Broders

Alignment
CN
Race
Size
M
Class
Gender
Male
Diety
Churis
Languages
common,elvish
Total HP
50 43 (Slayer) + 7 (con)
Initiative
+1 1 (ability)
Speed
30

Defense

Saves

Fort
+6 5 (base) + 1 (ability)
Ref
+6 5 (base) + 1 (ability)
Will
+3 2 (base) + 1 (ability)

AC

AC
21 10 (base) + 10 (armor) + 1 (dex)
Touch
11 10 (base) + 1 (dex)
Flat
20 10 (base) + 10 (armor)

 

CMD
24 10 (base) + 1 (dex) + 6 (str) + 7 (bab)

Offense

Speed
30
BAB
+7
CMB
+13 7 (bab) + 6 (ability)
Two Handed (Orc Double Axe) +15 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) / +10 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -5 (iterative) (1d8+8 1d8 (weapon) + 7 (ability) + 1 (enhancement) / x3) S
Two Weapon Fighting (Mainhand) +13 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -2 (iterative) (1d8+7 1d8 (weapon) + 6 (ability) + 1 (enhancement) / x3) S
Two Weapon Fighting (Offhand) +13 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -2 (iterative) (1d8+7 1d8 (weapon) + 6 (ability) + 1 (enhancement) / x3) S
Two Handed Power Attack (Orc Double Axe) +13 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -2 (Power Attack) / +8 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -2 (Power Attack) + -5 (iterative) (1d8+14 1d8 (weapon) + 7 (ability) + 1 (enhancement) + 6 (Power Attack) / x3) S
Two Weapon Fighting Power Attack (Mainhand) +11 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -2 (Power Attack) + -2 (iterative) / +6 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -2 (Power Attack) + -7 (iterative) (1d8+11 1d8 (weapon) + 6 (ability) + 1 (enhancement) + 4 (Power Attack) / x3) S
Two Weapon Fighting Power Attack (Offhand) +11 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -2 (Power Attack) + -2 (iterative) / +6 6 (ability) + 1 (Weapon Focus) + 1 (enhancement) + 7 (bab) + -2 (Power Attack) + -7 (iterative) (1d8+9 1d8 (weapon) + 6 (ability) + 1 (enhancement) + 2 (Power Attack) / x3) S

Ability Scores

Ability Score Mod
Str 22 +6
Dex 13 +1
Con 12 +1
Int 10 0
Wis 12 +1
Cha 8 -1

Skills

Dex
+6 7 (ranks) + 1 (ability) + -5 (armor) + 3 (class)
Int
0 0 (ability)
Cha
-1 -1 (ability)
Str
+11 7 (ranks) + 6 (ability) + -5 (armor) + 3 (class)
Int
0 0 (ability)
Cha
-1 -1 (ability)
Cha
-1 -1 (ability)
Dex
-4 1 (ability) + -5 (armor)
Dex
-4 1 (ability) + -5 (armor)
Wis
+1 1 (ability)
Cha
+9 7 (ranks) + -1 (ability) + 3 (class)
Int
+10 7 (ranks) + 0 (ability) + 3 (class)
Wis
+11 7 (ranks) + 1 (ability) + 3 (class)
Cha
-1 -1 (ability)
Dex
-4 1 (ability) + -5 (armor)
Wis
+11 7 (ranks) + 1 (ability) + 3 (class)
Dex
-4 1 (ability) + -5 (armor)
Wis
+1 1 (ability)
Str
+1 6 (ability) + -5 (armor)

Special Abilities

Class

Studied Target

🔗 AoN d20

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

🔗 AoN d20

A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents

🔗 AoN d20

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 slayer's 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.

  • A complete listing of slayer talents can be found here: Slayer Talents

Ranger Combat Style

The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

Rogue Talents

A slayer can select one of the Following Rogue talents in place of a slayer talent:

  • Bleeding Attack

  • Camouflage

  • Combat Trick

  • Fast Stealth

  • Finesse Rogue

  • Firearm Training

  • Grit

  • Hard to Fool

  • Lasting Poison

  • Powerful Sneak

  • Rogue Crawl

  • Slow Reactions

  • Snap Shot

  • snipers eye

  • Suprise Attack

  • Swift Poison

  • Terrain Mastery

  • Trap Spotter

  • Unwitting Ally

  • Weapon Training

Any Talent effects based on rogue level use the slayer's class level. If the rogue talent has a prerequisite, the slayer must meet the prerequisite before taking that rogue talent. This talent can be selected multiple times; each time it grants the slayer a new rogue talent.

Weapon Training

A rogue who selects this talent gains Weapon Focus as a bonus feat.

Focusing Attack

When a rogue selects this talent, she must choose the confused, shaken, or sickened condition. When the rogue has the selected condition and hits a creature with a melee attack that deals sneak attack damage, the rogue no longer has that condition. A rogue can take this talent up to three times. Each time, she must select a different condition that she is able to remove from herself with a melee attack that deals sneak attack damage. Even if the rogue has taken this talent multiple times, she can remove only a single effect on herself with each melee attack that deals sneak attack damage.

Sneak Attack

🔗 AoN d20

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.

Stalker

🔗 AoN d20

At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

Race

Darkvision

🔗 AoN d20

Half-orcs can see in the dark up to 60 feet.

Intimidating

🔗 AoN d20

Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood

🔗 AoN d20

Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity

🔗 AoN d20

Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity

🔗 AoN d20

Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages

🔗 AoN d20

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.

Feats

Reactionary (Combat Trait)

🔗 AoN d20

You gain a +2 trait bonus on initiative checks.

Two-Weapon Fighting

🔗 AoN d20

Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Double Slice

🔗 AoN d20

Add your Strength bonus to damage rolls made with your off-hand weapon.

Power Attack

🔗 AoN d20

You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by --1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus

🔗 AoN d20

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Armor Proficiency, Heavy

🔗 AoN d20

Improved Two-Weapon Fighting

🔗 AoN d20

In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a --5 penalty.

Endurance

🔗 AoN d20

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Inventory

GP
0 gp
Inventory Weight
115.54 lbs.
Value
22173.95 gp

Weapons

+1 Orc Double Axe
Cost
4660 gp
Weight
15 lbs.

A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon. Though invented by and traditionally associated with orcs, the double axe can be crafted and wielded by other races as well, though many disdain it for its extreme weight and clumsiness. Because of the blades at either end of the axe, the wielder must hold an orc double axe in the middle of its haft, and utilize a weaving, slashing fighting style more akin to that of a quarterstaff than to that of a greataxe or battleaxe.

Composite Longbow
Cost
100 gp
Weight
3 lbs.

You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted.

All composite bows are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow.

For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow

Shortsword
Cost
10 gp
Weight
2 lbs.

Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword.

Armor

+1 Full Plate
Cost
2650 gp
Weight
50 lbs.

This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 * 100) gold pieces.

Items

Belt of Giant Strength +2
Cost
4000 gp
Weight
1 lbs.

This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Arrow (x20)
Cost
1.00 gp
Weight
3.00 lbs.

A standard (common) arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Unless indicated otherwise, arrows come in a leather quiver that holds 20 arrows.

Alchemist's Fire (x2)
Cost
40 gp
Weight
2 lbs.

Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.

Antitoxin
Cost
50 gp
Weight
0 lbs.

If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Potion of Keen Senses
Cost
50 gp
Weight
0 lbs.

A character can drink this potion as a standard action to gain the effects of keen-senses

Sunrod (x3)
Cost
6 gp
Weight
3 lbs.

This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

Cloak of Resistance +1
Cost
1000 gp
Weight
1 lbs.

Flecks of silver or steel are often sown amid the fabric of these magical cloaks.

This garment offers magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Ring of Protection +1
Cost
2000 gp
Weight
0 lbs.

This ring offers continual magical protection in the form of a deflection bonus of +1 to AC.

Amulet of Natural Armor +1
Cost
2000 gp
Weight
0 lbs.

This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

Backpack
Cost
2 gp
Weight
2 lbs.

This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.

Bedroll
Cost
0.1 gp
Weight
5 lbs.

This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Belt Pouch
Cost
1 gp
Weight
0.5 lbs.

A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.

Chalk (x5)
Cost
0.05 gp
Weight
0 lbs.

This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.

Climber's Kit
Cost
80 gp
Weight
5 lbs.

These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb checks.

Cold-Weather Outfit
Cost
8 gp
Weight
7 lbs.

This outfit is designed for mountaineering or hunting and traveling in icy climates. It includes a coat of wool or thick animal fur, a linen shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some regions, the outfit may be composed primarily of fur and animal pelts. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Fishhook
Cost
0.1 gp
Weight
0 lbs.

This metal hook is little more than a stiff, bent needle.

Flint and Steel
Cost
1 gp
Weight
0 lbs.

Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long

Mess Kit
Cost
0.2 gp
Weight
1 lbs.

This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Signal Whistle
Cost
0.8 gp
Weight
0 lbs.

With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.

Silk Rope
Cost
10 gp
Weight
5 lbs.

This rope has 4 hit points and can be burst with a DC 24 Strength check.

Boots of Striding and Springing
Cost
5500 gp
Weight
1 lbs.

These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.

Trail Rations (x5)
Cost
2.5 gp
Weight
5 lbs.

The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

Waterskin
Cost
1 gp
Weight
4 lbs.

A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.

Silver Piece (x2)
Cost
0.2 gp
Weight
0.04 lbs.

A silver piece is worth 1/10 of a gold piece.