|CR 19||Medium outsider (native)|
|TIEFLING SLAYER 18 / BRAWLER 2||XP 204,800|
Init +13; Senses darkvision 60 ft., Perception +34
AC 35, touch 19, flat-footed 31 (+11 armor, +5 deflection, +4 Dex, +5 natural)
hp 313 (20d10+160)
Fort +27, Ref +26, Will +20, +6 Reflex to avoid traps
Defensive Abilities evasion, trap sense+6; Resist cold 5 , electricity 5, fire 5
Speed 40 ft.
Melee greatsword +4 (intelligent/called/keen) (two handed) +36/+31/+26/+21 ((two handed) 2d6+20/17-20)
Melee greatsword +4 (intelligent/called/keen) [power attack (two-handed)] (two handed) +30/+25/+20/+15 ((two handed) 2d6+38/17-20)
Ranged composite longbow str +4 (adaptive/endless ammunition/flaming burst) +31/+26/+21/+16 (1d8+15/x3)
Melee brawler’s flurry +29/+29/+24/+19/+14 ()
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks brawler’s flurry, knock-out blow, sneak attack6d6
Innate Spell-Like Abilities: darkness ( 1/day)
Permanency Spell Spell-Like Abilities: arcane sight (at will), comprehend languages (at will), magic fang (greater) (at will)
Magic Item Spell-Like Abilities: heroism (greater) (3/Day)Ring of Invisibility Spell-Like Abilities: invisibility (at will)
Str 32, Dex 24, Con 27, Int 22, Wis 25, Cha 14
Base Atk +20; CMB +31; CMD 53
Feats Alertness, Amateur Swashbuckler, Combat Expertise, Critical Focus, Cut from the Air, Devastating Assault, Dreadful Carnage, Endurance, Furious Focus, Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Iron Will, Power Attack, Snake Style, Swordplay Style, Weapon Focus (Greatsword), Weapon Versatility
Skills Acrobatics +33 , Acrobatics (When Jumping) +42 , Bluff +8 , Climb +13 , Disable Device +43 , Escape Artist +19 , Fly +5 , Heal +15 , Intimidate +36 , Knowledge (Arcana) +26 , Knowledge (Dungeoneering) +15 , Knowledge (Geography) +15 , Knowledge (Local) +21 , Knowledge (Nature) +26 , Knowledge (Planes) +26 , Knowledge (Religion) +17 , Perception +34 , Perception (Trapfinding) +43 , Ride +5 , Sense Motive +41 , Stealth +45 , Survival +30 , Survival (Follow or identify tracks) +39 , Swim +13
Traits child of the temple (knowledge (religion)), reactionary
Languages Abyssal, Azlanti, Common, Draconic, Dwarven, Elven, Halfling, Orc
SQ bonus feats, brawler’s cunning, Combat style I (Power Attack), Combat Style II (Furious Focus), Combat Style III (Dreadful Carnage), darkvision, evasion, fast stealth, fiendish language, fiendish resistance, fiendish sorcery, martial flexibility, martial training, permanency spell / arcane sight (16), permanency spell / comprehend languages (16), permanency spell / greater magic fang (18) 5, quarry 5, resistance to cold 5, resistance to electricity, resistance to fire, skilled, slayer’s advance, spell-like ability, stalker, studied target +9, swift tracker, track, trapfinding – slayer, trap sense, weapon and armor proficiency, weapon and armor proficiency, woodland stride, +1 cha score bonus (4x)
Gear elven chain +5 (corsair/restful/greater shadow), greatsword +4 (intelligent/called/keen), greatsword +4 (intelligent/called/keen), greatsword +4 (intelligent/called/keen), greatsword +4 (intelligent/called/keen), greatsword +4 (intelligent/called/keen), composite longbow str +4 (adaptive/endless ammunition/flaming burst), headband of mental prowess +6 (int, wis), hat of disguise, amulet of natural armor +5, gauntlets of the weaponmaster, seducer’s bane, ring of protection +5, ring of invisibility, belt of physical perfection +6, vest of escape, slayer’s robe, cloak of resistance +5, boots of striding and springing, handy haversack, expedition pavilion, campfire bead, eyes of the dragon, ranger’s kit, thieves’ tools (masterwork)
Brawler’s Flurry (Ex) Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler’s Flurry with natural weapons.
Child of the Temple (Knowledge (Religion)) You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Evasion (Ex) You gain evasion.
Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Knock-Out Blow (Ex) Once per day, the slayer can forgo her sneak attack damage to attempt to knock out an opponent. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does normal damage, but instead of dealing sneak attack damage (and instead of any effect that triggers when the slayer deals sneak attack damage), the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC is 25 [save is equal to 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier].
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat’s prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Permanency Spell / Comprehend Languages (16) Self Only, Caster Level 16. You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page [250 words] per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic [such as the secret page and illusory script spells]. It does not decipher codes or reveal messages concealed in otherwise normal text.
Permanency Spell / Greater Magic Fang (18), Caster Level 18. This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels [maximum +5]. Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus [regardless of your caster level].
Quarry (Ex) You can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the target must be selected as a studied target. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If you see proof that your quarry is killed, you can select a new quarry after 1 hour.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Slayer’s Advance (Ex) A slayer can 2 times per day move up to twice his base speed as a move action. He may use Stealth as part of this movement but takes a -10 penalty to his check for doing so.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 6d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.
Stalker (Ex) A slayer gains a +4 bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.
Studied Target (Ex) A slayer can study an opponent to gain a +4 bonus on Bluff, Knowledge, and Sense Motive; a +4 bonus on Perception, and Survival checks attempted against that opponent; and a +4 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 4. A slayer can only maintain these bonuses against 4 opponents 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). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move or swift action.
Swift Tracker (Ex) You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Track (Ex) You gain +9 to Survival checks made to follow tracks.
Trapfinding (Ex) You add +9 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trapfinding – Slayer (Ex) The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense Rogue abilities, using his slayer level as his effective Rogue level.
Trap Sense (Ex) You gain a +6 bonus on Reflex saves made to avoid traps, and a +6 dodge bonus to AC against attacks made by traps.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
Weapon and 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).
Woodland Stride (Ex) A slayer with this talent may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Terrain that is enchanted or magically manipulated to impede motion still affects the slayer as normal.
Headband of Intellect Skill Selection: (Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes))
+1 CHA Score Bonus (4x) GM awarded PC with +1 CHA bonus.
+1 CON Score Bonus (4x) GM awarded PC with +1 CON bonus.
+1 STR Score Bonus (5x) GM awarded PC with +1 STR bonus.
+1 WIS Score Bonus (4x) GM awarded PC with +1 WIS bonus.