Full Name |
Sugua Bran't |
Race |
Half Orc |
Classes/Levels |
Slayer 4 | HP 40/40 | AC 17 T 11 FF 16 | Fort +9 Ref +7 Will +4 | CMD 19 | Init +1 | Perception +8 |
Gender |
Male |
Size |
Medium 6'8" |
Age |
20 |
Special Abilities |
Favored Target +1, Track+2 |
Alignment |
CN |
Deity |
Gorum |
Occupation |
Fighter |
Strength |
19 |
Dexterity |
12 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
7 |
About Sugua Bran't
Sugua Bran't
Slayer 4
CN Medium humanoid (human, orc)
Init +1; Perception +8 Darkvision
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP 40 (4d10+12)
Fort +9, Ref +7, Will +4
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Offense
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Speed 20 ft.
Ranged +5 Chakram (1d8+4/x2)
Ranged +6 +4 Str Darkood Comp Longbow (1d8+4/x3)
Melee +10 Fireforged Greatsword (2d6+6/19-20x2)
Melee +8 Naginata (1d8+6/x4)
Melee +8 Warhammer (1d8+4/x3)
Melee +8 Dagger (1d4+4/19-20x2)
Melee +8 Cestus (1d4+4/19-20x2)
Melee +8 Cold Iron Longsword (1d8+4/19-20x2)
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Statistics
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Str 19, Dex 12, Con 16, Int 10, Wis 12, Cha 7
Base Atk +4; CMB +8; CMD 19
Languages Common, Orc, Draconic
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Feats
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Endurance
Diehard
Weapon Focus (Greatsword)
Deific Obedience (Gorum)
Power Attack
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Traits and Drawbacks
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Signature Moves Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Brigand You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk
Loner You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.
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Skills
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Acrobatics +6[1]
Appraise +0
Bluff -2
Climb +8[3]
Craft +0
Diplomacy -2
Disguise -2
Escape Artist +1[-4]
Handle Animal -1
Heal +1
Intimidate +4
Knowledge (dungeoneering) +4
Knowledge (local) +8
Knowledge (geography) +4
Knowledge (nature)+1
Knowledge (Religion)+3
Linguistics +1
Perception +8
Ride +1[-4]
Sense Motive +5
Sleight of Hand +1[-4]
Stealth +1[-4]
Survival +6
Survival (tracking) +8
Swim +4[-1]
Use Magic Device +0
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Gear
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Four Mirror Armor
Fireforged Greatsword
Cestus x2
Chakram x5
Dagger x2
Warhammer
Naginata
Cold Iron Longsword
Backpack [
Bear jerky
Bedroll
Trail rationsx 5
Hammer
Pitons x4
Waterskin (Filled)
]
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Special Abilities
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Darkvision Half-orcs can see in the dark up to 60 feet.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Weapon and Armor Proficiency A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
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 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 (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Sneak Attack +1d6
At 3rd level, if a 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 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 (like a sap, whip, or 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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Backstory
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