Aelric

Alignment
N
Race
Elf
Size
Medium
Class
Region
Varisia
Gender
Male
Total HP
73 59 (Slayer (Sniper)) + 0 (level 0) + 0 (level 2) + 0 (level 4) + 0 (level 5) + 0 (level 6) + 0 (level 3) + 0 (level 8) + 0 (level 7) + 0 (level 9) + 0 (level 1)
Initiative
+6 6 (ability)
Speed
30

Defense

Saves

Fort
+7 7 (base) + 0 (ability)
Ref
+13 7 (base) + 6 (ability)
Will
+3 3 (base) + 0 (ability)

AC

AC
17 1 (natural) + 10 (base) + 0 (armor) + 6 (dex)
Touch
16 10 (base) + 6 (dex)
Flat
11 0 (armor) + 1 (natural) + 10 (base)

 

CMD
27 10 (base) + 6 (dex) + 10 (bab) + 1 (str)

Offense

BAB
+10
CMB
+11 10 (bab) + 1 (str)
+1 MW Composite Longbow (-/-5) +22 1 (Point Blank Shot) + 1 (enhancement) + 1 (weapon_focus) + 0 (iterative) + 6 (ability) + 10 (base) + 3 (Studied Target) / +17 6 (ability) + 3 (Studied Target) + 1 (Point Blank Shot) + 1 (enhancement) + 1 (weapon_focus) + -5 (iterative) + 10 (base) (1d6+1d8+5 1 (Point Blank Shot) + 3 (Studied Target) + 1 (enhancement) / x3) P 100 ft.
+1 MW Composite Longbow Rapid Shot (-/-/-5) +20 0 (iterative) + 6 (ability) + 10 (base) + 1 (weapon_focus) + -2 (rapidshot) + 1 (Point Blank Shot) + 3 (Studied Target) + 1 (enhancement) / +15 -5 (iterative) + 6 (ability) + 10 (base) + 1 (weapon_focus) + -2 (rapidshot) + 1 (Point Blank Shot) + 3 (Studied Target) + 1 (enhancement) (1d8+1d6+5 1 (enhancement) + 3 (Studied Target) + 1 (Point Blank Shot) / x3) P 100 ft.
+1 War Razor +12 10 (base) + 1 (ability) + 1 (enhancement) + 0 (iterative) / +7 1 (ability) + 1 (enhancement) + -5 (iterative) + 10 (base) (1d4+2 1 (ability) + 1 (enhancement) / x3) P 20 ft.

Ability Scores

Ability Score Mod
Str 13 +1
Dex 23 +6
Con 11 0
Int 13 +1
Wis 10 0
Cha 15 +2

Skills

Dex
+19 10 (ranks) + 6 (dex) + 3 (class)
Int
+1 1 (int)
Cha
+9 3 (class) + 2 (cha) + 4 (ranks)
Str
+8 4 (ranks) + 1 (str) + 3 (class)
Int
+1 1 (int)
Cha
+2 2 (cha)
Dex
+24 3 (class) + 5 (trapfinding) + 6 (dex) + 10 (ranks)
Cha
+2 2 (cha)
Dex
+6 6 (dex)
Dex
+6 6 (dex)
Wis
0 0 (wis)
Cha
+2 2 (cha)
Int
+9 5 (ranks) + 3 (class) + 1 (int)
Wis
+15 3 (class) + 10 (ranks) + 2 (elfeyes) + 0 (wis)
Cha
+2 2 (cha)
Dex
+6 6 (dex)
Wis
+6 3 (class) + 3 (ranks) + 0 (wis)
Dex
+16 10 (ranks) + 6 (dex)
Dex
+19 6 (dex) + 10 (ranks) + 3 (class)
Wis
+6 3 (class) + 0 (wis) + 3 (ranks)
Str
+5 1 (ranks) + 3 (class) + 1 (str)

Special Abilities

Class

Studied Target

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.

Accuracy

At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.

This ability replaces Track.

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. 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

Trap Finding

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

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.

Deadly Range

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.

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.

Stalker

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

Advanced Talents

At 10th level and every 2 levels thereafter, a slayer can select one of the following advanced talents in place of a slayer talent.

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

Assassinate (Ex)

A slayer with this advanced talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the slayer must first study his target for 1 round as a standard action. On the following round, if the slayer makes a sneak attack against the target and that target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the slayer as an enemy. If the sneak attack is successful, the target must attempt a Fortitude saving throw with a DC equal to 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier. If the target fails this save, it dies; otherwise, the target takes the sneak attack damage as normal and is then immune to that slayer’s assassinate ability for 24 hours.

Race

+2 Dexterity, +2 Intelligence, --2 Constitution

Elves are nimble, both in body and mind, but their form is frail.

Medium

Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed

Elves have a base speed of 30 feet.

Low-Light Vision

Elves can see twice as far as humans in conditions of dim light.

Elven Immunities

Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic

Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses

Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity

Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Languages

Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Feats

Point-Blank Shot

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot

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

Rapid Shot

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.

Improved Precise Shot

Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Weapon Focus

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

Snap Shot

While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Spring Attack

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Spring-Heeled Style

If using this style during any round in which you take a move action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. While using this style, you gain the AC bonus from Mobility against attack of opportunity provoked by making a ranged attacks of opportunity provoked by making a ranged attack or laoding a ranged weapon.

Spring-Heeled Sprint

While using Spring-Heeled Style, you can move up to twice your speed when using the Shot on the Run or Spring Attack feats.

Inventory

Inventory Weight
32 lbs.
Value
14746.5 gp

Weapons

Starknife
Cost
2324 gp
Weight
3 lbs.

From a central metal ring, four tapering metal blades extend like points on a compass rose. By gripping the crossbar that runs through the weapon’s open middle, a wielder can stab with the starknife or throw it.

Longbow
Cost
3015 gp
Weight
3 lbs.

At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a Strength bonus, you can apply it to damage rolls when you use a composite longbow (see below), but not when you use a regular longbow

Armor

Mithral Shirt
Cost
1100 gp
Weight
10 lbs.

Covering the torso, this shirt is made up of thousands of interlocking metal rings.

Items

Belt of Incredible Dexterity +2
Cost
4000 gp
Weight
1 lbs.

This belt has a large silver buckle, usually depicting the image of a tiger.

The belt grants the wearer an enhancement bonus to Dexterity of +2. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Gloves of Arrow Snaring
Cost
4000 gp
Weight
0 lbs.

Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.

Potion of Cure Moderate Wounds
Cost
300 gp
Weight
0 lbs.

A character can drink this potion as a standard action to gain the effects of {spell}

Trail Rations (x15)
Cost
7.5 gp
Weight
15 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.