Dustin Ammerman M's page

9 posts. Organized Play character for Dustin Ammerman.

Full Name

Dustin Ammerman




Magus 1








Neutral Good






Common, Draconic, Elven, Infernal



Strength 16
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Dustin Ammerman M

Dustin stands an above average 6'1" tall in a suit of studded leather armor.
He keeps his head closely shaved when time permits, though has been known to let it grow for a week or two. He has a long dark brown goatee, grey-blue eyes and a slightly tan Caucasian complexion.
Dustin carries his full backpack with a lot of odds and ends tied to it on the outside (his bedroll cooking supplies etc). On his sword belt also hangs a dagger, belt pouch, and spell component pouch. Around his neck is a simple iron chain with a hand crafted Sword of Iomedae pendant. He may be a bit older than the average new adventurer, but is just as excited to get started with his first steps as a new pathfinder agent.

Bruce Ammerman, Dustin's father, was a devout follower of Iomedae, and frequently fought for her causes on behalf of the Liberty's Edge faction within the Pathfinder Society. Bruce decided to retire from adventuring and most other dangerous work upon marrying his wife Tammy. He decided to continue his good works for Iomedae and the Liberty's Edge by becoming a weaponsmith and sword trainer for new Pathfinders. He raised his son Dustin in the best ways he could. He taught him the sword to keep him safe, and smithing so he would always be able to stand on his own two feet anywhere he might go. Among these lessons was included a worship of Iomedae, and a respect for the law.

Dustin was raised by his father Bruce to wield a sword and fight for justice. While Dustin honors his father, and holds him in high personal esteem, the sword and smithing were not the only arts he felt called to learn. During a delivery to The Lodge, on his father's behalf, he saw what he thought were some wizards in the sword training yard. Curious, he watched as they trained not only their sword arm, but also their magical prowess against each other. Wishing to emulate this feat, and become his own man, Dustin decided to join the Pathfinder Society and start his own adventures.

Hoping to rival the old "war stories" he was raised with, Dustin joined the Dark Archive faction and began training his mind along with his body with other magi, while delving the depths of the library to advance himself until he was deemed worthy of receiving his first assignment. During his time in the libraries Dustin was sometimes the butt of jokes about his faith. Some would tell him "faith has no place in the arcane." Despite this he held his faith as the values imparted by the teachings of Iomedae's church are as much a part of him as the lessons of the sword, and smithing from his father are.

Future Story Plans:

As Dustin is a blade bound magus, upon reaching 3rd level the way I plan for him to get his "black blade" is for him to go back home to Absolom to visit his parents between adventures. His father will have died somehow either due to old enemies tracking him down or being the victim of a botched robbery gone horribly wrong. Either way, among the possessions Dustin will inherit is his fathers sword. The sword will be broken into several pieces as a result of the final fatal combat. Dustin will repair the sword while mourning the loss of his father, using every ounce of strength, emotion, and magical know how he has (using magic to heat the metal and reforge the shards into the exact same shape it was in his father's glory days, and his own smithing skill and knowledge along with all his memories of his father to bring it all together. This will probably take an entire day if not more due to his desire and need to PERFECTLY reforge the sword. The base item will still just be a normal long sword. And thus should not violate any PFS taboos on crafting magical items. But it will have a good story for why it is a black blade.)

Dustin Ammerman
Male human magus (bladebound) 1 (Pathfinder RPG Ultimate Magic 9, 47)
NG Medium humanoid (human)
Init +2; Senses Perception +0
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +3
Speed 30 ft.
Melee dagger +3 (1d4+3/19-20) or
. . longsword +3 (1d8+3/19-20) or
. . unarmed strike +3 (1d3+3 nonlethal)
Special Attacks arcane pool (+1, 6 points), spell combat
Magus (Bladebound) Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands (DC 14), magic weapon
. . 0 (at will)—daze (DC 13), light, open/close (DC 13)
Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 16
Feats Dodge, Extra Arcane Pool[UM]
Traits havoc of the society, indomitable faith
Skills Climb +6, Craft (weapons) +7, Intimidate +3, Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +3
Languages Common, Draconic, Elven, Infernal
Combat Gear potion of cure light wounds; Other Gear studded leather, dagger, longsword, artisan's tools, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, iron holy symbol of Iomedae, pot, shaving kit, soap, spell component pouch, spellbook, trail rations (5), waterskin, 24 gp, 5 sp
Tracked Resources
Arcane Pool +1 (6/day) (Su) - 0/6
Dagger - 0/1
Potion of cure light wounds - 0/1
Shaving kit - 0/50
Trail rations - 0/5
Special Abilities
Arcane Pool +1 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.