Quinn

Mask Arachno's page

52 posts. Organized Play character for PatheticWretch.


Full Name

Mask Arachno

Race

Human

Classes/Levels

Slayer 2 | HP 20/20 | AC 17; Tch 14; FF 13 | F +5; R +7; W +1 | CMB+2; CMD 16 | Speed 30 ft | Init +4 | MW Kukri: +8 (1d4/18-20) | Perc +5

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About Mask Arachno

Mask Arachno
Male Human Slayer (Stygian Slayer/Sniper) 2
N Medium Humanoid (Human)
Init +4; Senses Perception +5
Languages Common, Dark Folk, Undercommon
________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 17, touch 14, flat-footed 13
    (+4 Dex, +3 armor)
hp 20 (2d10, +4 Con)
Fort +5, Ref +7, Will +1 (+3 vs. divination)
Defensive Abilities
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 30 ft. (6 squares)
Melee MW Kukri +8 (1d4/18-20)
Melee MW Kukri +6 (1d4/18-20) and MW Kukri +6 (1d4/18-20)
Ranged Sling +6 (1d4)
Base Atk +2; CMB +2; CMD 16
Special Attacks Studied Target (+1 atk/dmg), Accuracy (1/2 range increment penalties), Deadly Range (ignore 30 ft. range on sneak attacks)
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 10, DEX 18, CON 14, INT 14, WIS 10, CHA 10
Feats Weapon Focus (Kukri), Two-Weapon Fighting, Weapon Finesse
Traits Armor Expert, Carefully Hidden, Gold Finger
Skills Acrobatics +9, Appraise +2, Bluff +5, Climb +4, Diplomacy +0, Disable Device +12, Disguise +5, Escape Artist +4, Fly +4, Intimidate +0, Knowledge (Dungeoneering, Local) +6, Perception +5, Ride +4, Sense Motive +4, Sleight of Hand +4, Stealth +9, Survival +4, Swim +4 Armor Check Penalty 0
SQ Slayer Talents (Finesse Rogue)
Combat Gear wand of cure light wounds [50/50], acid flask (x3) Other Gear MW kukri, MW kukri, sap, dagger (x2), sling, bullets (10), studded leather armor, MW backpack, MW thieves' tools, bandolier, bedroll, bell, candle, chalk (1 piece), earplugs, fishhook, string, flint and steel, inkpen, parchment (sheet), rations (trail/per day) (x3), rope (silk/50 ft.), sewing needle, tindertwig, signal whistle, bandolier, belt pouch, sack, waterskin, spring-loaded wrist sheath (daggers, x2), 586 gp

SPECIAL ABILITIES:

Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.
This ability replaces track.
Bonus Feat: Humans select one extra feat at 1st level.
Deadly Range (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.
Weapon and Armor Proficiency: A stygian slayer is proficient with light armor, but not with medium armor, heavy armor, or any kind of shield (including tower shields).
This replaces the slayer's armor proficiency.

BACKGROUND:

An old man with most of his hair missing, as well as most of his teeth, shuffles up to the assembled Pathfinders.

"Hillmen in caves? That's not too surprising...there are caves in hills. But we will find them!" the old man says. "I'm Mask Arachno. I can infiltrate anywhere!" he says too loudly.

PFS:

PFS# 132076-43
XP 3
Prestige/Fame 4/6
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought MW Kurki[-308 gp], wand of cure light wounds
[-2 PP]

*First Steps (In Service to Lore), [1 XP, 2 PP, 417 gp]
*The Wounded Wisp [1 XP, 2 PP, 430 gp]
-Bought MW Kurki[-308 gp]

Received Additional Trait from Erevan Stormstride Chronicle (The Paths We Choose).

Level Progression:

Level 1:
Class Taken: Slayer
Class Feature Gained: studied target
Hit points Gained: 1d10, +2 Con
Skill Points (6+2+1): acrobatics (1), bluff (1), climb (1), disable device (1), disguise (1), knowledge (local)(1), perception (1), stealth (1), swim (1)
Feats: weapon finesse, two-weapon fighting
Favored Class Bonus: 1/6 slayer talent

Level 2:
Class Taken: Slayer
Class Feature Gained: slayer talent (finesse rogue)
Hit points Gained: 1d10, +2 Con
Skill Points (6+2+1): acrobatics (1), bluff (1), disable device (1), disguise (1), knowledge (dungeoneering)(1), perception (1), sense motive (1), stealth (1), survival (1)
Favored Class Bonus: 1/6 slayer talent

Dice:

[dice=MW Kukri]1d20+8;1d6[/dice]

[dice=MW Kukri]1d20+6;1d6[/dice]
[dice=MW Kukri]1d20+6;1d4[/dice]

[dice=MW Kukri(studied target)]1d20+6+1;1d6+1[/dice]
[dice=MW Kukri (studied target)]1d20+6+1;1d4+1[/dice]

[dice=MW Kukri(studied target, flank)]1d20+6+1+2;1d6+1[/dice]
[dice=MW Kukri (studied target, flank)]1d20+6+1+2;1d4+1[/dice]

*flickering step feat

*demonic obedience nightripper, assassin's dagger, silent kill ability, ability focus assassinate, dampen presence, conceal scent, boots of soft step, skulking sniper's blowgun

*shadow dancer, crimson assassin, assassin

*kukri and shield? Maybe strong?

*barb 2/ slayer 14, accomplished sneak attacker, effortless butchery, hurtful, and stunning assault and the rage power intimidating glare can coup de grace an enemy in a single turn, pick up intimidating prowess

https://www.reddit.com/r/Pathfinder_RPG/comments/4dnv9m/best_assassintype_b uild/

http://www.giantitp.com/forums/showthread.php?415156-How-to-optimize-a-Slay er