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Cayden Cailean

Karn Lathern's page

84 posts. Alias of dathom.


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Full Name

Karn Lathern

Race

Human

Classes/Levels

Cleric / 1

Gender

Male

Age

22

Alignment

Neutral

Deity

Besmara

Location

Port Peril

Languages

Common, Polyglot

Strength 12
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 17
Charisma 12

About Karn Lathern

Height: 5'9"
Weight: 178 lbs
Eyes: hazel
Hair: blond
Skin: tanned
XP: 0 of 1300

Durability:
Hit Points: 9
Initiative: +2
Armor Check Penalty: -2
Speed: 30 feet
Armor Class: 16 (10 + 4 Armor + 2 Dex)
Touch: 12
Flat-footed: 14

Saves:
Fortitude: +3 (2 +1 Con)
Reflex: +2 (0+2 Dex +1 Feat)
Will: +5 (2 +3 Wis)

Situational Bonuses:

Combat:
Base Attack Bonus: +0
Melee Attack Bonus: +1 (0 BAB+ 1 Str)
Range Attack Bonus: +2 (0 BAB+ 2 Dex)
Combat Maneuver Bonus: +1 (0 BAB+ 1 Str) CM DC: 11 (10+ 0 Base + 1 Str)
rapier: +1 Melee (1D6+1; 20/X2; P)
Dagger: +2 Melee (1d4+1; 19-20/x2; P; 10 ft)

Feats:
City Born (Magnimar):+1 reflex save and +2 Diplomacy
Extra Channeling
xxx:
xxx:

Traits:
Besmara's Blessing: +1 to Perception and prof(sailor) checks
Fast Talker: +1 to Bluff and considered class skill

Other Special Abilities and Special Qualities:
(Human) Ability Score bonus: +2 to Wisdom
(Human) Bonus Feat:Humans select on extra feat at first level.
(Human) Favored Class (Cleric)
(Human) skilled: Humans receive one extra skill point at every level.
(Cleric)Channel Energy 6x day
(Cleric)
()

Skills: Skillpoints gained/level (7) 2+ 1(int)+ 1(human)
Acrobatics: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Appraise: +1 (0 ranks; +0 trained; +1 Int)
*Bluff: +5 (1 ranks; +3 trained; +1 Cha)
Climb: +1 (0 ranks; +0 trained; +1 Str; -0 armor)
*Craft (any): +0 (0 ranks; +0 trained; +1 Int)
*Diplomacy: +7 (1 ranks; +3 trained; +1 Cha; +2 feat)
Disguise: +1 (0 ranks; +0 trained; +1 Cha)
Escape Artist: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
*Heal: +3 ( 0 ranks; +0 trained; +3 Wis)
Handle animal: +0 (0 ranks; +0 trained; +0 Cha)
Intimidate: +1 (0 ranks; +0 trained; +1 Cha)
*Know (History): +0 (0 ranks; +0 trained; +1 Int)
*Know (Religion): +5 (1 ranks; +3 trained; +1 Int)
Perform (Oratory): +1 (0 ranks; +0 trained; +1 Cha)
Perception: +4 (0 ranks; +0 trained; +3 Wis; +1 Trait)
*Profession (Sailor): +8 (1 ranks; +3 trained; +3 Wis; +1 trait)
Ride: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Sense Motive: +7 (1 ranks; +3 trained; +3 Wis)
*Spellcraft: +3 (0 ranks; +0 trained; +3 Wis)
Stealth: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
Survival: +3 (0 ranks; +0 trained; +3 Wis)
Swim: +1 (0 ranks; +0 trained; +1 Str; -0 armor)

Domains:
Oceans: Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

War:Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Spells:

0 lvl (3): Light, Stabilize, Create Water

1 lvl (2+1) Enhance Water, Bless, Obscuring Mist

Carrying Capacity:
Light Load: 0 lbs - 43 lbs
Medium Load: 44 lbs - 86 lbs
Heavy Load: 87 lbs - 130 lbs
Lift Over Head: 130 lbs
Lift Off Ground: 260 lbs
Push or Drag: 650 lbs

Possessions (37.5 lbs):

Backpack 2 lbs 2 gp(17 lbs):
Trail Rations(4): 4 lbs; 2 gp
Waterskin (1): 4 lbs; 1 gp
Whetstone: 1 lb; 2 cp
Flint and steel; 1gp
Silk Rope: 5lbs; 10gp

Sheathed or Worn (29.5 lbs):
Traveler's Outfit: 5 lbs
Silver Holy Symbol 1 lb 25gp(Hidden)
Armored Coat 20 lbs 50gp
Rapier 6 lbs 12gp

Pouch with Coins (1 lbs):
CP: 9
SP: 8
GP: 36gp
PP:

Character Description
Appearance: Tall and slender, Kaln is decked out in fine traveling clothes under a long, armor plated coat. His short, brown hair frames a young, slightly sunburned face. At his waist hangs a sheathed rapier. A novice sailor, the young man has the gait and dexterity of a man who is accustomed to the shifting mass of a ship's deck.

Story/Background: Karn's birth was an auspicious one. Born on a night when the moon was at its fullest and the tide was at its highest, his birth took place in the cramped quarters of a merchant vessel that was heading to Magnimar. His parents were unaware of the significance of such an event, but the seasoned sailors that heard the baby's cries began whispering of the touch of Besmara that was certain to have graced the child. Once the vessel reached port, the happy couple took their new child to be blessed. The baby's father, an private accountant for the Lord Mayor, was a devout worshiper of Abadar and wished to instill the same faith into his newborn son.

As Karn grew, he studied under his father, learning the skill set necessary to properly appraise valuables and log them into financial ledgers. However, the young lad found himself frequently visiting the wharf district and gazing out at the ships that came into port with this unexplained desire to board one of the ships before it embarked on its next voyage. One day, he hoped to set sail on one of those voyages. Little did he know that we would soon get the chance to.

One of his father's more ruthless competitors that had just moved into the city used his connections to ruin the Lathern reputation and lose their position as the main financial adviser for the Lord Mayor. Realizing that he would need to find a way to make money for his family, he was able to convince Lander Juln, a friend of his father's and a former pirate to take him on as an a bookkeeper for the man's fleet of ships. Under Lander's guidance, Karn picked up the basics of sailing quickly. As the two became friends, Karn soon told the story of his birth to the old sea salt. Realizing that the boy had a special destiny to follow, Lander told Karn of Besmara's Blessing.

Wanting to know more of Besmara, Karn convinced Lander to teach him what he could. Learning more about the goddess of piracy, Karn felt a strange sensaion come over him. Unfortunately, Lander had told him all he could and so he suggested Karn head to the Shackles to learn more. the old former pirate pointed Karn to Port Peril, enlisting the help of a friend of his who was making a shipment run to Port Peril.

On the way to Port Peril though, was where Karn first heard Besmara's true calling. The ship had almost reached Port Peril, when it was beset by pirates. With no martial training, Karn simply did his best to hide while the experienced crew did their best to fend off the scallywags. However, one pirate had found the lad. The dirty, rapier wielding pirate was about to run Karn through when a rush of divine energy seemed to fill the boys spirit. Time seemed to slow down as Karn chanted words he had never heard before, "May the lady of the seas grant her divine protection!" With those words, the smell of salt air filled his lungs, almost ready to drown the lad, but as the rapier dove towards his heart, it was deflected by some mysterious force. Though only enough to stall the assailant, the divine magic he had just summoned up did buy enough time for the captain to find him and run the rapier wielding pirate through. Offering Karn the dead man's rapier, the captain said, "Not sure how ya are still alive lad, but it looks like Besmara wasn't with these pirates. We are about to dock, take the rapier and watch yer back."

Stunned by what he had accomplished on the ship, Karn left the ship when it docked. Puzzled and confused, he wandered through Port Peril, following the same feeling that he had felt all the times he had looked out at the seas around Magnimar. However, this time, the feeling was stronger, growing in strength until he was standing in front of a saloon called the Formidably Maid.

Walking in, the feeling he had followed seemed to die down as he scanned the interior hoping to find some long lost answer. Instead, he had found the stench of rum and sweat as he gazed at the unspectacular interior of a tavern. Shoulders slump as he began to feel lost once more, Karn takes a seat at the bar as he orders a drink in order to contemplate his next move.

Personality: Though following his heart, Karn would not describe himself as particularly religious. He has, however, always felt an inexplicable pull to the sea. Not a man of extremes, Karn understands the need for lying but is not accustomed to doing so. Open, friendly and still a little naive, Karn is always willing to learn new things. So long as he is able to find a ship captained by one who is not overly cruel, Karn is willing to sail with just about anyone to learn more about Besmara's Blessing and the role she plays on the open seas.

Hit Points Summary and Favored Class Bonus:
Character Level 1: 1d8+Con, 8+1 =9, 9HP total +1 Skill point
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total



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