Full Name |
Ah'Mera Tuz |
Race |
Human |
Classes/Levels |
Fighter 1 |
Gender |
Female |
Size |
Medium |
Age |
16 |
Alignment |
NG |
Deity |
Aroden |
Languages |
Common |
Strength |
14 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
10 |
About Ah'Mera Tuz
Ah'Mera Tuz
Fighter 1
NG Medium humanoid (human)
Init +4; Perception +0
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
HP 13 (1d10+3)
Fort +4, Ref +5, Will +1
--------------------
Offense
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Speed 20 ft.
Ranged chakram +5 (1d8+2), within 30 ft. +6 (1d8+3)
Melee lucerne hammer +3 (1d12+3)
Melee cestus +3 (1d4+2/19-20)
--------------------
Statistics
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Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Languages Common
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Feats
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Point Blank Shot
Precise Shot
Rapid Shot
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Traits and Drawbacks
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Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Indominatable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
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Skills
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Acrobatics +1
Climb +3
Intimidate +4
Perception +0
Stealth +1
Swim +3
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Gear
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Chain shirt
Lucerne Hammer
Cestus
Chakram (x10)
Coin (platinum) (x1)
Coin (gold) (x5)
Coin (silver) (x9)
Backpack, Common [
Bedroll
Flint and Steel
Halfling Trail Rations (x5)
Rope (Hemp/50 ft.)
Waterskin (Filled)
]
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Special Abilities
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Bonus Feat Humans select one extra feat at 1st level.
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, sometimes also called "fighter bonus 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. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
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Backstory
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Kassen holds one of the last dedicated temples to Aroden yet to be converted or abandonned. Ah'Mera's parents have been "clerics" of the temple since they themselves were young. When Ah'Mera's grandmother passed the responsibility on to her son.
The Tuz family believes that Aroden is not dead, but has merely lost contact with the planes, perhaps he has gone to a different universe entirely to do some great task, no one can say. But the Tuz family believes his temple should stand the test of time, until his triumphant return.
Growing up Ah'Mera didn't have very many friends in town. Most people believe the Tuz family to be deranged to worship a dead god, and as such most parents refused to allow their children to play with Ah'Mera.
Her only friend throughout her childhood was actually the Guard Captain, Gregor Wisslo. For whatever reason, perhaps he felt sorry for the poor girl, or maybe because he never had any children of his own. Wisslo always took time to visit, talk with, and spend time with Ah'Mera. And when she was older, took it upon himself to train her up in combat so she could defend herself. Though he could be often stern, Ah'Mera understood it was because he cared for her, and she considered him a second father.
Now that she is on the verge of becoming a woman, and the Quest for the Everflame as approaching, she is eager to prove her worth to her fellow townsfolk, her parents, and to make Wisslo proud.