Aelwulf Traits & Abilities: Half-Orc Racial Traits

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Aelwulf Traits & Abilities

Half-Orc Racial Traits

Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at
creation to represent their varied nature (Dexterity).

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.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome
nature. (Replaced with – Scavenger: Some half-orcs eke out a leaving picking over the garbage
heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with
this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find
hidden objects (including traps and secret doors), determine whether food is spoiled, or identify
a potion by taste

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can
fight on for 1 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. (Replaced with - Sacred Tattoo:
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.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon
with the word “orc” in its name as a martial weapon. (Replaced with - Chain Fighter: Some half-
orcs have escaped from slavery and reforged the chains of their imprisonment into deadly
weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire
flails and spiked chains as martial weapons.

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

Slayer Class Abilities


Weapon & 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).

Favored Class Ability (Half-Orc): Gain a +1/3 bonus on critical hit confirmation rolls made while
using sneak attack (maximum bonus of +5). This bonus doesn’t stack with those gained through
Critical Focus and similar effects.

Studied Target (EX): 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 rolls, 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): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

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. (See packet)

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

Advanced Slayer 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.

Feats

Weapon Finesse
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a
creature of your size category, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Two-Weapon Fighting (Slayer Talent 2nd Level)


Benefit: 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. See Two-Weapon
Fighting.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round
with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or
attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-
hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always
considered light.

Dodge
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus
to AC also makes you lose the benefits of this feat.

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