Vencarlo Orinsini

Nerevost Limuna's page

26 posts. Alias of Ellix.


Full Name

Nerevost Limuna

Race

Human

Classes/Levels

Fighter (Weaponmaster) 3 (HP 32/32 | AC 19 | T 14 | FF 16 | CMD 19[22] | Fort +5 | Ref +5 | Will +1 | Init +4 | Perc +3)

Gender

Male

Size

Medium

Age

22

Alignment

NG

Deity

Ragathiel

Strength 14
Dexterity 19
Constitution 14
Intelligence 9
Wisdom 10
Charisma 13

About Nerevost Limuna

Nerevost Limuna
Fighter Weaponmaster 3
NG Medium humanoid (human)
Init +4; Perception +3
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Defense
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AC 19, touch 14, flat-footed 16 (+6 armor, +4 Dex)
HP 32 (3d10+6)
Fort +5, Ref +5, Will +1
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Offense
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Speed 20 ft.
Ranged masterwork longbow (composite/+2) +10 (1d8+4/x3), within 30 ft. +11 (1d8+5)
Melee greatsword (cold iron) +5 (2d6+4)
Melee cestus (cold iron) +5 (1d4+3/19-20)
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Statistics
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Str 14, Dex 19, Con 14, Int 9, Wis 10, Cha 13
Base Atk +3; CMB +7(+9 Demons); CMD 19(22 vs. grapple) (22 vs. trip)
Languages Common
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Feats
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Point Blank Shot
Precise Shot
Rapid Shot
Arcane Strike
Weapon Focus (Longbow)
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Traits and Drawbacks
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Magical Talent (Prestidigitation) Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have nocaster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.

Stolen Fury You were forced to take part in a
demonic ritual as a youth after having been captured
by cultists. Whatever the ritual's purpose may have
been, it didn't work out the way your captors
envisioned-rather than corrupting your soul,
you absorbed the ritual's energy and made it your own
before you escaped to safety. Ever since, you've been
haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have
changed you. Recently, those energies have changedit's
as if you've finally managed to come to terms with
your past and have turned the ritual's aftereffects to
your advantage, following the old adage of what doesn't
kill you makes you stronger. You've been unable to learn
more about the ritual or what it was for, but the question
lingers in the back of your head to this day. This
nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons. Associated
Mythic Path: Champion. Multiple Characters: You and any
other PC who takes this trait were all part of the same
ritual, and it was only by working together that you
managed to escape-further, the support of your fellow
ritual survivors has played a key role in your coming to
terms with it, and you retain a close bond of friendship
(or perhaps a friendly rivalry) to this day.
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Skills
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Acrobatics +0
Climb +2
Intimidate +7
Perception +3
Stealth +0
Survival +4
Survival (Find Food) +7
Swim +2
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SQ
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Weapon Training
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Gear
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breastplate
arrows (20/cold iron) (x10)
blunt arrows (20) (x3)
greatsword (cold iron)
Masterwork Longbow (Composite/+2)
cestus (cold iron)

Backpack, Common [ Bedroll; Blanket; Coin (Silver Piece) (x6); Halfling Trail Rations (x5); Rope (Hemp/50 ft.); Waterskin (Filled); Whistle, Signal; ];
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Special Abilities
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Bonus CMD (3x) Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

Bonus CMD Grapple (3x)

Bonus CMD Trip (3x)

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the 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 fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapon Choice (Longbow)

Weapon Guard (Ex) You gain a +1 bonus to CMD against disarm and sunder attempts while wielding your chosen weapon. This bonus also applies on saves against any effect that targets your chosen weapon (for example, grease, heat metal, shatter, warp wood). This ability replaces bravery.

Weapon Training (Longbow) At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. 

This ability replaces Armor Training 1, 2, 3 and 4.

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Background
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Training, there was only ever the training. Nerevost couldn't remember a time where he wasn't clad in armor and practicing the blade and bow. What time was there to do anything else, as he was constantly reminded; the forces of darkness never rested, and so it seemed, neither would he.

Nerevost had been born to Lilith and Ariamas Limuna, both crusaders for Mendev. He would love to say that he knew either of them, but alas, they both perished in the crusades shortly before his second birthday. Nerevost never learned all the details of his parents deaths, excepting they were killed by a powerful arcane spell caster.

And so the care for both he and his older brother Eire fell to his uncle, Fane. Grieved by his brother’s death and blaming the two boys for taking away time from Ariamas' training that undoubtedly lead to his death; Fane was never so much as a father to the two boys, as much as a drill instructor. They would work harder than anyone else Fane decided so they would not meet their fathers end, and thus continue his legacy.

They spent their youth following strict schedules and grueling work out and sparring sessions. Nerevost hated these times, but his brother Eire seemed to revel in it. Eire constantly scolded Nerevost for taking more breaks than he; when Fane would finally call them for dinner, Eire would train at least an hour longer, while Nerevost would quickly head inside.

When the boys were twelve, Fane decided they should take a trip from Kenabres up to Nerosyan to show them the capital of Mendev and all it stood for, and also to teach them more about wilderness survival on the way.

Unfortunately, about six days into the trip the three were attacked by a group of cultists. Fane moved to protect the boys and managed to kill two of their attackers. But then, over a nearby ridge a dark figure appeared, and in a single terrible word; Fane went rigid and fell to the ground, dead.

The boys rushed the mysterious entity remembering their fallen parents, and eager to avenge Fane. But the cultists intervened; the boys fought them valiantly and managed to wound several, much to the apparent amusement of the figure. But soon, apparently growing bored of the spectacle another word from the entity sent the boys reeling.

Nerevost’s head was ringing in pain; he wanted to continue fighting, to avenge Fane, to die even in battle like his parents. But he couldn’t move, wasn’t strong enough to overcome whatever force assailed him. The cultists laughed at him darkly as they bound his hands and feet in cord. Eventually, the ringing subsided and Nerevost found he could move his head again.

Looking to his right he saw much the same fate had befallen his brother as well, and they were dragged by their cords along the countryside for a long while. No one spoke during this time, and when Nerevost tried to call out to his brother, a swift punch across his face, taught him to avoid such things.

After some time had passed they came before a large cave. Pulling the boys inside, Nerevost could see an odd sort of shrine had been erected here, topped with the statue of an odd goat-like man. It was before this strange altar the boys were arranged.

Then the figure came back into sight, or so Nerevost thought at first. But upon further inspection he could tell this person was clearly female beneath her robes. Nerevost couldn’t make such discernment with the other, and this one’s voice was obviously female. While the other’s was a strange androgynous mixture of both male and female.

Nevertheless she soon had a book brought before her, and she spoke it aloud in a hard rasping voice that was not at all like hers moment before when speaking with her fellow cultists. On and on she read for what seemed like minutes, her voice changing the whole time, growing ever more excited but even raspier it seemed as it did. Soon she spoke her final words it seems as she flung her arms into the air in a flourish.

Then there was fire and pain. Flames burst alight across Nerevost’s body and he could see the same had happened to Eire. They writhed in agony as the temperatures ravaged their bodies. Then at once, the fires stopped; the pain was gone, and the cultists began to speak in rapid tongues. Eire and Nerevost sat up, their bonds burnt in the flames.

The woman cultist made to move towards them, and then, an enormous explosion of green and blue fire emanated from the two boys and swept throughout the cavern like a serpent. It charred the flesh of those it touched and left nothing but blackening bones in its wake. In an instant, the cavern was awash in fiery death, but the boys were unharmed.

Terrified they left the place at all speed. With no idea where they were anymore the boys spent the next two days searching in hunger and thirst for civilization. As luck would have it, a convoy heading back to Kenabres found them near the roads.

The boys spent much of their next few years at home, Fane had left them his estate and no small sum of money, with this Eire and Nerevost continued their training. After all, they had never learned much of anything else.

Around this time, Eire approached Nerevost with the idea of joining the Mendev church and submitting themselves to become paladins. The point of religion as the two boys had aged had become something that drove the two further apart. As Eire grew he felt the call of Iomedae and to the church; but to Nerevost, he would never forget nor forgive the cultists of their misdeeds against his parents and to Fane, and so he followed the path laid by Ragathiel; he would have his vengeance.

When Nerevost declined, Eire viewed his brother’s beliefs as an affront to the teaching of Fane and their relationship became very rocky, Eire did not speak to Nerevost much at all after this.

Eire left to join the Church and Nerevost stayed behind. He hoped one day his brother would reconcile with him, but in the meantime there was more training to be done, one day he would meet his foes on the field of battle, and he was determined to be ready.

Then, the attack on Kenabres came. Nerevost hadn’t bothered to attend the event but he knew his brother had. When he saw the devastation wrought on the city by the hands of the enemy, he knew his time for training had come to an end. He would find out his brother’s fate, and see to the defeat of the demon invasion personally.