Vencarlo Orinsini

Nerevost Limuna's page

26 posts. Alias of Ellix.


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Male Human 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)

Nerevost will go around collecting his arrows as he listens to everyone speak.

-Posted with Wayfinder


Male Human 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)

Nerevost pulls two more shots.

Rapid Shot: 1d20 + 4 ⇒ (13) + 4 = 17

Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Rapid Shot: 1d20 + 4 ⇒ (1) + 4 = 5

Damage: 1d8 + 5 ⇒ (5) + 5 = 10

-Posted with Wayfinder


Male Human 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)

Nerevost takes a 5ft. Step up to the Window and shoots at the outlined figure twice.

Rapid Shot: 1d20 + 4 ⇒ (4) + 4 = 8

Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Rapid Shot: 1d20 + 4 ⇒ (11) + 4 = 15

Damage: 1d8 + 5 ⇒ (3) + 5 = 8

-Posted with Wayfinder


Male Human 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)

Nerevost takes a shot at the water dumped Square.

Shot: 1d20 + 10 ⇒ (12) + 10 = 22

Concealment Roll: 1d100 ⇒ 78

Damage: 1d8 + 5 ⇒ (1) + 5 = 6

-Posted with Wayfinder


Male Human 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)

Nerevost Readied shot goes off.

Shot: 1d20 + 10 ⇒ (1) + 10 = 11

Damage: 1d8 + 4 ⇒ (7) + 4 = 11

-Posted with Wayfinder


Male Human 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)

Nerevost is just holding a readied action to shoot at the next hostile target to appear.

-Posted with Wayfinder


Male Human 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)

Nerevost will pull two more shots at the new hawk.

Rapid Shot: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Rapid Shot: 1d20 + 5 ⇒ (10) + 5 = 15

Damage: 1d8 + 4 ⇒ (3) + 4 = 7

-Posted with Wayfinder


Male Human 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)

Nerevost is going to open the door if it's currently closed and take a shot at the bird.

Bow Shot: 1d20 + 6 ⇒ (16) + 6 = 22

-4 from Anevia granting it cover.

Damage: 1d8 + 4 ⇒ (8) + 4 = 12
-Posted with Wayfinder


Male Human 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)

Neverost shrugs,

"He would have proved far more useful alive once we found someone with proper interrogation magic."

-Posted with Wayfinder


Male Human 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)

Nerevost had been listening to the conversation for some time quietly,

"Whatever our course of action, let us decide it quickly and be on our way. The streets of Kenabres are not friendly, we shouldn't linger for long. Something worst than cultists could be about."

-Posted with Wayfinder


Male Human 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)

Neverost turns to Halara,

"You said you rushed up to the surface? Were you in the square? Were there other survivors besides yourself?"

-Posted with Wayfinder


Male Human 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)

Nerevost 5 foot steps and rapid shots, taking one shot at #5 and the next at #2.

Arrow 1: 1d20 + 9 ⇒ (2) + 9 = 11

Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Arrow 2: 1d20 + 6 ⇒ (15) + 6 = 21

Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Male Human 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)

Nerevost moves up thirty before taking aim the one closest to him and firing a shot.

Point Blank Shot: 1d20 + 11 ⇒ (7) + 11 = 18

Damage: 1d8 + 5 ⇒ (3) + 5 = 8


Male Human 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)

With the surprise action, Nerevost will take a shot at the dagger wielder.

Bow Shot: 1d20 + 10 ⇒ (12) + 10 = 22

Damage: 1d8 + 3 ⇒ (6) + 3 = 9

-Posted with Wayfinder


Male Human 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)

The same for us?


Male Human 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)

Hello there everyone, good to be here.


Good luck to everyone.


Alright


Male Human 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)
Valkyrie Stormseeker wrote:

The paladin would deff be more stroke in the long run, but as of now i agree with the alchemist and the wizard.. Perhaps some more will apply..

The rebuilt slayer stands out better now too. Weapon master archers are very powerful.. Ive seen it first hand in a real life RotRL.. By 13th level he never missed, with any attack, and did around 125-150 a round without crits..

Assuming the same is true for Nerevost, and it will be - his damage per round at level 13 will be ~477; on average. No crits.


Sheet fully updated.

Statistics:

Nerevost Limuna
Fighter Weaponmaster 3
NG Medium humanoid (human)
Init +4; Perception +3
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+6 armor, +4 Dex)
HP 32 (3d10+6)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
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)
--------------------
Statistics
--------------------
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
--------------------
Feats
--------------------
Point Blank Shot
Precise Shot
Rapid Shot
Arcane Strike
Weapon Focus (Longbow)
--------------------
Traits and Drawbacks
--------------------
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.
--------------------
Skills
--------------------
Acrobatics +0
Climb +2
Intimidate +7
Perception +3
Stealth +0
Survival +4
Survival (Find Food) +7
Swim +2
--------------------
SQ
--------------------
Weapon Training
--------------------
Gear
--------------------
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; ];
--------------------
Special Abilities
--------------------
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.

Background:

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.


Resubmitting Fighter Archer Nerevost. Updated in his profile, everything is correct except his skills and gear which I'll get to when I'm not on my phone.


I'll be converting Nerevost into a Human Weaponmaster Fighter who is an archer when I get home; since we're very concerned with being optimized.


Valkyrie Stormseeker wrote:

Umm.. Im having a hard time figuring out where your going with this.. If im stunned? Just a little fyi, any class is screwed if there stunned, Magus, Slayer, anything.. Coup De Grace doesn't check AC and that's what you get when you're stunned.. Why all the defensiveness? I simply added some input on your builds with some suggestions on changes to better fit the group.. While i'm not saying we wouldn't take another melee dps, we really need a ranged one if your going physical.. Its difficult enough to get 3 people room to attack, especially in tight spaces, 4 would make it that much harder.. Im done arguing which class is better etc..

Edit: Hence the suggestion to buff will saves.. I take Iron will, a 12 wisdom, and indomitable faith on every melee guy thats not a paladin, invul rager barb, or dwarf ranger.. And yes higher level stuff is immune to a lot of energy attacks, hence my more physical damage build.. She's not gonna rely heavily of offensive spells later, but on buffs and alot of attacks and high crit rating..

Stunned isn't helpless. A full bab character loses around 4 to 5 armor from being stunned at lvl 15, a Kensai Magus loses upwards of 15+

I'm not defensive about my character choice, nor do I oppose criticism to his build. So long as said criticize is accurate and not sweeping generalizations that affect most all martial characters. A bad will save is very very easily fixed. And is a problem that affects fighters just as equally, and they have no more defensive ability than a slayer otherwise either. class features like the Kensai Magus has are problems they will deal with throughout their characters life.

In addition after level 4 my Slayer will be performing the majority of his attacks from 15' or further from the target.


GM Void Dragon wrote:
@Gabriel: When I said PFS HP +1 I meant that PFS would have a d8 average of 5+CON in this campaign you would instead get 6+CON, so d6 is 5+CON or roll, d8 is 6+CON or roll, d10 is 7+CON or roll, and d12 is 8+CON or roll whichever is better.

Two more HP for Nerevost, huzzah!


Submitting Nerevost Limuna.

Statistics:

Nerevost Limuna
Male Half-Elf Slayer 3
CN Medium humanoid (elf, human)
Init +2; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP 31 (3d10+9)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork scorpion whip (cold iron) +9 (1d4+4)
Melee cestus +7 (1d4+4/19-20)
Melee TWF masterwork scorpion whip (cold iron) +7 (1d4+4)
Melee TWF masterwork scorpion whip (cold iron) +7 (1d4+2)
Melee TWF cestus +5 (1d4+4/19-20)
Melee TWF cestus +5 (1d4+2/19-20)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 13
Base Atk +3; CMB +7(+9 Demons); CMD 19
Languages Common, Elven, Abyssal
--------------------
Feats
--------------------
Power Attack
Exotic Weapon Proficiency (Scorpion Whip)
Two-Weapon Fighting (Bonus)
Weapon Focus (Whip)
--------------------
Traits and Drawbacks
--------------------
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

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.
--------------------
Skills
--------------------
Acrobatics +0
Bluff +1
Climb +6
Escape Artist +0
Fly +1
Heal +0
Intimidate +7
Knowledge (Dungeoneering) +7
Knowledge (Local) +7
Perception +8
Perform (Untrained) +1
Ride +0
Sense Motive +0
Stealth +6
Survival +6
Survival (Find Food) +9
Survival (Follow or identify tracks) +7
Swim +6
--------------------
SQ
--------------------
Sneak Attack 1d6
--------------------
Gear
--------------------
masterwork scorpion whip (cold iron)(x2); masterwork breastplate; cestus (x2); Backpack, Common [ Bedroll; Blanket; Coin (Silver Piece) (x6); Crowbar; Grappling Hook, Common; Halfling Trail Rations (x5); Piton (x10); Rope (Hemp/50 ft.); Waterskin (Filled); Whistle, Signal; ];
--------------------
Special Abilities
--------------------
Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Favored Target (Ex) At 1st level, 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 against that opponent, a +1
bonus on weapon attack and damage rolls against it, and
a +1 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).
At 7th level, the slayer can study an opponent as a move
or swift action.

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).

Backstory:

Training, there was only ever the training. Nerevost couldn't remember a time where he wasn't clad in armor and practicing the blade. 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 Calistria; he would have his revenge.

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.


Submitting Nerevost.

Crunch is done, will get up a backstory sometime within the next 24 hours.

Statistics:
Nerevost Limuna
Male Human Ranger 1
NG Medium humanoid (human)
Init +2; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 13 (1d10+3)
Fort +4, Ref +4, Will +2
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Offense
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Speed 30 ft.
Melee greataxe (cold iron) (two handed) +5 (1d12+6/x3)
Melee cestus +5 (1d4+4/19-20)
Melee dagger +5 (1d4+4/19-20)
Ranged dagger (thrown) +3 (1d4+4/19-20)
Ranged chakram +3 (1d8+4)
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Statistics
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Str 18, Dex 14, Con 14, Int 9, Wis 14, Cha 7
Base Atk +1; CMB +3(+5 grapple); CMD 17
Languages Common
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Feats
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Power Attack
Furious Focus
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Traits and Drawbacks
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Love Lost (Widowed) Your lover was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring--you're convinced of it. With your lover's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 trait bonus on Intimidate checks. You've done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can't afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him.

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. 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 +1
Appraise -1
Bluff -2
Climb +3
Craft (Untrained) -1
Diplomacy -2
Disguise -2
Escape Artist +1
Fly +1
Handle Animal +2
Heal +2
Intimidate +4
Knowledge (Nature) +3
Perception +6
Perform (Untrained) -2
Ride +1
Sense Motive +2
Stealth +5
Survival +6
Survival (Find Food) +9
Survival (Follow or identify tracks) +7
Swim +3
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SQ
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Favored Enemy (Humanoid (Human)) +2
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Gear
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greataxe (cold iron); cestus; lamellar (leather); coin (gold piece) (x9); coin (platinum piece) (x3); coin (silver piece) (x6); chakram (x5); Backpack, Common [ Bedroll; Blanket; Grappling Hook, Common; Hammer; Iron Spike (x10); Rope (Silk/50 ft.); Vial (x3); Waterskin (Filled); Whistle, Signal; ]; Vial ; Wrist Sheath [ Dagger (x2); ];
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Special Abilities
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Bonus Feat Humans select one extra feat at 1st level.

Favored Enemy (Humanoid (Human)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

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

Track (Ex) You gain +1 to Survival checks made to follow tracks.

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

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+-1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
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