Mistress Kayltanya

Adelita Tain's page

57 posts. Alias of Oceanshieldwolf.


Full Name

Adelita Tain

Race

Human (Varisian)

Classes/Levels

Slayer 1; HP 12/12; AC 18/T13/FF 15; Fort +3, Ref +6, Will +0; Init +5; Per +4; Spd 20 ft. CMB +4, CMD 17

Gender

Female

Alignment

N

Occupation

Bounty Hunter

Strength 16
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 11
Charisma 13

About Adelita Tain

Quick View Stats for Combat:
Status:
HP: 12
AC:18, 13 touch, 15 flat-footed
Saves: Fort: +3 Reflex: +6 Will +0
BAB +1
CMB +5 CMD 18

Initiative: +5 (+3 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing: Scalemail
Items in Hand: Longsword and Shortsword

Adelita's Background:
Adelita is the third daughter of an upstanding inn-keeper in central Magnimar. Meeting travellers from all around the Inner Sea gave the young Adelita a grounding in....adventure, that her parents did little to contain. She found the prospect of being married to a Magnimarian burgher or scion of tradespeople somewhat...uninspiring, and left as soon as the conversations of "marriageable age" began to swirl around her.

Having jobbed on a caravan as a bodyguard, and for a time the personal guard of a Sandpoint merchant, Adelita decided it was easier being her own employer, or at least to contract herself out to others as a "finder" or bounty hunter. She finds the work engaging, and hopes to not let the job stain her soul like it has stained her character. Even though she is an adventuress of suspect morality, she stills writes letters home to her younger brothers and sisters.

Adelita searches for a distant cousin, a celebrated bounty hunter and sometime privateer who goes by the name of "Darque Naia", and whom Adelita reveres and idolises.

STATS:
13, 10, 14, 13, 11, 16
Ability Scores Score (bonus) (racial creation bonus)
Str : 16 (+3) (+2 Human)
Dex: 16 (+3)
Con: 13 (+1)
Int: 10 (+0)
Wis: 11 (+0)
Cha: 13 (+1)

DEFENSE:

AC: 18, touch 13, flat-footed 15 (+5 armor, + 3 dex, +0 size)

OR

Longsword or Longspear and buckler combo
AC: 19, touch 13, flat-footed 16 (+5 armor, + 3 dex, +1 shield, +0 size)

HP: 12 (Full first level = 10, +1 Con, +1 Favored Class)
Fort +3, Ref +5, Will +0

OFFENSE:

Initiative: +5
Speed 20 ft
Melee:

Greatsword +4, 2d6+4, (19-20 x2)
Power Atk: +3, 2d6+7, (19-20 x2)

Two Weapon Combo
Long sword +2, 1d8 +3 (19-20 x2) [+1 BAB, +3 Str, -2 TWF]
Shortsword +2, 1d6 +1 (19-20 x2) [+1 BAB, +3 Str, -2 TWF]
Power Atk:
Long sword +1, 1d8 +5, (19-20 x2) [+1 BAB, +3 Str, -2 TWF, -1 PA]
Shortsword +1, 1d6 +3, (19-20 x2) [+1 BAB, +3 Str, -2 TWF, -1 PA]

Longspear or Longsword or Mace and Buckler combo:
- Longsword +4, 1d8+3 (19-20 x2)
Power Attack
Longsword +3, 1d8+5 (19-20 x2)

- Longspear +4, 1d8 +4, (x2)
Power Attack:
Longspear +3, 1d8 +6, (x2)

- Mace, light +4, 1d6 +3 (x2)
Power Attack:
Mace, light +3, 1d6 +5, (x2)

Mace, light two handed:
+4, 1d6 +4 (x2)
Power Attack
+2, 1d6 +6 (x2) (+4 Str, +2 PA)

Ranged Weapon
Javelin +4, 1d6 + 3 (x3)

Base Atk: +1

CMB: +4 (+1 BAB, +3 str) CMD: 17 (10, +1 BAB, +3 str, +3 dex)

Favored Class Bonus Hit points

Feats:

Two Weapon Fighting

Power Attack Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

SKILLS:

Skills: (8 ranks – 6 Class, +1 Int, +1 human)
Skill/Class/Ranks/Ability Modifier/Bonus *=ACP
*****Acrobatics/Yes, +3/1/(Str) +3 = +7*
Appraise/No/0/(Int) +0 = +0
*****Bluff/Yes, +3/1/(Cha) +1 = +5
Climb/Yes, +3/0/(Str) +3= +3*
Craft (weapons)/Yes, +3/0/(Int) +0 = +0
Diplomacy/No/0/(Cha) +1 = +0
Disable Device/No/0/(Dex) +3 = +3*, no untrained
Disguise/Yes, +3/0/(Cha) +1 = +0
Escape Artist/No/0/(Dex) +3 = +0*
Fly/No/0/ (Dex) +3 = +0*
Handle Animal/No/0/(Cha) +0 = +0 no untrained
*****Heal/Yes, +3/1/(Wis) +0 = +4
*****Intimidate/Yes, +3/1/(Cha) +1 = +5
Knowledge (dungeoneering)/Yes, +3/0/(Int) +0 = +0 no untrained
Knowledge (geography)/Yes, +3/0/(Int) +0 = +0 no untrained
*****Knowledge (local)/Yes, +3/1/(Int) +0 = +4 no untrained
Knowledge (others)/No/0/(Int) +0 = +0 no untrained
Linguistics/No/0/ (Int) +0 = +0 no untrained
*****Perception/Yes, +3/1/(Wis) +0 = +4
Perform/No/0/(Cha) +1 = +0
*****Profession (bounty hunter)/Yes, +3/1/(Wis) +0 = +4 no untrained
Ride/Yes, +3/0/(Dex)+3 = +3*
Sense Motive/Yes, +3/0/(Wis) +0 = +3
Sleight of Hand/No/0/(Dex) +3 = +3* no untrained
Spellcraft/No/0/(Int) +0= +0 no untrained
*****Stealth/Yes, +3/1/(Dex) +3 = +8* [+1 trait]
Survival/Yes, +3/0/(Wis) +0 = +3
Swim/Yes, +3/0/(Str) +3 = +7*
Use Magic Device/No/0/(Cha) +1 = +0 no untrained

TRAITS/DRAWBACK:

Traits
Child of the Moon Benefit(s) Choose either Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4.
Iron Liver: Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Drawback
Family Ties Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

Languages: Common

CLASS ABILITIES:

Studied Target (Ex): [Errata] 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 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 one opponent at a time; these bonuses remain in effect until either the opponent is deador 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).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs 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 discard this connection to a studied target as a free action, allowing him to study another target in its place.

Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

GEAR:

Weapons:
Greatsword 2d6, 8 lbs., 50gp
Longspear 1d8, 9 lbs., 5 gp
Longsword 1d8, 4 lbs., 15 gp
Shortsword 1d6, 2 lbs., 10 gp
Spiked Gauntlet 1d4, 1lb., 5 gp
Light Mace, 1d6, 4 lbs., 5 gp
Javelins (2) 1d6, 4 lbs., 2 gp ,
(Sub-total - 32 lbs., 92 gp)

Armor:
Scalemail: Scale mail ACB: +5 MDB +3 ACP –4, ACF 25%, 20 ft speed., 30 lbs., 50 gp
Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 5 gp
(Sub-total - 35 lbs., 55gp)

Skill Equipment:

Miscellaneous:
Bedroll, 5 lbs, 1 sp.
1 sunrod, 1 lbs, 2gp.
Trail Rations x2, 2 lbs., 1 gp

(Sub-total 8 lbs., - 3.1 gp

Total equipment cost: 150 gp, 1 sp. - 23 gp, 9 sp remaining
Weight: 75 lbs
Armor (35 lbs)

Capacity: 230lbs lbs. less than 76 lbs = light load. Load: Light