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
[dice=tonfa]1d20+3[/ dice]
[dice=B dmg]1d6+2[/ dice]
Attack #2 (twf): tonfa
[dice=tonfa]1d20+3[/ dice]
[dice=B dmg]1d6+2[/ dice]

Single Attack: tonfa
[dice=tonfa(B)]1d20+5[/ dice] for [dice=B dmg]1d6+2[/ dice]
(or sabre) for [dice=S dmg+sneak]1d8+1d6+2[/ dice]

Single Attack + Studied Target:
[dice=shortbow, ST] 1d20 + 6 + 1 [/ dice] for [dice=P] 1d6 + 1 [/ dice]
[dice=saber+ST]1d20+6+1[/ dice] for [dice=S dmg+ST]1d8+2+1[/ dice]

[dice=Stealth]1d20+9[/ dice]
[dice=Perception]1d20+7[/ dice]
[dice=Acrobatics]1d20+13[/ dice] [ooc]To move through threatened square[/ ooc]
[dice=Track]1d20 + 4[/ dice]
[dice=Appraise]1d20 + 2[/ 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.