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About Soran FletcherXP: 16 Fame: 20
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. Traits:
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.
Stats
Saves
Attacks
Feats:
Slayer Talents
Skills
Gear:
Efficient Quiver
Bandolier-2
Handy Haversack
Clockwork Spy (Attained From Murder's Mark Chronicle):
Clockwork Spy CR 1/2
DEFENSE AC 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
OFFENSE Speed 30 ft., fly 30 ft. (clumsy)
STATISTICS Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
SPECIAL ABILITIES 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 15:? Completed Scenarios
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