1st: Barbarian; Rage, Fast Movement, Two Weapon Fighting (Human), Weapon Focus (Earth Breaker)
2nd: Slayer;Favored Target, Track, Favored Class HP
3rd: Slayer;Slayer Talent (Combat Talent; Double Slice), Weapon Focus (Klar), Favored Class HP
4th: Slayer;Sneak Attack 1d6, +1 str, Favored Class HP
5th: Slayer;Slayer Talent (Combat Talent; Shield Focus), Thunder and Fang, Favored Class HP
Chideubem Orc-Lover
M Human (Shoanti, Sklar-Quah) Barbarian 1/Slayer 4 Age 22
Melee earth breaker +9 (2d6+4 x3) and klar +9 (1d6+4)
Ranged composite longbow (1d8+4 x3)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex) (6 rnds/Day): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Favored Target (Ex): At 1st level, a slayer can as a move action study an opponent. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, and a +1 bonus on weapon attack and damage rolls against it.
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 slayer’s bonuses 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 lose this connection to a studied target as a free action (allowing him to study another target in its place).At 10th level, the slayer can study an opponent as a move or swift action.
Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Sneak Attack: At 3rd level, a slayer can make sneak attacks, as the rogue ability of the same name. The extra damage dealt is +1d6 at 3rd level, and increases by +1d6 at every three levels thereafter. If a slayer gets a sneak attack from another source, the bonuses on damage stack
Total Weight: lbs.
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Background:
-Son of a chieftain from the Sklar-Quah (sun tribe)
-Captured and enslaved by orcs from near Urglin for a month when he was 10. Made friends with a half-orc girl, Neela, who was nice to him. His clan managed to rescue him from the orcs.
-He trained as a warrior, in the tradition of thunder and fang. He completed his burn run.
-He went with his tribesmen on a raid to the clan that had captured him. They wiped out the orcs, but he refused to kill Neela. Instead he took her back with him.
-The Sklar-Quah’s prejudice against him and Neela was great. They were isolated from the rest of the clan and came to rely heavily on one another. Soon they feel in love.
-Once it was discovered that they were sleeping together, they were exiled from the tribe. They made their way to Urglin.
-He had to take work as a gladiator to prevent her from becoming a prostitute. After several wins, he made too many enemies amongst the established gladiators and had to run. Neela was killed in the flight by their pursuers.
-He made his way south through Kaer Maga and down the river to Janderhoff. After hearing tales of the Pathfinders he decided to join, to see the world and get away from his past.
-Since then he’s traveled all over, honing his craft and advancing through the ranks.
-He joined the Sczarni shortly after joining the PFS. They appealed to him most of the various factions that had courted his loyalty.
Personality:
Cold. Analytical. Controls his temper well, but terrible rages when he loses it. Eye for an eye. Do unto others. Take care of yourself, you're not my problem. Prefers to be polite.
Description:
Ht:6'6"
Wt:220 lbs
Age:22
Hair:Shaved
Eyes:Dark Brown
Skin:Olive, tanned dark