Witch

Zeltyieli Alikathesu's page

673 posts. Alias of Tilnar.


Full Name

Zeltyieli Alikathesu

Race

Half-Elf

Classes/Levels

Cleric (Varisian Pilgrim) 7

Liviana's Vitals:
(HP: 65/65; AC: 20/14/16; Percep: +10; Init: +4; Fort +9, Ref: +11, Will: +1; CMD: 23; CMB +9; Speed: 30)

Gender

Zeltyieli's Vitals:
(HP: 52/52; AC: 20/14/16; Percep: +16; Init: +4; Fort +8, Ref: +7, Will: +10 [+13 charm; +12 illusions]; CMD: 20; CMB +6; Speed: 50)
Male

About Zeltyieli Alikathesu

Male Half-Elf Cleric (Varisian Pilgrim) 7
CG Medium Humanoid (Human, Elf)
Init: +4, Senses: Low-Light Vision, Darkvision 60', Perception +16
Languages: Common, Elven, Varisian, Celestial.
Deity: Sinashakti Domains: Exploration Subdomain (Travel), Azata Subdomain (Good)
Age: 24
Birthday: 17 Desnus
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DESCRIPTION/BACKGROUND
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Zeltyieli stands just a hair under 6' tall with a lithe dancer's build that makes him appear somewhat taller. His complexion is somwhat paler than the Varisian norm, as if the olive undertones were left out in the sun and faded, creating a contrast with his dark hair and brows which are an auburn so deep it almost appears black at a distance. He wears his hair long, spilling down over his shoulders and covering all but the very tips of his pointed ears, though it is decorated with a number of small beaded braids that spill over the right side of his face. His eyes are bright and expressive, revealing a deep inner joy in their green amber sparkles. The man seems positively wrapped in bright colours: his pants are a bright light blue and his ruffled shirt is yellow... even his leather armour's been dyed the colour of a blood-orange. Completing the look is his multi-coloured scarf and a light cloak, itself a swirled mass of shades of red and orange.

History:

Zeltyieli -- 'Tyieli to his mother -- was born on the road, in the wagons of the Khastvi Family, a small caravan of travelling Sczarni. His birth was the result of a long love-con run by his Family on a member of the Mierni ambassador's staff in Riddleport that, unfortunately, went sour.... Or at least, badly enough that his mother told him that he was the true and only profit from the scam.

Growing up, 'Tyieli was raised on the tales around the campfire, learning the ways of his people, how non-Varisians were stupid people and that it was the Sczarni way to teach them about the world, taking some coin (or other valuable goods) for their trouble. 'Tyieli learned the that in the years before he was born, the Khastvi Family has been based in Magnimar... and they were forced to flee the city after the Family's patriarch, Koivu, had a falling out with some of his fellows that resulted from a disagreement about who had the right to "do business" in which part of the Shore. Rather than accept a loss of face, or worse, a loss of profit, Koivu took his family on the road, declaring that he alone would determine where and when his Family could operate.

Zeltyieli knew that he was born different than his "cousins", and the differences only seemed to grow wider with the passing of each season. They grew taller, stronger, faster... and, perhaps most importantly to the Family, more dextrous, while he lagged behind.... and if he found that it didn't sit well with him, it sat even less well with Koivu. The old Patriarch grew less and less patient with the boy and his inability to participate in the family businesses -- his small size and clumsy fingers made him useless as a dancer, bouncer, cutpurse or fortune teller.... Fortunately, before Koivu could trade the boy at a brothel, his mother suggested that his fleet feet and night vision made him an excellent runner.

Through his childhood, Zeltyieli grew up with a love for the open road.... loving his time on the move, either with the Family or alone.... but, increasingly began to dread the stops, when the family set up business. At first, he thought it was just because of the insults that were clear to be thrown his way by the patriarch, but over time, he began to realize that the Family's "businesses" themselves were bothering him.... the quick-change and sleight of hand when counting the coints, the games that no-one could win, the "charms" that did nothing ... even the fortune teller cheated with the Harrowing deck when dealing with a non-Varisian, predicting doom and then teasing more coin in exchange for a promise about the solution. It seemed that only the dancers (and liftskirts) did any real work, and even then, they were quick to pass around cups to make their marks sleepy, more prone to leaving large tips and less likely to notice when given false change.

Even as the boy began to grow into an adult and lose his childhood clumsiness, he was quite pleased to be thought of as useless and only good to run messages, coins or valuables back and forth. ... traveling, even when it was just running items back and forth within the camp, was more exhilerating to him than anything he'd ever experienced in his entire life. There was a beauty there, a joy which filled him ... one that he simply could not explain to anyone he knew.

When the boy was 21 winters old, however, everything changed. As is often the case on such nights, it actually seemed like business as usual: the family set up their travelling caravan outside of Sandpoint ahead of the Swallowtail festival... and, as usual, he was running "acquired" goods back to the main wagon. However, on this particular night, the treasure was an ornate and jeweled scrollcase -- and, as he began to run, he suddenly found himself unable to move. He tried to figure out what was going on when a gnome approached, holding a butterfly pendant in her hand, saying simply, "You have something of mine that I must deliver." 'Tyieli struggled against the magic, but he could not prevent the gnome from reclaiming the item.... and even as the gnome released the magic, Zeltyieli's shame at his Family's actions -- and his guilt over his own involvement crashed over him.... and they must have been plain on his face, because the gnome stopped and asked the boy what was troubling him. For some reason that he couldn't understand, Zeltyieli found himself answering that question honestly.
The gnome, surprisingly, understood.

She introduced herself as Queck, a cleric of Densa and a Pathfinder..... and while these things were foreign to 'Tyieli, they somehow, resonated within him... and somehow, not aware of what he was agreeing to, Zeltyieli agreed to travel with the Pathfinder, leaving the Family behind. They headed to Magnimar, and it was there that the boy realized that the joy he felt in motion was a calling from Sinashakti. He apprenticed himself at the Pathfinder's lodge, hoping for membership while working as a runner and messenger in town, slowly earning -- actually earning -- the coin to purchase the equipment that would allow him to take to the roads in earnest.

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DEFENSE
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AC 20, Touch 14, Flat-footed 16, CMD 20
(+6 armor, +4 dex)
HP 52 (7HD) [10,7,7,7,7,7,7]
Fort: +8, Ref: +7, Will: +10 [+3 v. enchantment/charm; +2 v. illusions]
Special: +4 sacred bonus on saves against spells/effects that hinder your movement speed.
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OFFENSE
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Speed: 50 ft. (10 Squares)

Melee:

  • +1 Agile Bladed Scarf +10 (1d6+5/19-20)
  • Masterwork Silver Dagger +10 (1d4+1/19-20)

Ranged:

  • Masterwork Composite Shortbow +10 (1d6+1/x3), 70' increment
  • Dagger (thrown) +9 (1d4+1/19-20), 10' increment

Special: Channel Positive Energy (4d6, DC 15);
Base Atk: +5, CMB: +6
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STATISTICS
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Str 13, Dex 16 [18], Con 14, Int 12, Wis 16 [18], Cha 13 [15]
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TRAITS
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Ex-Sczarni (Campaign)
Though you were raised as a member of one of Magnimar’s various Sczarni gangs, you never fit in with the rest of your settled, metropolitan brethren. The Pathfinder Society in particular recognized your wanderlust and potential as an agent, and on more than one occasion you impressed or bamboozled their agents with your street smarts and finesse. Over the years, you fell out of favor with the Sczarni, and eventually left to pursue interests outside of simple banditry, though you still remember the lessons your criminal relations taught you. You gain a +2 trait bonus on Bluff checks to pass hidden messages. Also, anytime you deliver a coup de grace, you deal an additional 1d6 points of damage.

Varisian Tattoo (Racial)
Your bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
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FEATS
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Armour Proficiencies: Light.
Weapon Proficiencies: Simple, Plus: shortbow (deity), bladed scarf (trait) and starknife (trait).

Weapon Finesse, Selective Channel, Celestial Obedience
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SKILLS (4+int) = 5+FC/5+FC/5+FC/5+FC/5+FC/5+FC/5+FC
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Trained are marked with *, italics for class skills.

==Adventuring Skills==
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+3] = 0.0 + 4 + 0 (-1AC)
--- Jump [+16] (+8 Movement, +5 boots)
Bluff* [+5] = 3.0 + 1[2] + 0
--- Pass Secret Messages [+7] (Trait bonus)
Climb [+0] = 0.0 + 1 + 0 (-1AC)
Diplomacy* [+11] = 6.0 + 1[2] + 3
Disguise [+1] = 0.0 + 1 + 0
Escape Artist [+2] = 0.0 + 4 + 0 (-1AC)
Heal* [+10] = 3.0 + 4 + 3
Intimidate [+2] = 0.0 + 1[2] + 0
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Knowledge (Arcana)* [+6] = 2.0 + 1 + 3
Knowledge (Planes)* [+6] = 2.0 + 1 + 3
Knowledge (Religion)* [+11] = 7.0 + 1 + 3
Perception* [+16] = 7.0 + 4 + 3 (+2 Keen Senses)
Sense Motive* [+14] = 7.0 + 4 + 3
Spellcraft* [+8] = 4.0 + 1 + 3
Stealth [+3] = 0.0 + 4 + 0 (-1AC)
Survival [+3] = 0.0 + 3 + 0
Swim [+0] = 0.0 + 1 + 0 (-1AC)

==Background Skills==
Appraise* [+5] = 1.0 + 1 + 3
Knowledge (Geography) [+2] = 1.0 + 1 + 0
Knowledge (History)* [+5] = 1.0 + 1 + 3
Linguistics* [+9] = 5.0 + 1 + 3
Sleight of Hand [+10] = 6.0 + 4 + 0
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MAGIC
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Prepared Spells (4/4+1+D/3+1+D/2+1+D/1+1+D) (Concentration: +11, CL 7)
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Level 0: (DC 14) Create Water, Detect Magic, Guidance, Stabilize.
Level 1: (DC 15) [Domain: Expeditious Retreat], Bless, Divine Favor (x2), Protection from Evil, Shield of Faith.
Level 2: (DC 16) [Domain: Align Weapon (Good)], Remove Paralysis, Sound Burst, Spiritual Weapon.
Level 3: (DC 17) [Domain: Fly], Dispel Magic, Summon Monster III, Water Breathing.
Level 4: (DC 18) [Domain: Holy Smite], Blessing of Fervor, Freedom of Movement.

Domain Spells:
1: Expeditious Retreat -- 2: Align Weapon (Good), Locate Object -- 3: Fly -- 4: Holy Smite, Locate Creature -- 5: Dispel Evil, Teleport -- 6: Find the Path, Planar Ally (azata) -- 7: Greater Teleport, Holy Word -- 8: Holy Aura, Phase Door -- 9: Summon Monster IX (good), World Wave

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RACIAL ABILITIES
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Alert for Betrayal Some half-elves skepticism of apparent allies makes them cynical and stubborn. These half-elves gain a +2 racial bonus on saves v. illusion spells and effects. Perception and Sense Motive are class skills for them. This replaces the adaptability racial trait.

Blended View Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

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

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

Keen Senses (Ex) Half-elves gain a +2 racial bonus on Perception checks.
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CLASS ABILITIES
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Aura of Chaos (Ex) You project a strong chaotic aura.

Aura of Good (Ex) You project a strong good aura.

Channel Positive Energy (Su) (ooooo [o]) - DC 14 [15] - 4d6
You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 [15] Will save (10 + 1/2 level + charsima) to halve the damage. You can use this abilty 5 [6] times per day.

Door Sight (Su) (ooooo o)
You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 13 inches. You can use this power 6 times per day.

Elysium’s Call (Su) (ooooo o)
With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a 6 rounds per day.

Caravan Bond (Su)
At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus (10). She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch.

Orisons (Sp)
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting (Ex)
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

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EQUIPMENT
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Carried/Equipped
+1 agile bladed scarf; +2 chain shirt; headband of inspired wisdom +2; belt of incredible dexterity +2; +1 arrow (x20); arrow (x20); holy symbol (iron); silver dagger (masterwork) ; Spell Component Pouch; shortbow, composite (Str +1/masterwork); alchemist's fire; wayfinder [Ioun Stone, +2 Charisma]

Backpack, Masterwork [ Bedroll; Mess Kit; Rations (Trail/Per Day) (x5); Waterskin; Holy Symbol (Wooden); Spell Component Pouch];

Belt Pouch [ Harrow Deck ];

Scrollcase [ Comprehend Languages (x2), Delay Poison ]

Coinpurse: 38gp, 11sp, 15cp

Current Weight: 56.9 lbs (Light) Limits: 58 (Light), 116(Medium), 175 (Heavy).

Liviana Niescu - Cohort:

Liviana Niescu
Female Human (Varisian) Brawler (Exemplar) 5 / Slayer (Sniper) 2
CG Medium Humanoid (Human)
Init: +4, Senses: Perception +10
Languages: Common, Varisian.
Deity: Desna
Age: 22 Birthday: 9 Desnus
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Why she'd follow Zeltyieli
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* Liviana is another member of the Khastvi Family and someone 'tyieli knew (and had a crush on) as a child
* She ran off from the caravan about 4 years before he did -- she fled to avoid a forced arrange marriage to one of her "cousins" that the head of the family (Koivu) insisted on.
* Tumbled around for a bit, got some help by a bard that followed Desna who got her to town and introduced her to people who could teach her to fight and defend herself
* Took well to fighting, stayed active at the temple, even if she never felt "the call" herself.
* Was surprised, years later, when Zeltyieli arrived at the temple in Magnimar
* They reconnected, bonding over their pasts and the fact they escaped
* They've been meeting up when the party has been back in town -- with Zeltyieli telling the stories of what the party's been doing -- and Liviana wants to help
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DEFENSE
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AC 20, Touch 14, Flat-footed 16, CMD 23
(+5 armor, +4 dex, +1 shield)
HP 65 (7HD) [12+1,8+1,8+1,8,8+1,8,8+1]
Fort: +9, Ref: +11, Will: +1
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:

  • +1 Waveblade +13/+8 or Brawler's Flurry +11/+11/+6 (1d6+5/19-20) [Slash/Pierce]
  • Silver Punching Dagger +11/+6 or Brawler's Flurry +9/+9/+4 (1d4+2/19-20) [Pierce]

    Ranged:

  • +1 Composite Longbow (Str +2) +13/+8 or rapid shot +11/+11/+6 (1d8+3/x3), 110' increment Range penalties halved

    Special: Knockout (DC 16); Martial Flexibility (can be used to gain Weapon Specialization with bow or sword); Precise Strike (+1d6 when flanking) if activated with tactician
    Base Atk: +7, CMB: +9
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    STATISTICS
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    Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 13
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    FEATS
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    Armour Proficiencies: Light, Medium and Shields (not tower).
    Weapon Proficiencies: Simple, Martial + all weapons in close group.

    Standard: Weapon Finesse, Weapon Focus (Waveblade), Weapon Focus (Longbow), Point-Blank Shot, Precise Shot
    Bonus (Brawler): Slashing Grace (Waveblade), Precise Strike [teamwork]
    Bonus (Slayer - Ranger Combat Style): Rapid Shot
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    SKILLS (B: 4+int) (S: 6+int) = 5/5/5/7/5/7/5
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    Trained are marked with *, italics for class skills.

    ==Adventuring Skills==
    Skill Name [Total] = Rnk + Stat + Misc (Description)
    Acrobatics* [+13] = 7.0 + 4 + 3 (-1AC)
    Appraise [+0] = 0.0 + 0 + 0
    Bluff [+1] = 0.0 + 1 + 0
    Climb* [+8] = 4.0 + 2 + 3 (-1AC)
    Diplomacy [+1] = 0.0 + 1 + 0
    Disguise [+1] = 0.0 + 1 + 0
    Escape Artist [+3] = 0.0 + 4 + 0 (-1AC)
    Heal* [+5] = 2.0 + 0 + 3
    Intimidate [+1] = 0.0 + 1 + 0
    Knowledge (Untrained) [+1] = 0.0 + 1 + 0
    Perception* [+10] = 7.0 + 0 + 3
    Ride* [+7] = 1.0 + 4 + 3 (-1AC)
    Sense Motive* [+8] = 5.0 + 0 + 3
    Stealth* [+13] = 7.0 + 4 + 3 (-1AC)
    Survival* [+8] = 5.0 + 0 + 3
    Swim* [+5] = 1.0 + 2 + 3 (-1AC)

    ==Background Skills==
    [i]Knowledge (Geography)* [+5] = 2.0 + 0 + 3

    Lore (Sczarni in Varisia)* [+8] = 5.0 + 0 + 3
    Linguistics* [+3] = 3.0 + 0 + 0
    Sleight of Hand [+7] = 4.0 + 4 + 0 (-1AC)
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    RACIAL ABILITIES
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    Bonus Feat: Humans select one extra feat at 1st level.

    Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

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    CLASS ABILITIES
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    Accuracy (Ex)
    A sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.

    Bonus Feats
    At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat 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 brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

    Brawler's Cunning (Ex)
    If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

    Brawler's Flurry (Ex)
    Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

    Call to Arms (Ex)
    An exemplar can expend a use of martial flexibility to rouse her allies into action. All allies within 30 feet are no longer flat-footed, even if they are surprised. Using this ability is a move action.

    Deadly Sniper (Ex)
    When the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.

    Field Instruction (Ex)
    Once per day, as a standard action, an exemplar can grant a teamwork feat to all allies within 30 feet who can see and hear her. This teamwork feat must be one the exemplar knows or has gained with the martial flexibility ability. Allies retain the use of this teamwork feat for 6 rounds. If the granted teamwork feat is one gained from martial flexibility, this duration ends immediately if the exemplar loses access to that feat. Allies don't need to meet the prerequisites of this teamwork feat. This ability otherwise counts as the cavalier's tactician class feature; feats and other effects which affect tactician (such as Practiced Tactician) apply to it.

    Inspiring Prowess (Ex) (ooooo o)
    An exemplar gains the ability to use certain bardic performances. She can use this ability 6 rounds per day. The exemplar's effective bard level for this ability is equal to her brawler level - 2. Instead of the Perform skill, she activates this ability with impressive flourishes and displays of martial talent (this uses visual components). This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the brawler to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the brawler is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A brawler cannot have more than one bardic performance in effect at one time. Targets must have line of sight to the brawler for the performance to have any effect. A blind brawler has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
    --Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

    Knockout (Ex)
    Once per day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 16) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

    Martial Flexibility (Ex) (oooo)
    The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 5. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

    Martial Training (Ex)
    A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

    Studied Target (Ex)
    A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, 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 1 opponents 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). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move action.

    Slayer Talents
    As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
    --Combat Style I (Ex) The slayer selects a ranger combat style (Archery) and gains a combat feat (Rapid Shot) from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

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    EQUIPMENT
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    Carried/Equipped
    outfit (explorer's); +1 chain shirt; +1 waveblade; +1 composite longbow (Str +2); arrow (x60); silver punching dagger; holy symbol (wooden);

    Backpack: [ Bedroll; Mess Kit; Rations (Trail/Per Day) (x5); Waterskin];

    Current Weight: 51.5 lbs (Light) Limits: 58 (Light), 116(Medium), 175 (Heavy).