Nervosh Renton Thurston 16


Player: Donald
Level: Rogue 4, Ranger 4, Shadowslayer 8
Alignment: CN
Race: Human
Size: Medium
Age: 30
Sex: Male
Height 5'2"
Weight 106 lbs
Eyes: Blue
Hair: Grey
Skin: Black


Str 14 +2 (base 13 +1 lvl)
Dex 23 +6 (base 15 +8 lvl)
Con 16 +3 (base 13 +3 lvl)
Int 18 +4 (base 14 +4 lvl)
Wis 12 +1 (base 12)
Cha 12 +1 (base 11 +1 lvl)
Hit Dice 1d8+1d12+3d8+2d10+8d10+135
HP ___/139
AC: 21 (+5 armor, +6 dex)
Touch 16, Flatfooted 15
Saves: Fort +10 Ref +20 Will +5
BAB/Grapple: +12/+14
Initiative +6 Movement 30
Holy Undead Slaying Longbow (Range Increment 220 Feet)
+20/+15/+10, or + 18/+18/+13/+8 (1d8+2d6 holy+4) X3 crit
Dragonbow of Illindiar (Range Increment 280 feet)
+20/+15/+10, or + 18/+18/+13/+8 (1d8+(1d6+1 fire) +5) X3 crit*
(*3d8+(2d10+2d6 fire) +15 damage on a crit)
+15/+10/+5 (1d6+3) (18-20/X2 crit)

Skills (216/216)

Appraise +8 (+4 Int, +4 ranks) (+2 to appraise bows)
Balance +17 (+6 Dex, +9 ranks, +2 synergy)
Bluff +6 (+1 Cha, +5 ranks)
Concentration +9 (+6 Con, +3 ranks)
Craft (Bow) +9 (+4 Int, +5 ranks)
Deciphers Script +4 (+4 Int)
Diplomacy +6 (+1 Cha, +3 ranks, +2 synergy)
Disable Device +5 (+4 Int, +1 ranks)
Disguise +6 (+1 Cha, +3 ranks, +2 synergy)
Escape Artist +13 (+6 Dex, +7 ranks)
Forgery +4 (+4 Int)
Gather Information +6 (+1 Cha, +5 ranks)
Handle Animal +6 (+1 Cha, +5 ranks)
Heal +3 (+1 Wis, +2 ranks)
Hide +35 (+6 Dex, +19 ranks, +5 synergy, +5 item)
Intimidate +3 (+1 Cha, , +2 synergy)
Jump +16 (+2 Str, +12 ranks, +2 synergy)
Knowledge (Arcana) +4 (+4 Int)
Knowledge (Architecture and engineering) +4 (+4 Int, )
Knowledge (Dungeoneering) +5 (+4 Int, +1 ranks)
Knowledge(Geography) +5 (+4 Int, +1 ranks)
Knowledge (Nature) +8 (+4 Int, +2 ranks, +2 synergy)
Listen +20 (+1 Wis, +19 ranks)
Move Silently +35 (+6 Dex, +19 ranks, +5 synergy, +5 item)
Open Lock +18 (+6 Dex, +12 ranks)
Perform (Dance) +6 (+1 Cha, +5 ranks)
Search +23 (+4 Int, +19 ranks)
Sense Motive +6 (+1 Wis, +5 ranks,)
Sleight of Hand +14 (+6 Dex, +6 ranks, +2 synergy)
Spot +25 (+1 Wis, +19 ranks,+5 synergy)
Survival +7 (+1 Wis, +6 ranks )
Swim +2 (+2 Str)
Tumble +25 (+6 Dex, +17 ranks, +2 synergy)
Use Magic Device +3 (+1 Cha, +2 ranks)
Use Rope +6 (+6 Dex)


Athalish, Orcish, Undercommon, Elven


Dodge, Combat Reflexes, Mobility, Point Blank Shot (+1 to hit and damage within 30 ft), Far Shot, Precise shot, Improved Precise Shot, Rapid shotB, Endurance B, Track B

Special Abilities

Sneak attack +6d6
Uncanny dodge, Improved Uncanny Dodge
Hide in Plain Sight
Dark Vision 60
Shadow Jump 60 ft
Trap Finding
Trap Sense +1 (ref and ac)
Defensive Roll 1/day
Slippery Mind
Favored Enemy Giant +2
Wild Empathy +5


Holy Undead Bane Mighty +1 composite Longbow +1 of Distance.
Eyes of the eagle
Ring of Frost (1/day cold on weapon, wearer is treated as though in cold environment constantly)
Horn of Wolves (1/day Summon 1d4+1 dire wolves as per Summon Nature's Ally V)
Hat of Disguise
Potion of Haste
Cloak of Elvenkind
Boods of Speed
Bracers of Archery Greater
Quiver of Ehlona
Hewards Handy Haversack
Trail Rations 3days worth
Hooded Lantern
Mirror, small steel
Oil Point
Flint and steel
Belt Pouch
Dragon bow of Illindiar

The Dragonbow of Illindiar excels at attacking dragons. Against dragons, its effective enhancement bonus is +2 better than its normal enhancement bonus. Arrows fired by the bow deal an extra 2d6 points of damage against dragons. The dragonbane ability of the bow does not function against metallic dragons.

The bow whispers "Swift defeat to my enemies" in Elven whenever nocked and pulled. Up to three times per day, if the firer swears aloud to slay her target (a free action) the bow’s whisper becomes a loud shout "Swift death to those who have wronged me." Against such a sworn enemy, the bow has a +5 enhancement bonus, deals an additional 2d6 points of damage and is treated as having the Barrage ability. However, the bow is treated as only as a +1 flaming dragonbane weapon against all foes other than the sworn enemy, and the wielder takes a -1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
The oathbow may only have one sworn enemy at a time and no more than three in a given day. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed.

Special Abilities Detailed

Shadow Jump (Su): At 4th level, a shadowslayer gains the ability to travel between shadows as if by means of a dimension door spell as a free action. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowslayer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowslayer can jump each improves by 20 ft. (40 feet at 6th, 60 feet at 8th, and 80 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex): Starting at 5th level, once per day, when a shadowslayer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt a defensive roll.
Improved Uncanny Dodge (Ex): At 5th level, a shadowslayer can no longer be flanked. This defence denies rogues the ability to use flank attacks to sneak attack the shadowslayer. The exception to this defence is that a rogue at least four levels higher than the shadowslayer can flank her (and thus sneak attack her).
Slippery Mind (Ex): At 7th level, if a shadowslayer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects occur normally.

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