| Ursay | LEVEL 11 |
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Male mongrelfolk slayer (sniper) 11
CN Medium humanoid
Init +5+5 Dex; Senses darkvision 60 ft.; Perception +18
| DEFENSE |
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AC 27, touch 16, flat-footed 22 (+6 armor, +1 deflection, +5 Dex, +3 natural, +2 shield)*
* any round you use your bow, you lose shield bonus to regular and flat-footed AC until start of next turn
hp 145 (11d10+6611d10 slayer, +44 Con, +11 Favored Class, +0 Toughness feat, +11 ring of vigor)
Fort +14+7 base, +4 Con, +1 Life of Toil trait, +2 cloak of resistance, Ref +14+7 base, +5 Dex, +2 cloak of resistance, Will +9+3 base, +4 Wis, +2 cloak of resistance; +4 vs. poison
Resist fire 3aegis ring of energy warding
| OFFENSE |
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Speed 40 ft.30 ft. base, -0 ft. armor, + 10 ft. boots of striding and springing (6 squares)
Melee
woodsman axe +14/+9/+4BAB plus +3 Str (1d8+3+3 Str plus +0 enhancement/x3) or
+1 hunting knife +15/+10/+5BAB plus +3 Str plus +1 enhancement (1d4+4+3 Str plus +1 enhancement/19-20) or
gore +14BAB plus +3 Str (1d6+3+3 Str plus +0 enhancement)
Ranged
+1 adaptive corrosive burst composite longbow +19/+14/+9BAB plus +5 Dex plus +1 enhancement plus +1 Weapon Focus plus +1 lesser bracers of archery (1d8+4+3 Str plus +1 enhancement plus 1d6 acid/19-20/x3 plus 2d10 acid; increments 105 = thrown/early firearm | 10 = projectile; range 110110 ft. ft.) or
Deadly Aim +1 adaptive corrosive burst composite longbow +16/+11/+6BAB plus +5 Dex plus +1 enhancement plus +1 Weapon Focus plus +1 lesser bracers of archery plus -3 Deadly Aim (1d8+10+3 Str plus +1 enhancement plus +6 Deadly Aim plus 1d6 acid/19-20/x3 plus 2d10 acid; increments 105 = thrown/early firearm | 10 = projectile; range 110110 ft. ft.)
Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, accuracy, deadly sniper, sneak attack +3d6+3d6 slayer, studied target (move or swift action, 3 targets, +3, increase DCs by 3)
| STATISTICS |
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Str 1713 base, +2 race, +0 level, +2 enhancement belt of giant strength, Dex 2018 base, +0 race, +2 level, Con 1816 base, +2 race, +0 level, Int 1113 base, -2 race, +0 level, Wis 1816 base, +0 race, +0 level, +2 enhancement headband of inspired wisdom, Cha 810 base, -2 race, +0 level
Base Atk +11/+6/+1; CMB +14+11 BAB, +0 size, +3 Str; CMD 3010 +11 BAB, +0 size, +3 Str, +5 Dex, +1 deflection, +0 dodge
Traits Careful Combatant, Life of Toil, Naturalist
Drawbacks Anxious
Feats Armor Proficiency (light, medium), Athletic, Deadly Aim, Manyshot, Martial Weapon Proficiency (all), Point Blank Master (composite longbow)B, Point-Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Snap Shot, Weapon Focus (composite longbow)B
Skills Acrobatics +2311 ranks, +5 Dex, +3 class, +4 Athletic feat, -0 armor (+32 when jumping), Appraise +00 ranks, +0 Int, Bluff -10 ranks, -1 Cha (-3 interacting with other races), Climb +1711 ranks, +3 Str, +3 class skills, -0 armor, Craft (bows) +1310 background ranks, +0 Int, +3 class skill, Diplomacy -30 ranks, -1 Cha, -2 Anxious drawback (-5 interacting with other races), Disguise -10 ranks, -1 Cha, Escape Artist +50 ranks, +5 Dex, -0 armor, Fly +70 ranks, +5 Dex, +2 Athletic feat, -0 armor, Heal +40 ranks, +4 Wis, Intimidate -10 ranks, -1 Cha, Knowledge (dungeoneering) +127 ranks, +0 Int, +3 class skills, +2 racial, Knowledge (local: Greyspace) +74 ranks, +0 Int, +3 class skills, Linguistics +11 background ranks, +0 Int, Perception +1811 ranks, +4 Wis, +3 class skills, Ride +50 ranks, +5 Dex, -0 armor, Sense Motive +40 ranks, +4 Wis, Stealth +2111 ranks, +5 Dex, +3 class skill, +2 racial, -0 armor, Survival +2011 ranks, +4 Wis, +3 class skill, +2 racial (+23 survive in wilderness), Swim +1711 ranks, +3 Str, +3 class skill, -0 armor; Racial Modifiers +4 Use Magic Device emulating nonhuman race, +2 Knowledge (dungeoneering), +2 Stealth, +2 Survival, -2 Bluff and Diplomacy interacting with other races
Languages Common, Mongrelfolk, Undercommon
SQ advanced talents, hide to survive, mixed blood, slayer talents (deadly range, fast stealth, marksman's shot, ranger archery combat style [1st, 6th]), social pariah, stalker, swift tracker
Combat Gear bully buster admixture (5), hex nails (3), +1 minor blinding arrow (1), potion of astute fighting (CL 10th) (2), potion of cure serious wounds (8), potion of gaseous form (3), potion of invisibility, potion of neutralize poison (2), potion of remove blindness/deafness (2), arrows (60)
Other Gear +3 studded leather, +1 buckler, +1 adaptive corrosive burst composite longbow, +1 composite longbow (+4 Str) (spare; stored in efficient quiver), +1 hunting knife, woodsman axe, aegis ring of energy warding +1 (fire), amulet of the serpent, belt of giant strength +2, boots of striding and springing, cloak of resistance +2, efficient quiver, formless vest, headband of inspired wisdom +2, lesser bracers of archery, ring of vigor, canteen, flint and steel, 738 pp, 3 gp
| SPECIAL ABILITIES |
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Accuracy (Ex) Half all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.
Anxious When you speak, it always in a whisper unless you explicitly state otherwise. Take -2 penalty on Diplomacy checks (already factored into Skills above).
Careful Combatant When using withdraw action, neither the first nor second square of movement are threatened by opponents you can see.
Deadly Aim Take -3-1 base minus 1 per 4 BAB penalty on all ranged attack rolls to gain +6+2 base plus 2 per 4 BAB bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Deadly Sniper (Ex) When making attack against foe within first range increment of ranged weapon and completely unaware of your presence, ignore 30 ft. range limit on sneak attack and if sneak attack, add sniper level on sneak attack damage roll. After first attack, foe is aware of your presence.
Equipment Descriptions
adaptive special weapon ability Bow's strength rating matches that of wielder and deals damage accordingly. May choose to fire with lesser Str bonus if desired.
amulet of the serpent Gain +2 enhancement natural armor and +4 luck bonus to Fortitude saves against poison (factored in above).
bully buster admixture Consume as standard action provoking attacks of opportunity to gain +4 enhancement Str and Con for 3 minutes.
corrosive burst special weapon ability On command, weapon deals extra 1d6 acid damage on successful hit. On successful critical hit, deals extra acid damage depending upon weapon's critical hit multiplier: x2 grants 1d10, x3 grants 2d10, and x4 grants 3d10. This extra damage applies on a critical hit even if the regular electricity bonus is inactive.
efficient quiver Has three extradimensional spaces. First can hold up 60 items of approximate size and shape of an arrow. Second can hold up to 18 items of approximate size and shape of a javelin. Third can hold up to 6 items of approximate size and shape as a bow, spear, or staff. Retrieving any item is same as drawing from a regular quiver or scabbard. Quiver always weighs only 2 lbs.
formless vest 1/dayAs immediate action, take half damage dealt by critical hit or sneak attack.
hex nail Grant +2 resistance bonus on saves against hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches. Automatically grants bonus when you are targeted by such. Grants bonus once and then becomes nonmagical nail.
lesser bracers of archery Use any bow (not crossbows) as if proficient. If already proficient with any type of bow, gain +1 competence bonus on attack rolls when using that type of bow.
minor blinding If ammunition strikes a creature, target is struck permanently blind (DC 14 Fort save negates).
ring of vigor Gain +1 enhancement bonus hp per level or HD. Must be worn a week before this benefit is gained, and if removed another week is required.
Hide to Survive (Ex) Disguise, Stealth, and Survival are always class skills.
Manyshot When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hits. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Mixed Blood (Ex) Pick one humanoid subtype (and possibly another subtype through alternate racial traits) and can take feats, traits, & archetypes matching subtype otherwise restricted to those races. Count as member of those races for any effect related to race.
Point Blank Master With selected type of ranged weapon, you do not provoke attacks of opportunity when firing while threatened.
Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Rapid Shot As full-attack action with a ranged weapon, fire one additional time this round at your highest attack bonus with that weapon, but that attack and all others take a -2 penalty to hit.
Slayer Talents Only one talent that adds effects to sneak attack can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Deadly Range (Ex) Increase range at which you can deal sneak attack damage by 10 ft.
Fast Stealth (Ex) Move at full speed using Stealth without penalty.
Marksman's Shot (Ex) As attack action, make single ranged attack at highest attack bonus with ranged weapon against one of your studied targets. On successful hit, double number of sneak attack dice rolled; if attack was not a sneak attack, benefit does not apply.
Snap Shot While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 ft. 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.
Sneak Attack (Ex) Attack deals extra damage anytime target is denied Dex bonus to AC, or when flanking a target. Extra damage not multiplied on critical hit. Ranged attacks must be within 30 ft. Must be able to see and reach a vital spot. Cannot sneak attack a creature with concealment.
Stalker (Ex) Gain studied target bonus on Disguise, Intimidate, and Stealth checks against studied opponents.
Studied Target (Ex) As move or swift action, study up to 3 targets and gain +3 bonus on weapon attack and damage rolls and Bluff, Knowledge, Perception, Sense Motive, Survival check against targets. The DCs of slayer class abilities against these targets increase by 3. Bonuses remain in effect until either the opponent is dead or new target studied. May discard connection to a studied target as free action. If you deal sneak attack damage to a target, can study target as an immediate action and apply studied target bonuses to that attack.
Swift Tracker (Ex) Move at normal speed while using Survival to follow tracks without taking normal -5 penalty. Take only -10 penalty (instead of normal -20 penalty) when moving at up to twice normal speed while tracking.
Height 5'7"; Weight 147 lbs.; Hair Brown; Eyes Turquoise Green; Skin Light Brown to White Fur; Age 10; Religion Maw That Remembers; Homeland Forbidden City, Oerth; Favored Class Slayer
Defeated Enemies Bugbear Bladepriest, Bugbear Rampager (2), Fomorian, Hardy Yuan-ti Thrallcoil Sentinel, Ogre Sling Caster, Ur-Histachii Black Blood, Yuan-ti Ignan, Yuan-ti Thrallcoil Sentinel Flourisher (2), Yuan-ti Writhebow Cultist (5)
Defining Characteristic None
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Pathfinder® Roleplaying Game Phoenix Gaming Club 2025 | DM Charles W. Plemons III 11 Games Played | Last Played 12/02/2025 | Created 09/16/2025 | Played by Paul Potter |