Ranger

Amori Ren's page

12 posts. Alias of Tuyena.


Full Name

Amori Ren

Race

Human

Classes/Levels

Slayer 1

Gender

Female

Size

Medium

Age

21

Alignment

CN

Languages

Common

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Amori Ren

Amori Ren
Slayer 4 / Inquisitor 4
CN Medium humanoid (human)
Init +4; Perception +11
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP 42 (4d10+12)
Fort +6, Ref +6, Will +6
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Offense
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Speed 20 ft.
Ranged +3 Chakram (1d8+4/x2)
Melee +5 Greatsword (2d6+6/19-20x2)
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 14, Cha 7
Base Atk +4; CMB +8; CMD 20
Languages Common
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Feats
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1)
1)
2)
3)
4)

TW3)
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Traits and Drawbacks
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Armor Expert When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

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Skills
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Acrobatics +9[8]
Appraise +1
Bluff -2
Climb +8[7]
Craft +1
Diplomacy -2
Disguise -2
Escape Artist +2[1]
Handle Animal -2
Heal +9
Intimidate +0
Knowledge (arcana) +8
Knowledge (dungeoneering) +8
Knowledge (local) +8
Knowledge (geography) +0
Knowledge (nature) +8
Knowledge (Planes) +8
Knowledge (Religion) +8
Linguistics +0
Perception +11
Ride +2[1]
Sense Motive +10
Sleight of Hand +7[6]
Stealth +9[8]
Survival +9
Survival (tracking) +11
Swim +8[7]
Use Magic Device -2
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Gear
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Backpack [
Bedroll
Halfling Trail Rations x6
Hammer
Pitons x4
Waterskin (Filled)
]
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Special Abilities
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Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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).

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 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.

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.

Domain (Animal(Feather))

Eyes of the Hawk (Ex) You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Judgment (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Solo Tactics (Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
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Backstory
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Werewolves. Damnable things. When she was young she'd hear the wolves calling out in the night from her parent's cottage in the veil. They sounded so lonely to her. She'd fear for them, and hope they made it through the night safely.

--
Her hand scooped the soil the track had been made in and played with it for a moment, observing the spacings between each paw print. They seemed to be made at a quick trot, it wasn't running from her, not yet.
--

When she was eight she even had her mother teach her how to sow, and she fashioned her own little wolf pup so she could sleep beside it. Everyone around here hated wolves, but why? Even her mother when she found her new doll scorned Amori and threw it in the fireplace; she had cried for hours until passing out.

--
Its pace had begun to quicken, it knew now that it was being followed. The path had become more winding now, through brush and small streams, it was trying to lose her; but she had tracked much more cunning than it.
--

It happened only a year later.

Asleep in her room one late night, she heard a howl. It must have been close because it woke her, she knew whenever this happened that the wolves must be close and always rushed to the window hoping to catch a peak of the majestic hunters.

And tonight, she would be so lucky. She could see from her window the silhouette of a wolf moving through the forest towards the cabin. It was large, larger than any Amori had ever seen before atleast. As it grew nearer she could tell it was injured, two arrows protruded from its right side. The wolf came close to the cabin, closer than any had before, it even came into the clearing surrounding the house.

It seemed to have spotted Amori because it kept its head to the window as it approached before it finally laid down in the clearing looking at her. As far as Amori was concerned it was practically screaming for help and she rushed out the door of the cabin to help it.

Amori didn't tend to remember much after that, but her screams of pain must have woken her father, because the only thing she remembered was seeing him standing over top of her holding an axe and covered in blood. Then he threw the axe down, and reached down to Amori, she thought to pick her up; but his hands went to her stomach and she felt a pain return again. Looking down she saw her father struggling to forcefully unhinge the jaws of the wolf around Amori's waist. Which it had refused to do even after her father had severed its head.

How could they be so cruel and yet so beautiful she wondered, as she faded into darkness.

--

Standing outside the cave entrance Amori smiled to herself, it had lead her right back to its den. It must be hoping to find protection in numbers. How foolish, thought Amori; running her fingers along her scarred waist.

Sitting outside the dens entrance and wiping down her blade, she smelled the evenings air, the forest was alive and so was she, tonight was a good one. Off in the distance she could see smoke clearing the tree tops; Falcon's Hollow. Perhaps she'd use what light there was remaining to pay the old town and visit and check in on her sword's work. With it she could finally hunt her true quarry.

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Amori is relatively tall standing at 5'11. She has dark skin and black hair she keeps pulled back and kept in place by a hairband. Her eyes are like amber, and while her body is slim you have a hard time describing her as anything but bulky.

She wears a long plated coat, to which numerous weapons hang from. Her shirt loose fitting cloth underneath which you can see she has apparently wrapped her chest extremely tight with a bandage like material. Her pants are tight leather and she wears a belt from which hang two small pouches one on each side of her hips which contain punching Daggers and another on her right with an axe. In addition to a loop on her left that jingles with a assortment of bladed looking rings.
Her wrists both have odd mechanical contraptions from which you can make out a dagger sitting inside each one. She also has a pair of spiked gloves that run the length of her arms and end at her fingers.

She carries a large sword and Spear over her back and a scabbard hangs at her side but without any weapon in it.

Amori tends to be a no nonsense type and very rigid about how she views things. Once she has made up her mind it is not easily changed. She can also be easily goaded into a fight and has problems appreciating things from a whole picture type of view. However she has a particular soft spot for those who are truly in need of aid, and likes spending time in nature. The thrill of the hunt, the unpredictability, the serene calm, and the violent energy that buzzes through the forest daily.