Verik Vancaskerkin

Soran Fletcher's page

390 posts. Organized Play character for Steven_Evil.

Full Name

Soran Fletcher


Human Slayer 6


HP:52 AC:17 T:13 FF:14 Init+3 Fort:6 Ref:8 Will:4 Bow +9/+4, 1d8+7 Rapier +8/+3, 1d6+2

Acro:12 Climb:11 Dis Dev: 9 Intim:9 Know-Nature:10 Perc:11 Stlth:17 Srvvl:11 Swm:10 UMD:12







Special Abilities

Studied Target, Track, Slayer Talents, Sneak Attack








Common, Goblin, Giant



Strength 14
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 14
Charisma 10

About Soran Fletcher

XP: 16 Fame: 20
PP Spent: 6
PP Available: 14

Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Clever Wordplay:Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Dangerously Curious:You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Class Abilities:
Studied Target: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 and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against 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).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability 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.

At 7th level, a slayer can study an opponent as a move or swift action.

Track:A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Flat Footed:14
(Favored Class Bonus Levels 1-4:HP)
(Favored Class Bonus Levels 5-10:1/6 of a new Slayer Talent)


Sneak Attack: +2d6
M. Darkwood Composite Longbow (Str. +2) +9/+4, 1d8+7, 20x3 (Point Blank Shot, Deadly Aim)
Rapier +8/+3, 1d6+2, 18-20x2

Point Blank Shot:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Deadly Aim:You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Precise Shot:You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Slayer Talents
Ranger Combat Style: Bow; Feats Chosen: Point Blank Shot, Manyshot.
Rogue Talent-Bleeding Attack: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap senserogue abilities, using his slayer level as his effective rogue level.

Disable Device: 9
Use Magic Device:12

+1 Shadow Studded Leather Armor
Masterwork Darkwood Composite Longbow (Str. +2)

Efficient Quiver
-Blunt Arrows-20
-Barbed Arrows-20
-Thistle Arrows-40
-Tangleshot Arrows-4
-Splintercloud Arrows-4
-Grappling Arrows-5
-Trip Arrows-4
-Incendiary Arrows-20
-Cold Iron Arrows-20
-Silvered Arrows-20
-+1 Flaming Arrows-6
-+1 Corrosive Arrows-8
-+1 Shock Arrows-10
-Sleep Arrows-5

-Wand of Cure Light Wounds-50 Charges
-Holy Water-1
-Alchemist's Fire-2
-Acid Flask-2
-Potion of Haste
-Potion of Cure Light Wounds-2

Handy Haversack
-Clockwork Spy
-Belt pouch-5
-Flint and Steel
-Iron Pot
-Mess Kit
-Silk Rope:50ft
-Masterwork Thieve's Tools
-Trail Rations-5 days

Clockwork Spy (Attained From Murder's Mark Chronicle):

Clockwork Spy CR 1/2
XP 200
N Tiny construct (clockwork)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +0


AC 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
hp 5 (1d10)
Fort +0, Ref +3, Will +0
Immune construct traits
Weaknesses vulnerable to electricity


Speed 30 ft., fly 30 ft. (clumsy)
Melee slam +3 (1d2)
Special Attacks record audio, self-destruct


Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +0; CMD 12
Feats Improved InitiativeB, Lightning ReflexesB
Skills Climb +2, Fly -3, Stealth +11; Racial Modifiers +2 Climb, +2 Stealth
SQ swift reactions, winding


Record Audio (Su)

A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.

Self-Destruct (Su)

Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy's next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy's self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.

Proposed Level Up Scheme:

1:Point Blank Shot, Deadly Aim
2:Ranger Combat Style-Rapid Shot
3:Precise Shot
4:Ability Score Inc.-Dex, Bleeding Attack
5:Extra Slayer Talent-Trapfinding?
6:Ranger Combat Style-Manyshot
7:Hammer the Gap
8:Ability Score Inc.-Con, ?
9:Iron Will
10:Ranger Combat Style-Point Blank Master, Assasinate
11:Improved Critical-Longbow
12:Ability Score Inc.-Dex, ?
13:Improved Iron Will
14:Deadly Sneak

Completed Scenarios
We Be Goblins!
The Confirmation
Temple of Empyreal Enlightenment
Murder's Mark
Crypt of the Everflame
We Be Goblins Too!
We Be Goblins Free!
Mask of the Living God
Fangwood Keep