Thread: (Forgotten Realms Pathfinder: Seeds of Evil) Cast Thread

Pathfinder Name Lahnu Orcborn Age 26 Gender Female Alignment Neutral Race Half Orc See more Favored Class Slayer Bonus hit point x5 Ability Score Racial Traits Half-orc characters gain a 2 bonus to one ability score of their choice at creation to represent their varied nature. Type Half-orcs are Humanoid creatures with both the human and orc subtypes. Size Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed Half-orcs have a base speed of 30 feet. Languages Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages. Dark-vision 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. Sacred Tattoo See more 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. Pariah See more While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a 2 racial bonus on saving throws against emotion and fear effects and a 2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity. Shamans Apprentice See more 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. Trait See more Fates Favored All luck bonuses increase by 1. Finish the Fight You gain a 1 trait bonus on attack rolls against opponents you already injured in the past 24 hours. Legacy of the Sands You gain a 1 trait bonus on all Will saving throws. Flaw See more Stigmatized See more You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization. You take a 3 penalty on Diplomacy checks to gather information or improve a creatures attitude. Experience 10,500 Stats 25 point buy - Strength 13 - Dexterity 17 - Constitution 14 - Intelligence 16 - Wisdom 13 - Charisma 10 Light load 76 pounds or less Inventory 366.37 gp, Chain Shirt 1 rapier 1 shortsword 2 Belt of incredible dexterity 1 Cloak of Resistance Will bedroll 1 sp 5 lbs 1-pint flask 3 cp 1.5 lbs 7 days trail rations 3.5 gp 7 lbs Bag of Holding Type II Attack BAB 5 Melee 6 Strength, 8 finesse, 6 two-Weapon Fighting with off-hand light Weapon Ranged 7 Defenses - Saves Fortitude 8 Reflex 9 Will 5 - Armor Class 13 30 ft move, 18 armor, bonuses from gear - Hit Points 43 - Hit Dice 5d10 Class Slayer 5, Skills 1. Acrobatics 5 Ranks, 2. Climb 5 rank, 3. perception 5 ranks, 4. ride 4 ranks, 5. sense motive 5 rank, 6. stealth 5 rank, 7. survival 5 ranks, 8. swim 5 rank 9. Heal 3 rank 10. Knowledge Dungeoneering 4 ranks 11. Knowledge Geography 4 ranks6 Feats - Racial Endurance - Advancement 1. Level 1 Spirit-Ridden 2. Level 3 Two Weapon Fighting 3. Level 5 Weapon Finesse Slayer Talents 1. Ranger Combat Style Two-Weapon Combat Quick-Draw 2. Combat Trick Two Weapon Defense Basic Advancement 1st Feat 2nd Feat 1st ABI Class Features 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 See more 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, 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 See more A slayer adds 12 his level minimum 1 to Survival skill checks made to follow tracks. Slayer Talents See more 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. Talents marked with an asterisk add effects to a slayers sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made. See the Slayer Talents section for a full list of Talents from all sources. Sneak Attack See more 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 slayers 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.