Amin Jalento

Nalun Elzrahar's page

1,011 posts. Alias of nilesr.


Full Name

Nalun Elzrahar

Race

Slayer 8| AC 22 T 17 FF 16 | HP 73 | F +9 R +10 W +5 | Init +3 | Perc +11

Gender

Male

Size

Medium

Age

26

Alignment

LN

Deity

Abadar, Iomedae, sometimes Torag

Strength 16
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 10
Charisma 9

About Nalun Elzrahar

Nalun Elzrahar
Male Human Slayer 8
LN medium humanoid
Init +3 Senses Normal Vision Perception +11
DEFENSE
AC 22, touch 17, flat-footed 16
10+3(DEX)+5(Armor)+2(Buckler)+1(Ring)+1(Shield Focus)
hp 73
Fort 9 ,Ref 10 ,Will 5
Cloak of Resistance +1
OFFENSE Don't forget favored target!
MWK Falchion +11/6 2d4+11
MWK Composite (+3)Longbow +12/7 1d8+3
+1 Human Bane Rapier (Willbreaker) +11/6 1d6+8 15-20x2 (Power Attacking) (+13/+8 1d6+10+2d6 versus Humans) 15-20x2
Attack BAB 8+STR(3)+1(Enhance)+1Wep Focus-2 Power Attack=+10
Damage +3(Str)+4(PA)+1(Enhance)=+8
Sneak Attack +2d6
Dagger +11/6 1d4+3
Speed 30 ft
Space 5 Reach 5
STATISTICS
STR 16 DEX 16 CON 13 INT 12 WIS 10 CHA 9
Base Atk 8/3
Feats Level 1, Human, Level 3, Level 5, Level 7
Skills 6+int+1/level
Acrobatics (Dex) 7+3+3=+14 (+5 if Jumping)
Bluff (Cha) 5-1+3+2trait=+10
Climb (Str)1+3+3=+7
Disable Device (DEX) 6+3+3=+13
Disguise (Cha)
Heal (Wis)
Intimidate (Cha) 1+3-1=+3
Knowledge (dungeoneering) (Int)2+0+3=+5
Knowledge (geography) (Int) 2+1+3=+6
Knowledge (local) (Int) 5+1+3=+9
Perception (Wis)7+0+3=+11
Profession:Bounty Hunter (Wis)1+0+3=+4
Sense Motive (Wis)7+0+3+1 trait=+12
Stealth (Dex) 6+3+3=+14
Survival (Wis)5+0+3=+9 (+11 to follow tracks)
Languages: Taldane, Infernal

Gear:

+1 Human Bane Rapier,MWK Falchion, MWK Composite(+3) Longbow, +1 Chain Shirt, (2) MWK Manacles with Average Locks, Rangers Kit This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. Potion of False Life, Potion of Bull's Strength, Silver Dagger, +1 Buckler, +1 Cloak of Resistance, Ring of Protection+1, Ring of Jumping

Money:
3626 GP

Human Traits:
(Core 27)
• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.
• Skilled (Core 27): You gain 1 additional skill rank at each level*.

Favorite Class Options:

LVL 1 +1HP
LVL 2 +1HP
LVL 3 +1HP
LVL 4 +1HP
LVL 5 +1HP
LVL 6 +1HP
LVL 7 +1HP
LVL 8 +1HP

Traits:

Family Honor: The person framed was a family member, perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your skilled tongue, and thus gain a +2 bonus on Bluff checks.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.


Class Features:

Weapon and Armor Proficiency: A slayer is proficient
with all simple and martial weapons and with light
armor, medium armor, and shields (except tower shields).

Favored Target (Ex): At 1st level, a slayer can study an
opponent he can see as a move action. The slayer then
gains a +2 bonus on Bluff, Knowledge, Perception, Sense
Motive, and Survival checks against that opponent, a +2
bonus on weapon attack and damage rolls against it, and
a +2 bonus to DCs of slayer class abilities against that
opponent. 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).

Track (Ex): A slayer adds half his level (minimum 1) to
Survival skill checks made to follow tracks.

Slayer Talent LVL 2
Ranger Style:Archery Feat Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Sneak Attack: At 3rd level, if an 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 equal 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 extra damage is 1d6 at
3rd level, and increases by 1d6 every three levels thereafter.
Should the slayer 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 (like a
sap, whip, or an 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.

Slayer Talent LVL 4
Trapfinding: 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.

Slayer Talent LVL 6
Ranger Combat Technique: Improved Precise Shot ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Slayer Talent Lvl 8
Combat Trick: Improved Critical (Rapier) Feat


Feats:

Bonus Human: Iron Will
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Level 1: Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
3rd Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
5th Weapon Focus:Rapier (Combat)
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
7th Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
8th (Combat Trick) Improved Critical (Rapier) Crit range doubled to 15-20 for Rapiers

Appearance and Personality:

Nalun is a tall slender brown haired human. He typically wears crimson and white colored garb embroidered with gold braid. He wouldn't be considered handsome by most members of his race but he does not care much. He has a deep respect for the law, especially the idea of the Law holding back chaos and anarchy. Nalun is rarely caught without a smile, so while he may have a penchant for legalism he understands that the law has its faults and doesn't take himself too seriously.

Background:

Nalun is a Chelxian born in Korvosa. Nalun was born to common parents but his propensity for violence, especially once his father was falsely accused of a crime, led him to join the Korvosan Guard. However, his run in with some overzealous Hellknights cost him a commision he could ill afford to lose so could not continue his training. Nalun felt a call to venture north into Varisia collecting bounties on the truly evil or criminally insane. He returned forthwith upon hearing of his sometime lover Trina Sabor being accused of killing the King!