Wild Elf

Usu's page

No posts. Alias of Licitus.

Full Name





Slayer 5 / Alchemist 1 | HP 53/53 | AC.T.FF 18.15.13 | F.R.W 7.10.6 | CMD 22 | Init 5 | P 12, SM 5











Strength 14
Dexterity 20
Constitution 13
Intelligence 14
Wisdom 12
Charisma 12

About Usu

Primary Info:

Male Half-Elf (Wild Elf) Slayer (Stygian Slayer) 5 / Alchemist (Vivisectionist) 1
NG Medium Humanoid (Human/Elf)
Init: +5; Sense Motive: +5; Perception: +12

Languages Elven (R/S)(B/W), Keoish (B/S)(C/W)

STATISTICS (25pt, +2 Dex (racial), +1 Str (4th), +2 Dex (belt))
BAB +5


AC 18, touch 15, ff 13 (+3 armor, +5 Dex)
CMD 22, ff 17 (+5 BAB, +2 Str, +5 Dex)
HP 53 (10+10+10+7+5+5 + 6*1 Con + 0 FB)
Healthy: >= 40, Grazed: 27-39, Wounded: 14-26, Critical: 1-13, Disabled: -1-0
Fort +7 (2 + 6/2 Fighter/Alchemist + 1 Con + 1 Cloak)
Ref +10 (2 + 1/2 Alchemist + 5/3 Fighter + 5 Dex + 1 Cloak)
Will +6 (0 + 6/3 Fighter/Alchemist + 1 Wis + 2 Dual Minded + 1 Cloak)


Speed 30 ft.
Melee +7
Ranged +10
CMB +7

Dagger 1d4 19-20/x2 P/S
Kukri 1d4 18-20/x2 S
Shortbow 1d6 20/x3 P



Adventuring -- 49 ranks (5*6 Slayer + 1*5 Alchemist + 6*2 Int + 2 Background)
(3) *Acrobatics +11 --
(6) *Climb +11 --
(2) Craft (Alchemy) +7 -- <+1 craft>
(1) Craft (Bows) +6 --
(1) Craft (Poison) +6 --
(6) Disable Device +16 --
(0) Escape Artist +5 --
(1) Kn (Geography) +6 --
(2) Kn (Nature) +7 --
(6) Perception +12 -- <+2 traps, +2 studied target>
(1) Sense Motive +5 -- <+2 studied target>
(1) Spellcraft +6 --
(6) *Stealth +15 -- <+1 forest>
(6) Survival +11 -- <+2 track, +1 forest, +2 studied target>
(1) *Swim +6 --
(6) Use Magic Device +10 --

* ACP applies (-0)


Invisibility (1/day): []
Darkvision/See Invisibility (1/day): []

1st (2/day)
Known: Blend, Monkey Fish, Shield, True Strike, Crafter's Fortune
[] Shield
[] **TBA**



Carrying Capacity:
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb. (14 Str)
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb. (15 Str)

Current Load Carried XX lb.

Dagger, Cold Iron (4:1)
Kukri (8:2)
Shortbow, Composite (Darkwood, Elven MW, +2 Str, +1 Enh) (2645:1)

Spider-silk Bodysuit (Elven MW) (1100:4)

Magical Equipment:
Belt of Incredible Dexterity (4000:1)
Cloak of Resistance (1000:1)
Formula Alembic (200:2)
Potion of Crafter's Fortune (50:-)

Mundane Equipment:
Backpack, common (2:2)
Bag, waterproof <in backpack> (0.5:0.5)
Chalk <in waterproof bag> (0.01:-) x 2 --> (0.02:-)
Flint and steel <in pouch> (1:-)
Kit, Alchemy Crafting <in backpack> (25:5)
Outfit, Traveler's (free, 5)
Pouch, belt (1:0.5)
Thieves' tools, common <in pouch> (30:1)
Twine (50 ft) <in backpack> (0.01:0.5)
Vial <in pouch> (1:-) x 2 --> (2:-)
Waterskin (full) <in backpack> (1:4)
Whetstone <in backpack> (0.02:1)

Arrows, common (20) (1:3) x 2 --> (2:6)
Candle <in backpack> (0.01:-) x 10 --> (0.1:-)
Tindertwig <in waterproof bag> (1:-) x 2 --> (2:-)

Equipment - Stored:
Artisan's tools (bows) <in backpack> (5:5)
Blanket <in backpack> (0.5:3)
Hammock <in backpack> (0.1:3)

Consumables - Stored:
Rations, Trail <in backpack> (0.5:1) x 5 --> (2.5:5)
Soap <in backpack> (0.01:0.5)

Consumables - Consumed:
Copy Formula (10:-)


Special Abilities:

Circumstantial Abilities
+2 racial on stealth when in forests or woodlands -- Woodland Survival Expert
+2 racial on survival when in forests or woodlands -- Woodland Survival Expert
+2 survival to follow tracks -- Track
+2 perception to locate traps -- Trapfinding
+1 reflex to avoid traps -- Trap Sense
+1 dodge to AC on attacks by traps -- Trap Sense
+1 competence bonus to Craft (Alchemy) when crafting -- Alchemy
+1 circumstance to attack when throwing splash weapons -- Throw Anything
+2 damage (Int mod) to damage from splash weapons -- Throw Anything
2d6 sneak attack -- Slayer/Alchemist (Vivisectionist)

Activated Abilities
Can study opponent as move action -- Studied Target
+2 attack vs studied target -- Studied Target
+2 damage vs studied target -- Studied Target
+2 bluff vs studied target -- Studied Target
+2 knowledge vs studied target -- Studied Target
+2 perception vs studied target -- Studied Target
+2 sense motive vs studied target -- Studied Target
+2 survival vs studied target -- Studied Target
+4 alchemical to Str/Dex/Con -- Mutagen
-2 alchemical to Int/Wis/Cha -- Mutagen
+2 alchemical to natural armor -- Mutagen

Standing Abilities
+2 on will saves -- Dual Minded
+1 ranged attack w/i 30' -- PBS
+1 ranged damage w/i 30' -- PBS
Ignore -4 penalty for ranged attacks into melee -- PBS
Immune to sleep effects -- Elven Immunities
+2 racial on saving throws vs enchantment spells and effects -- Elven Immunities
+2 racial on perception checks -- Keen Senses
Low-light vision
+1 racial on stealth checks -- Woodland Survival Expert
+1 racial on survival checks -- Woodland Survival Expert
+2 disable device -- Trapfinding
Can use disable device to disarm magic traps -- Trapfinding


House Rules Precise Shot -- 1st Level

Point-Blank Shot
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Far Shot
Prerequisites: Point-Blank Shot, +3 BAB.

Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

Rapid Shot -- 3rd Level
Prerequisites: Dex 13, Point-Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Vision Mastery -- 5th Level
Prerequisite(s): Use Magic Device 2 ranks, base Fortitude save bonus +4.

Benefit(s): You can cause an item that has a divination spell of 1st level or higher in its construction requirements to cast either darkvision or see invisibility.
You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +6, +8, +10, and +12.

Brew Potion -- from Alchemist Brew Potion
Prerequisite: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.
See magic item creation rules for more information.

Throw Anything -- from Alchemist Throw Anything
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Craft Poison -- from Alchemist
Benefit: Using the Craft (Poison) skill, you can create poisons under the Craft (Alchemy) rules.

Class Features:

Weapon and Armor Proficiency
A slayer is proficient with all simple and martial weapons. A stygian slayer is proficient with light armor, but not with medium armor, heavy armor, or any kind of shield (including 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 rolls, damage rolls, and skill checks and to slayer 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.

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Sneak Attack
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.

Invisibility -- Slayer (Stygian Slayer)
At 4th level, a stygian slayer can cast invisibility once per day, using his slayer level as his caster level. The slayer uses his Intelligence modifier for concentration checks when using this ability. The slayer can use this an additional time per day at 8th level and every 4 levels thereafter.
This ability replaces the slayer talent gained at 4th level.

Alchemy (su) -- Alchemist
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
In many ways, extracts behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Brew Potion (Ex) -- Alchemist
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su) -- Alchemist
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex) -- Alchemist
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Sneak Attack -- Alchemist (Vivisectionist)
At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).
This ability replaces bomb.

Character Traits:

Racial Traits

Elven Immunities -- Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses -- Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision -- Half-elves can see twice as far as humans in conditions of dim light.

Alternate Racial Traits

Dual Minded -- The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.

Woodland Survival Expert -- Elves receive a +1 racial bonus for Stealth and Survival checks and a +2 while in forests and woodlands.


Usu laughed again. He threw his head back and laughed fully, almost falling out of the tree. Below him dangled one of his friends, hanging only by a foot, shouting supposedly unspeakable things at Usu. "Calm down, I'm not going to leave you like that! Told you you'd fall for it when set properly. Just because you spotted Semael's didn't mean you'd spot mine." He jumped to the ground and released his friend. Still in a huff, the friend stomped off to regain his pride. "Didn't have to be such a sore sport. No one got hurt," Usu thought to himself.

Pranks such as this were fun, but not as much as they used to be. Nothing new seemed to happen here in the forest village. All his friends seemed so much younger than himself now. His mother had told him this would happen, but it had just seemed like something adults say that didn't really mean anything. This time, however, it was real enough. With all the weirdness, Usu had been thinking more and more about leaving. Perhaps it was time. Even his mother seemed to be at a loss for what to do with him; not that she didn't love Usu, she just didn't know how to raise a half-elf, the only one in a village of full elves.

The laughter left him, leaving an empty feeling. Usu looked around with sudden distinterest and slowly began the walk home. He kicked at a stone in the path and breathed a deep sigh. He had felt this coming. He had already been gathering supplies, made himself a bow and arrows, and secreted a dagger that he had found in the forest. He was going to tell his mom tonight that it was time for him to leave and find his own way. Didn't have to leave this very evening; he still had lots of time before winter, but he needed to let her know and really get set to go. She would be sad, but he knew she would agree. It was time.

Appearance and Personality:

Age: 20
Height: 5' 1"
Weight: 110 lbs.
Hair: short, spiky dark brown
Eyes: black
Skin: light brown

Usu is a small half-elf (wild elf) who is very curious. Typically quiet and reserved, he is observant and likes a good laugh. He is not above playing tricks. He has become a worshipper of Obad-hai and enjoys being out and about.


Usu is a half-elf: half human, half wild elf. He has outgrown his peers and has found the human wander lust that is driving him to find his way outside of his elven community, much like his mother did years ago. He wants to study the humans, hasn't had much contact with them, so he takes to haunting the roads, both protecting and spying upon the travelers, unbeknownst to them. He stays off the road and shadows them. He even sneaks into their encampments at night and rifles through their things. He doesn't steal anything; he just investigates them.

He has ties to magic, just not in the conventional Elven fashion. Instead of learning to cast spells and directly manipulate magic, he simply played with magical items. He would try to figure out how they worked by instinct and analysis, and he became pretty good. It was easier than actually learning all those spells and left him with more time to practice with his bow.