About Adistan Temmer[dice=Perception]1d20+6[/dice] [ spoiler=Status]
--- Favored Class: Slayer
Attacks:
BAB: +3 Melee: +6 Ranged: +5 CMB: +6 Cutlass:
Mithral shortsword
Silver dagger: (currently in Lady Dusk's hands)
Mwk quarterstaff (two handed):
Mwk quarterstaff (double weapon):
Shortbow:
Defense:
AC: 17 Touch: 12 Flat-footed: 15 CMD: 18 Armor: Lamellar leather (Armor Bonus: +4; Max Dex: +3; Check Penalty: -2; Type: Light; Weight: 25 lbs.) Shield: Buckler (Armor Bonus: +1; Max Dex: -; Check Penalty: -1; Weight: 5 lbs.) Fortitude save: [dice=Fortitude]1d20+5[/dice] (3 base, 2 Con)
Class abilities:
Studied Target (Ex): 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 rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent 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). Lookout (Ex): At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks. This ability replaces track. Tactician (Ex): 5 rounds, 2/day
+1d6 sneak attack
Feats and Traits:
Power Attack (1st): -1 to attack rolls/+2 to damage Improved Initiative (bonus human): +4 bonus on initiative checks Escape Route (bonus teamwork): An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space. Extra Slayer Talent (3rd): Ranger Combat Style (two-weapon combat) Two-Weapon Fighting (bonus): 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. -- Traits
Grief-filled: You are no stranger to loss and intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects. Exchange agent: Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language. Additionally, You gain a +1 trait bonus on checks made with Linguistics and it is always a class skill for you.
Skills:
Skills (1st): 7 (6 class +1 human) Background skills: 2/level Acrobatics (3 ranks, +3 class skill, +2 Dex, -2 armor)
Climb (3 ranks, +3 class skill, +3 Str, -2 armor)
Intimidate (1 rank, +3 class skill, +1 Cha)
Knowledge (dungeoneering) (1 rank, +3 class skill, +0 Int)
Knowledge (geography) (B) (3 ranks, +3 class skill, +0 Int)
Knowledge (local) (2 ranks, +3 class skill, +0 Int)
Linguistics (1 rank, +3 class skill, +0 Int, +1 trait)
Perception (3 ranks, +3 class skill [due to trait], +0 Wis)
Profession (sailor) (B) (3 ranks, +3 class skill, +0 Wis)
Sense Motive (1 rank, +3 class skill, +0 Wis)
Stealth (2 ranks, +3 class skill, +2 Dex, -2 armor)
Survival (1 rank, +3 class skill, +0 Wis)
Swim (2 ranks, +3 class skill, +3 Str, -2 armor)
[ooc]Other class skills: Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Ride (Dex)
Gear:
Quarterstaff (mwk on one side) (300 gp) Silver dagger (22 gp) Cutlass (15 gp, 4 lbs.) Shortbow, 20 arrows (31 gp, 5 lbs.) Lamellar armor (60 gp, 25 lbs.) Buckler (5 gp, 5 lbs.) Dagger (2 gp, 1 lb.) 20 durable arrows (20 gp) Silver weapon blanch (2) (10 gp) 4 holy water, 2 acid flasks, 2 alchemist's fires Slayer's kit (22 gp, 43.5 lbs.)
Belt pouch
16 PP, 195 gp, 4 sp, 8 cp
Racial abilities/Advancement:
+2 to One Ability Score: Applied to Str. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 1st: Slayer (+1/6 slayer talent)
Background:
The son of a Andoran naval captain, Adistan Temmer grew up with high expectations and strict regulations, all of which he internalized. From his earliest memories, he was expected to keep perfectly in line, training to eventually take his role at the helm of his own ship. Temmer was well on his way to achieving his father's goals, getting his first berth as a mere lad, serving as a cabin boy on The Starlit Lady before eventually earning his way to becoming a full sailor. It was on his first voyage in that role that The Starlit Lady chased a pirate ship out of the Inner Sea and into the waters of Conquerer's Bay. Unfortunately for Temmer, his captain was good at his job and eventually caught up to the fleeing pirates, and Temmer joined the rest of the crew in a boarding action. What they had no way of knowing was the pirates had successfully claimed a dark artifact called the Bell of Shadows, which the captain unleashed when Temmer cornered him in his cabin. Struck senseless -- all but dead -- by the bell, Temmer was eventually taken by his crewmates to Magnimar in a desperate attempt to get help. They left him with their best hope in the strange port -- the local Pathfinder Society, which was eventually able to revive the young sailor and return him to sanity. Left behind to convalesce, Temmer eventually decided he had to pledge his fealty to the Society to repay its healers ... and perhaps find out the truth behind the strange voice in his head.
Story details
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