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Cayden Cailean

Lanten Tiberiu's page

324 posts. Alias of Alex Martin.

Full Name

Lanten "Lant" Tiberu


Male Half-elven Fighter 3


6', 160 lbs






Cayden Cailean




Common, Elven


Journeyman; Barkeep

Strength 15
Dexterity 15
Constitution 14
Intelligence 11
Wisdom 12
Charisma 12

About Lanten Tiberiu


Born to the pairing between an elven mother and an adventurer turned tavern-keeper, his mother (for reasons unknown to him) left him in his father's care . His father, Gerald, was not a great businessman, and between his poor tavern management and Cheliax's harsh taxation codes, their home/business always struggled and attracted a fairly questionable crowd of patrons in the port city of Ostenso. Lant's rough life led to some rebellion against local authority - mostly by thumbing his nose at local guardsmen and petty theft more than any serious crimes. This behavior, along with some of the more outspoken patrons of his father's tavern, led to the Tiberus being seen as trouble-makers.

His father also wasn't the best parent in the world - trying to manage a business; staying out of trouble with Cheliax's authority; and avoiding turning into a complete alcoholic made child-rearing tough. Despite this, Lant learned to have a grudging respect for the man, seeing the sadness that his mother left behind in his father's eyes.

Hoping to spare his son from further Chelaxian scrutiny and wanting to give him a life outside a tavern, Gerald managed to have an old friend enroll him at a fighter's school outside the city. While he parted from his father with some sadness, the chance to explore outside and learn lifted his heart. He took to the lessons of the sword with vigor and enthusiasm - learning to master the sword style of his elven tutor.

After several years of learning, he decided to go home; perhaps work in the tavern for a bit; and then get a job to test his new skills - soldier; guardsmen; or maybe a sailor. After all they had been through, he decided to see his father and get his blessing. Letters from home kept them speaking - however distant that might be.

It was with some shock that he returned home to the tavern to find it condemned. The building was partially burned -by accident or intent he couldn't tell. Worse - a Cheliaxan decree plastered the sealed front door - declaring the occupants and patrons: Menaces to the security of the city; threats to Imperial officials; and TRAITORS! To make matters even darker, posters - showing pictures of him and his father as wanted criminals and rebels against the state (with a bounty no less) - were also plastered all over the building.

The furious number of questions about what happened to his home and his father left him shocked. Desperately, he scanned the building - finding the remains of a note and an old locket in the ruins - in a hidden spot only he and his father knew of - the notes only words part of a sentence: ...Gone to Saltmarsh...

Unfortunately, his unsheltered march to the tavern and rambling investigation eventually garnered the attention of local residents. None went to warn him, but someone clearly called the city guard. Managing to dodge the guardsmen and flee the city, he spent several weeks scrambling through Cheliax's frontier border towards Saltmarsh - a town he's heard of only vaguely in travelers' tales.

Angry at having lost everything he has known and wanted by an empire for reasons he doesn't know, he comes here seeking some kind of answers - his father's fate; the culprits (or reasons)in the destruction of his home; and possibly a safe haven from Cheliax's reach. It looks to him that he has only hope and his swords to help him for now...

Appearance: Tall and lean, Lanten looks agile, but has a surprisingly wiry kind of strength that he inherited from his human side. Blackish-brown hair subdues his elven ears somewhat, except he has bright cobalt-blue eyes that seem to pull attention.

Lanten Tiberu

Half-Elf Male
Fighter 2 {Two-Weapon Warrior}
CG Medium Humanoid (Half-Elf)

2,000 XP

Perception +3
Initiative +4


AC 18; Touch 13; Flat-Footed 15 {Scale Mail 5AC, Dex Bonus, Feat}

HP 31

Fort +5; Ref +3; Will +4

{+3 Save vs Fear Effects - Class, Trait}
{+2 Save vs Enchantment Spell/Effects - Racial}

Spd 20 ft.

Melee - (2) Rapier +1 (Dual-Wield) (1d6+2/1d6+2 - crit 18-20/x2)

Melee - Rapier +3/Short Sword +3 (Dual-Wield) (1d6+2/1d6+2 - crit 18-20/x2)

Melee - Rapier +5 (Single) (1d6+2,crit 18-20/x2)

Melee - Short Sword +5 (Single) (1d6+2,crit 19-20/x2)

Melee - Dagger +5 (Single) (1d4+2,crit 19-20/x2)

Ranged - Crossbow +5 (1d8, 19-20/x2)

Improvised - Steel Tankard +1 (1d3)

Str 15, Dex 15, Con 14, Int 11, Wis 12, Cha 12

Base Atk +3; CMB +5; CMD +17

EXP: 5,000

Feats:Two-Weapon Fighting; Dodge; Iron Will; Double Slice

Traits: Courageous, Exile

Languages:Common, Elven


Bluff +4
Climb +2*
Craft (Beer) +4*
Handle Animal +1
Intimidate +5*
Knowledge (Dungeoneering) +0
Knowledge (Engineering) +0
Perception +3
Profession (Bartender) +1
Ride -2*
Survival +5
Swim +2*
Stealth +1*
Acrobatics -2*
Appraise +0
Diplomacy +1
Disable Device -2*
Disguise +1
Escape Artist -2*
Fly -2*
Heal +1
Knowledge (Arcana), (Geography), (History), (Local), (Nature), (Nobility), (Planes), (Religion): +0
Linguistics +0
Perform +1
Sense Motive +1
Sleight of Hand -2*
Use Magic Device +1

Combat Gear Bolts (30), Crossbow, Rapier (2); Short Sword; Dagger(2); Scale Mail; Steel Tankard

Other Gear Explorer's Outfit; Backpack, Beltpouch, Wine/Wineskin, Rations (4); Blanket; Caltrops (2); Flint & Steel; Hooded Lantern; Oil Flask (5); Wetstone; Sunrod; 100 gp


Half-Elf Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

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

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: 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. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Fighter/Two Weapon Warrior:

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

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. 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.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Defensive Flurry (Ex): At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.

Twin Blades (Ex): At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.

Doublestrike (Ex): At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.

Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.

Equal Opportunity (Ex): At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 3.

Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.
Deft Doublestrike (Ex): At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. This ability replaces weapon training 4.

Deadly Defense (Ex): At 19th level, when a two-weapon warrior makes a full attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. This ability replaces armor mastery.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.


Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Iron Will
You are more resistant to mental effects. You get a +2 bonus on all Will saving throws.

Two-Weapon Fighting
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Skill Focus = Bluff
Choose a skill. You are particularly adept at that skill. You get a +3 bonus on all checks involving the chosen skill.

Double Slice
Your off-hand weapon while dual-wielding strikes with greater power. Add your Strength bonus to damage rolls made with your off-hand weapon.


Courageous - Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on Saving Throws against fear effects.

Exile - For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

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