Survivor

Naia Temlow's page

734 posts. Alias of Oceanshieldwolf.


Full Name

Naia Temlow

Race

Fighter 2; HP 22/22; Grazed: 16; Wounded: 11; Critical: 5; DR: 1/- || AC 17 || T 12 || FF 15; Fort +4; Ref +2; Will +2; Init +2; Per +7; SM +2; Stealth +2; CMB +5; CMD 17; Spd 30 ft.

Classes/Levels

Current AC 17/12/15; Hero Points: 4/4

Gender

Healthy Female Human (Flan)

Size

Medium

Age

18

Alignment

Chaotic Good

Deity

Beory

Strength 16
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 14
Charisma 14

About Naia Temlow

Hero Points:
Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

Quick View Stats for Combat:
Status:
HP: 22/22
AC:17, 12 touch, 15 flat-footed
Saves: Fort: +4, Reflex: +2, Will: +2
BAB +2
CMB +5 CMD 17
Initiative: +2 (+2 Dex)
Conditions:
Spells in Effect:
Currently wearing: Studded Leather
Items in Hand: Harpoon, Buckler

Naia's Background:

"That's it Naia, heft it straight over your shoulder, yet try to manage an arc if the distance is further - the weight will help drive it in true."

Which is it? Straight or an arc? Make up your mind, buzzard!

Naia was, as usual when receiving instruction or advice from her grandfather, quite irritated. His laconic nature was deeply at odds with her more serious and dedicated mien, even though he'd lived most his life on the Sea, and had thrown more harpoons than she had hairs on her head. She should respect him, and she did, after her own, youthful fashion. She raised the heavy weapon up and steadied it with all her strength, ready to throw. It was all she could do to maintain any kind of balance on a rocking boat, her grandfather clearing his throat in that annoying way that meant he was about to offer more advice.

"Now. Yer feet. You want 'em planted far apart, but still in line, the better to make you able to push against the deck when yer throw..."

Naia gritted her teeth.

*********************************************************

The Temlows of Saltmarsh are a well respected if not well to do whaling family, a clan of three sisters and their husbands, many children and more dogs than seems prudent even for rural folk. The chieftainess of this rowdy set is the incomparable Dara Temlow, apparently a wildcat in her youth who ran away to become an adventurer before returning with an arm gone below the elbow and a trunk full of riches. Or at least the rumours say - though the arm is shy a forearm and hand.

Dara thumbed her nose up at every offer of marriage from those who sought to gain her secret wealth, and returned to the sea, on whaling vessels and among her own people. She chose a proficient whaler, a quiet fellow, Hamkal by way of his name. Their three daughters were whalers, and their grandchildren too. Including the fiery Naia, youngest daughter of Dara's youngest daughter.

The Flan say the youngest of the youngest of the youngest will be a handful, and as Dara was the youngest of her family, Naia is most definitely the spitting image of her grandmother, and as like in personality or so the greybeards in town say. For her part, Naia is a dutiful member of her clan, her fire reserved for coping with her grandfather (who she terms "The Buzzard") and her ever interfering aunts and cousins, whose endless internecine involvements consume much of the clan's day to day (and evening) activities.

When the town council called for help in investigating the old alchemist's manse, Naia begged her grandmother to let her go. To Naia's surprise, Dara not only gave her permission, but gifted Naia with her chain warshirt - a handsome gift indeed. Caparisoned as if for an epic quest, Naia carries her harpoon with grim determination and more than a little pride. She is a Temlow, and Saltmarsh is her home.

“Gram”: Dara Temlow
Grandfather: Hamkal “The Buzzard”
Brother: Tye
Sister: Farra

STATS:

Ability Scores Score (bonus) (racial creation bonus)
Str : 16 (+3)
Dex: 14 (+2)
Con: 12 (+1)
Int: 11 (+0)
Wis: 14 (+2)
Cha: 14 (+2)

DEFENSE:

AC: 17, touch 12, flat-footed 15 (+4 armor, + 2 Dex, +1 shield, +0 size,)
HP: 22 (Full 1st level = 10, full 2nd level = 10, +2 Con)
Fort +4 (3 + 1), Ref +2 (0 + 2), Will +2 (0 + 2)

OFFENSE:

Initiative: +2 (+2 Dex)
Speed 30 ft.

Melee:
Harpoon +6 1d8 +5, x3 [+2 BAB, +3 Str +1 Weapon Training] [+4 THF Str, +1 Weapon Training]

Ranged
Javelin +5 1d6 +4, x2 [+2 BAB, +2 Dex, +1 Weapon Training] [+3 Str, +1 Weapon Training]

Base Atk: +2

CMB: +5 (+2 BAB, +3 Str) CMD: 17 (10, +2 BAB, +3 str, +2 Dex)

Favored Class Bonus 1 Hero Point

Feats:
[5: 1 human, 1 1st level, 3 Fighter (2 bonus, 1 Combat Expertise)]

Additional Traits: You gain two additional traits.

Exotic Weapon Proficiency: Harpoon

Exotic Weapon Proficiency: Net

Precise Shot: Benefit: (includes Point Blank Shot, Precise Shot, Far Shot, Imp. Precise Shot)

Deft Maneuvers: Benefit: (includes Improved Trip, Imp. Disarm, Imp. Dirty Trick, Imp. Feint, Imp. Reposition, Imp. Sunder.)

SKILLS:

The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int),Knowledge (military) Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Added from Campaign: Knowledge (local), Profession (sailor).

Skills: (8 ranks - 8 Fighter, +2 Int, +2 human, +2 campaign)
Skill/Class/Ranks/Ability Modifier/Bonus
*****Acrobatics (Dex)/No/2/+2 = +4
Appraise/No/0/+0 = +0
Bluff/No/0/+2 = +2
Climb/Yes, +3/0/+3 = +3
*****Craft (Harpoon)/Yes, +3/2/+0 = +5
Diplomacy/No/0/+2 = +2
Disable Device/No/0/+2 = +2
Disguise/No/0/+2 = +2
Escape Artist/No/0/+2 = +2
Fly/No/0/+2 = +2
Handle Animal/Yes, +3/0/+2 = +2
Heal/No/0/+2 = +2
Intimidate/Yes, +3/0/+2 = +2
Knowledge (anatomy)/No/0/+0 = +0
Knowledge (arcana)/No/0/+0 = +0
Knowledge (dungeoneering)/Yes, +3/0/+0 = +0
Knowledge (engineering)/Yes, +3/0/+0 = +0
Knowledge (geography)/No/0/+0 = +0
Knowledge (history)/No/0/+0 = +0
*****Knowledge (local)/ Yes, +3/1/+0 = +4
Knowledge (military)/Yes, +3/0/+0 = +4
Knowledge (nature)/ No /0/+0 = +0
Knowledge (nobility)/No/0/+0 = +0
Knowledge (occult)/No/0/+0 = +0
Knowledge (planes)/ No /0/+0 = +0
Knowledge (religion)/ No /0/+0= +0
Linguistics/No/0/+0 = +0
*****Perception/Yes, +3/2/+2 = +7
Perform /No/0/+2 = +2
*****Profession (sailor) /Yes, +3/1/+0 = +4
Ride/Yes, +3/0/+2 = +2
Sense Motive/ No /0/+2 = +2
Sleight of Hand/No/0/+2 = +2
Spellcraft/ No /0/+0 = +0
*****Stealth/ No /1/+2 = +3
*****Survival/Yes, +3/2/+2 = +7
*****Swim/Yes, +3/2/+3 = +8
Use Magic Device/No/0/+0 = +0

TRAITS :

Industrious: Craft is a class skill for you. Select one kind of item. When crafting (making or repairing) this particular item with the relevant skill, you get a +5 trait bonus to the relevant Craft skill.

Heart of the Sea: +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spell casters gain a +4 racial bonus on Concentration checks when attempting to cast spells underwater.

Heirloom Weapon: Net You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

Benefit: When you select this trait, choose one of the following benefits:

proficiency with that specific weapon
a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Note: You pay the standard gp cost for the weapon.

Disillusioned
Your childhood was ended by a great disaster or atrocity that you witnessed. To cope with the horror, you have learned to reflexively suppress all emotion.

Benefit(s): You gain a +2 trait bonus on Will saving throws against emotion and fear effects

Languages: Common

CLASS ABILITIES:

Combat Expert: At 1st level, whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Weapon Training: starting at 1st level, a Fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Weapon Group: Spears

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.

Improved Combat Maneuvers: +2 to all combat maneuvers attempted

GEAR:

Weapons:
Harpoon, 5 gp, 1d8, x3 (20ft..), 16 lbs.,

Spoiler:

Cost: 5 gp Damage (s): 1d6 Damage (m): 1d8 Critical: x3 Range: 20 ft. Weight: 6 lbs. Type: P Special: see text

If you are not proficient with harpoons they are considered spears. The weight does not include the rope typically attached to the harpoon, and without a trailing rope the weapon functions as a normal spear. On a successful hit, the target takes damage and is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 20 + the spell's level or be unable to cast the spell. You can only entangle a Large- sized or larger creature with a harpoon.
An entangled creature can escape with a DC 25 Escape Artist check (a full-round action). The trailing rope may be destroyed, using the hp and burst DC appropriate for its material.
The trailing rope must be coiled to be thrown effectively. The first time you throw your harpoon in a fight, you make a normal ranged attack roll. After the rope is uncoiled, you take a –4 penalty on attack rolls with it. It takes 1 round for a proficient user to coil a rope and twice that long for a non-proficient one to do so. It takes a move action to pull in a thrown harpoon.

As per THIS post


Javelin, 1 gp, 1d6 x2 (30 ft.); 2 lbs
Net, 20 gp, (10ft.,); 6 lbs.,
Dagger 2 gp, 1d4 19-20, 1lb.
Mace, light 1d6 x2 4 lbs.,
Short bow 1d6, x3 2lbs.,
20 arrows 3lbs.,
(8 gp, 34 lbs.,)

Armor:
Studded Leather AC +4; Max Dex +5 ACP -1; ASF 15%; 30ft; 25lbs.;
Buckler: AC +1; ACP -1, ASF 5%; 5lbs.; 5gp

(105 gp, 30 lbs.,)

Miscellaneous:
Backpack, common 2lbs.
Coil of rope
Map case
4 sheets parchment
Charcoal x2
Chalk x2
Rations, trail
(2 gp, 2 sp., 2 lbs.,)

Total equipment cost: 115 gp, of 115 gp.
Misc Eqpt Weight: 2 lbs.
Weapons 34 lbs.
Armor 30 lbs.
Total Weight: 66 lbs.

Capacity: 200 lbs; 66-133 lbs = medium load. Load: Medium

Wound Thresholds:

Healthy
A character above her grazed threshold (3/4 of her maximum hit points) is healthy, applying no special modifiers. The character doesn't gain a condition in this state.

Grazed
A character above her wounded threshold (1/2 of her maximum hit points) but at or below 3/4 of her maximum hit points is grazed. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Wounded
A character above her critical threshold (1/4 of her maximum hit points) but at or below 1/2 of her maximum hit points is wounded. She takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Critical
A character at or below 1/4 of her maximum hit points is in critical condition. She takes a –3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Disabled
A character with a Constitution score of 12 or higher who is at or below 0 hit points is disabled until she falls below a number of hit points equal to the negative of her Constitution modifier. For example, a character with a Constitution score of 18 would be disabled from 0 to –4 hit points and unconscious at –5 hit points. A character with a Constitution score of 11 or lower is disabled only while she has exactly 0 hit points.

Staggered
Instead of being staggered only when their amount of nonlethal damage equals their remaining hit points, characters using this system continue to be staggered from that point until their nonlethal damage exceeds their current hit points by an amount greater than their Constitution bonus, at which point they fall unconscious. A character with a Constitution score of 11 or lower is staggered only when her nonlethal damage exactly equals her current hit point total.

Net:

When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled.

If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Snag-Net:
Benefit: A snag net works like a typical net exotic weapon, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a trip combat maneuver check against that opponent; if you succeed, you may trip the opponent or deal 1 point of piercing damage to the opponent.

The concentration DC to cast while entangled in a snag net is 17 + the spell’s level.

The Escape Artist DC to escape a snag net is 22.