Pathfinder Module: Plunder & Peril (PFRPG)

Adistan Temmer's page

403 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Adistan Temmer

Race

hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)

Classes/Levels

Human slayer 3

Gender

M

Size

Medium

Age

28

Alignment

LG

Deity

Gozreh

Location

Magnimar

Languages

Common, Skald, Varisian

Strength 16
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 11
Charisma 13

About Adistan Temmer

[dice=Perception]1d20+6[/dice]

[ spoiler=Status]
HP 28/28
AC 17, touch 12, flat-footed 15, CMD 18
Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects)
Tactician (5 rounds): 0/2
Studied Target (+1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; weapon attack rolls and weapon damage rolls):
Effects: naturalized (+1 insight bonus to AC and on attack rolls and saving throws)?
[/spoiler]

---

Favored Class: Slayer
Initiative: +7 (+2 Dex, +4 Improved Initiative, +1 vanguard)
Speed: 30 feet (20 ft. in armor)

Attacks:

BAB: +3
Melee: +6
Ranged: +5
CMB: +6

Cutlass:
[dice=Cutlass (power attack)]1d20+6-1[/dice]
[dice=Damage]1d6+3+2[/dice]
Critical: 18-20/x2; Type: S

Mithral shortsword
[dice=Mithral shortsword (power attack)]1d20+7-1[/dice]
[dice=Damage]1d6+3+2[/dice]

Silver dagger: (currently in Lady Dusk's hands)
[dice=Silver dagger (power attack)]1d20+6-1[/dice]
[dice=Damage]1d6+2+2[/dice]
Critical: 19-20/x2; Type: S

Mwk quarterstaff (two handed):
[dice=Mwk quarterstaff (two-handed, Power Attack)]1d20+7-1[/dice]
[dice=Damage]1d6+4+2[/dice]
Critical: x2; Type: S

Mwk quarterstaff (double weapon):
[dice=Mwk quarterstaff (double weapon, Power Attack)]1d20+7-3[/dice]
[dice=Damage (inc. sneak attack)]1d6+3+2+1d6[/dice]
[dice=Mwk quarterstaff (double weapon, Power Attack)]1d20+7-3[/dice]
[dice=Damage (inc. sneak attack)]1d6+1+2+1d6[/dice]
Critical: x2; Type: S

Shortbow:
[dice=Shortbow]1d20+5[/dice]
[dice=Damage]1d6[/dice]
Critical: x3; Range: 60 ft.; Type: P
20 durable arrows

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)
Reflex save: [dice=Reflex]1d20+5[/dice] (3 base, 2 Dex)
Will save: [dice=Will (+2 vs. emotion spells, effects)]1d20+1[/dice] (1 base, 0 Wis)

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
At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability. This ability replaces the slayer talent gained at 2nd level.

+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
Broken, not beaten: You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

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)
[dice=Acrobatics]1d20+6[/dice]

Climb (3 ranks, +3 class skill, +3 Str, -2 armor)
[dice=Climb]1d20+7[/dice]

Intimidate (1 rank, +3 class skill, +1 Cha)
[dice=Intimidate]1d20+5[/dice]

Knowledge (dungeoneering) (1 rank, +3 class skill, +0 Int)
[dice=Knowledge (dungeoneering)]1d20+4[/dice]

Knowledge (geography) (B) (3 ranks, +3 class skill, +0 Int)
[dice=Knowledge (geography)]1d20+6[/dice]

Knowledge (local) (2 ranks, +3 class skill, +0 Int)
[dice=Knowledge (local)]1d20+5[/dice]

Linguistics (1 rank, +3 class skill, +0 Int, +1 trait)
[dice=Linguistics ]1d20+5[/dice]

Perception (3 ranks, +3 class skill [due to trait], +0 Wis)
[dice=Perception]1d20+6[/dice]

Profession (sailor) (B) (3 ranks, +3 class skill, +0 Wis)
[dice=Profession (sailor)]1d20+6[/dice]

Sense Motive (1 rank, +3 class skill, +0 Wis)
[dice=Sense Motive]1d20+4[/dice]

Stealth (2 ranks, +3 class skill, +2 Dex, -2 armor)
[dice=Stealth]1d20+5[/dice]

Survival (1 rank, +3 class skill, +0 Wis)
[dice=Survival]1d20+4[/dice]

Swim (2 ranks, +3 class skill, +3 Str, -2 armor)
[dice=Swim]1d20+6[/dice]

[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.)
Backpack
-Bedroll
-Waterskin
-Daily clothes, traveler's outfit
-Iron pot
-Manacles
-Mess kit
-Rope
-Torches (10)
-Trail rations (5 days)

Belt pouch
-Flint and steel
-Sewing needle (5 sp) and thread
-Whetstone (2 cp, 1 lb.)

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)
2nd: Slayer (+1/6 slayer talent)
3rd: 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
Ayala's journals, found in the Crow piling

The history of Thassilon and the Shattered Star

Magnimar monuments