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Player: Sherry
Female werewolf-kin skinwalker (witchwolf) slayer
(sniper) 5 - CR 4
True Neutral Humanoid (Shapechanger, Skinwalker); Deity:
Green Faith
Ability Score Modifier Temporary
STR 12 +1
STRENGTH
DEX 16 +3
DEXTERITY
CON 12 +1
CONSTITUTION
INT 10 0
INTELLIGENCE
WIS 14 +2
WISDOM
CHA 15 +2
CHARISMA
FORTITUDE 16 = +4 +1
(CONSTITUTION)
REFLEX 18 = +4 +3
(DEXTERITY)
Critical Defense +9 = +6 +3
Performance - CHA (2) ? ?
BAB Strength Size Misc
Religion - INT (0) ? ?
Society - INT (0) ? ?
CM Bonus +6 = +5 +1 - -
Spellcraft - INT (0) ? ?
BAB Strength Dexterity Size Stealth +1 DEX (3) ? ?
CM Defense 19 = 10 +5 +1 +3 - Survival +2 WIS (2) ? ?
Total
Skill Groups
Damage / Current Vigor
Vigor 55 Perceptive
Wounded 27 Feats
Total Damage / Current Wounds Armor Proficiency (Light)
Wounds 24 Armor Proficiency (Medium)
Martial Weapon Proficiency - All
Base Attack +5 Point-Blank Shot
Precise Shot
Initiative +3 Rapid Shot
Shield Proficiency
Speed 30 / 20 ft Simple Weapon Proficiency - All
Special Abilities
Accuracy (Ex)
Change Shape (+2 to all saves) (Su)
Change Shape (Bite) (Su)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
+1 composite longbow Experience & Wealth
Ranged, both hands: +7, 1d8+2 Crit: 3 Experience Points: 10000/15,000
Rng: 110' Current Cash: 4,425 gp
2-hand, P
+1 short sword History
Crit: 19-20/2 Circumstance of Birth : Left to Die
Main hand: +7, 1d6+2
Light, P
Main w/ offhand: +1, 1d6+2
Main w/ light off: +3, 1d6+2
Offhand: -1, 1d6+1
Unarmed strike
Main hand: +6, 1d3+1 nonlethal Crit: 2
Light, B, Nonlethal
Main w/ offhand: +0, 1d3+1
nonlethal
Main w/ light off: +2, 1d3+1
nonlethal
Offhand: -2, 1d3 nonlethal
+1 hide armor
Max Dex: +4, Armor Check: -2
+5 Spell Fail: 20%, Medium, Slows
Gear
Total Weight Carried: 30/130 lbs, Encumberance
Ignored
(Light: 43 lbs, Medium: 86 lbs, Heavy: 130 lbs)
+1 composite longbow 3 lbs
+1 hide armor 25 lbs
+1 short sword 2 lbs
Artisan's outfit (Free) -
Money -
Special Abilities
Change Shape (Claws) (Su)
Change Shape (Darkvision) (Su)
Change Shape (Su)
Deadly Sniper +5 (Ex)
Low-Light Vision
Snap Shot (Ex)
Sneak Attack +1d6
Studied Target +2 (move action, 2 at a time) (Ex)
Spell-Like Abilities
Magic Fang (1/day)
Tracked Resources
Studied Target +2 (move action, 2 at a time) (Ex)
Languages
Common
History
Homeland: Forest
Parents: Both Alive
Siblings: None
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Sherry Abilities & Gear
Benefit : You can shoot or throw ranged weapons at an opponent Snap Shot (Ex) Class Ability (Rogue,Slayer)
engaged in melee without taking the standard 4 penalty on your A rogue with this talent may treat her intitiative roll as a 20 for a
attack roll. surprise round, regardless of her initiative, but she may only take
an attack action with a ranged weapon. Her normal initiative roll is
Appears In : Not New Paths Option: Use Scaling Feats used in subsequent rounds. If two or more rogues possess this
talent, their initiative determines the order in which they act, but
Rapid Shot Feat they all go before any other creature. If a rogue is prevented from
You can make an additional ranged attack. acting in the surprise round, this talent has no effect.
Benefit : When making a full-attack action with a ranged weapon, Sneak Attack +1d6 Class Ability (Slayer)
you can fire one additional time this round. All of your attack rolls If a character can catch an opponent when he is unable to defend
take a 2 penalty when using Rapid Shot. himself effectively from her attack, she can strike a vital spot for
extra damage.
Change Shape (+2 to all saves) (Su) Racial Ability The character's attack deals extra damage anytime her target would
You can choose to gain a +2 racial bonus to all saves when be denied a Dexterity bonus to AC (whether the target actually has
shifting into bestial form. a Dexterity bonus or not), or when the character flanks her target.
Should the character score a critical hit with a sneak attack, this
extra damage is not multiplied. Ranged attacks can count as sneak
Change Shape (Bite) (Su) Racial Ability attacks only if the target is within 30 feet.
You can choose to gain a bite attack that deals 1d6 points of
damage when shifting into bestial form. With a weapon that deals nonlethal damage (like a sap, whip, or an
unarmed strike), a character can make a sneak attack that deals
Change Shape (Claws) (Su) Racial Ability nonlethal damage instead of lethal damage. She cannot use a
You choose to gain 2 claw attacks that each deal 1d4 points of weapon that deals lethal damage to deal nonlethal damage in a
damage when shifting into bestial form. sneak attack, not even with the usual 4 penalty.
Change Shape (Darkvision) (Su) Racial Ability The character must be able to see the target well enough to pick
You can choose to gain darkvision with a range of 60 feet when out a vital spot and must be able to reach such a spot. A
shifting into bestial form. character cannot sneak attack while striking a creature with
concealment.
Change Shape (Su) Racial Ability
A skinwalker can change shape to and from a bestial form as a
standard action. In bestial form, a skinwalker gains a +2 racial
bonus to her choice of Strength, Dexterity, or Constitution. While in
this form, the skinwalker also takes on an animalistic feature that
provides a special effect. Each time a skinwalker assumes bestial
form, she can gain either two claw attacks that each deal 1d4
points of damage, darkvision to a range of 60 feet, or a +1 natural
armor bonus. These benefits last until the skinwalker returns to her
humanoid form as a swift action. A skinwalker must first return to
her humanoid form before changing to bestial form again to change
benefits. Different skinwalker heritages allow skinwalker characters
to select from different sets of bestial features.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Sherry Abilities & Gear
Studied Target +2 (move action, 2 at a time) (Ex)
Class Ability (Slayer)
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.
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack
and damage rolls, as well as the bonus to slayer ability 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.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.