Rotrovio

Stefan Mathur's page

98 posts. Alias of tonyz.


Full Name

Stefan Mathur

Race

Human (Chelaxian)

Classes/Levels

Cleric 5 (Asmodean Advocate)

Gender

Male

Size

M

Age

28

Alignment

LE

Deity

Asmodeus

Location

Cheliax

Languages

Aquan, Celestial, Common, Infernal

Occupation

Navy brevet captain

Strength 10
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 20
Charisma 14

About Stefan Mathur

"Under the circumstances, the Imperial Naval Regulations, paragraph 6, subsection 2, authorize me to relieve you of command. Sir."

A devout middle-class merchant's son from Westcrown, Stefan Mathur was a natural for the Navy. He found himself a surgeon/chaplain's apprentice on the cutter Fangs of the Viper, and whiled away his boredom by reading his mentor's (possibly incomplete) set of naval regulations, meanwhile selling the crew health insurance at ... Asmodean rates. Which often meant information rather than money; a ship's chaplain is confessor and informer as well as healer and jailor.

It served him well on patrol in the Arch of Aroden, when the Fangs met a Rahadoumi corsair. The captain died when the corsairs stormed aboard. Both lieutenants were killed in the fierce counterattack, whereupon the lone remaining midshipman ordered the Fangs to break off.

Stefan relieved him of command on medical grounds ("Cowardice is a sort of insanity, isn't it?") and the crew backed him up. (Stefan had known corsair-captain Alhandar usually took fewer sailors than other corsairs, so as to divide the loot more narrowly, and realized the corsair must be in worse shape than the Fangs. The subsequent court-martial never asked just how many of the sailors who swore the midshipman was shaking with cowardice had been treated by Stefan, before or after.)

Technically it wasn't legal, but Stefan's mentors in the Church of Asmodeus were quite willing to protect him, and the Navy knew who had captured an infamous corsair. So they acquitted Stefan, gave him a lieutenant's commission and ... in the inevitable tradition of naval bureaucracies everywhere, transferred him away from sea duty to the Victualling Office and its interminable supply contracts. Mathur spent a couple of years intriguing his way back to a ship's deck. After all, he'd joined the Navy to get away from contracts!

After three more years on a long patrol down to Sargava, Mathur has been assigned to a new expedition. Mathur's first real command, and he's a little inexperienced, but he knows the regulations inside and out, and he's determined to rule his crew by the book. After all, the Navy's job is to protect Cheliax, punish Cheliax's enemies ... and provide an opportunity to spread abroad the strength and glory of the Dread Lord. And he treats the men well ... after all, they're less likely to betray you then, and more likely to believe you when you have to sacrifice them to cover your ass.

Male cleric of Asmodeus 5 (Asmodean Advocate)
LE Medium humanoid (human)
Init +0; Senses Perception +8

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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

hp 37 (5d8+5)

Fort +6, Ref +2, Will +10

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Offense
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Speed 30 ft.

Melee +1 heavy mace +4 (1d8+1)

Ranged mwk light crossbrow +4 (1d8/19-20)

Cleric Spells Known (CL 5th; concentration +12)
(regains spells at midnight)
. . 3rd (2+1) - prayer, suggestion (D) (DC 18), vision of hell (DC 18)
. . 2nd (3+1) - invisibility (D), resist energy, sound burst (DC 17), water walk (communal)
. . 1st (4+1) - bless, command (DC 16), sanctuary (DC 16), sow thoughts (D)
. . 0 (4) - create water, light, purify food and drink, stabilize
. . Domain Trickery (Innuendo subdomain)

Spell profile (at sea) - usually easy to see what's coming & prepare for it

. . 3rd (2+1) - prayer, suggestion (D) (DC 18), (one slot left open - used for skeleton crew if not needed otherwise)
. . 2nd (3+1) - invisibility (D), resist energy, silence, water walk (communal)
. . 1st (4+1) - command (DC 16), endure elements, sow thoughts (D), 1 slot left open[/i]
. . 0 (4) - guidance, light, purify food and drink, virtue

Spell profile (urban)

. . 3rd (2+1) - dispel magic, prayer, suggestion (D) (DC 18)
. . 2nd (3+1) - build trust (DC 17), delay poison, invisibility (D), 1 slot left open
. . 1st (4+1) - aspect of the nightingale, command, sanctuary (DC 16), sow thoughts (DC 16)
. . 0 (4)

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Statistics
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Str 10, Dex 10, Con 12, Int 14, Wis 20, Cha 14

Base Atk +3; CMB +3; CMD 13

Feats: Lookout (teamwork), Alertness (bonus from familiar), Command Undead, Skill Focus (Profession (Barrister)), Recruits

Traits: Friend in Every Town (social), Focused Mind (magic)

Skills Appraise +6 (1r), Heal +11 (1r), Knowledge (local) +7 (1r), Knowledge (religion) +10 (5r), Knowledge (planes) +6 (1r), Linguistics +5 (+7 forgeries) (1r), Perception +8 (1r), Profession (Sailor) +13 (5r), Profession (barrister) +18 (use for Diplomacy +19, Bluff +21 (5r)), Sense Motive +15 (5r), Spellcraft +9 (4r)

Languages: Aquan, Celestial, Common, Infernal

Combat Gear: +1 heavy mace,+1 cloak of resistance, +1 chain shirt, +1 light shield, mwk light crossbow (20 bolts, 5 silver bolts, 5 cold iron bols), mwk silver dagger

Other Gear: wand of infernal healing (50 charges), everburning torch, pearl of power (1st level), cleric's kit, gold holy symbol of Asmodeus, healer's kit (10 uses), signal whistle; large chest with good lock holding a portable altar, cleric's vestments of Asmodeus, mwk manacles, signet ring, sealing wax, 6 red and 6 black candles, inkpen, scroll box, paper, 8 gp

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Special Abilities
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Negative channeling (5/day, 3d6, DC 17)

Pact-Bound (Ex): An Asmodean advocate must choose Asmodeus as her deity and select the Trickery domain. She does not gain a second domain. If she ever changes her deity, she loses this archetype and becomes a normal ex-cleric. This ability alters domains.

Serpent (Su): At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ability.

Sestandantilus:

Sestandantilus ("Sesty") Viper familiar
N Tiny animal
Init +3; [b]Senses low-light vision, scent; Perception +9

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Defense
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AC 19, touch 15, flatfooted 16 (+3 Dex, +4 natural, +2 size)
hp 18 (1d8-1, half of master's)
Fort +3 Ref +5, Will +5

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Offense
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d2-2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

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Statistics
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Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2
Base Atk +3; CMB +1; CMD 12 (can't be tripped)

Feats Weapon Finesse
Skills Appraise +0 (1vr), Climb +11, Heal +2 (1vr), Knowledge (local) +0 (1vr), Knowledge (religion) +5 (5vr), Knowledge (planes) +0 (1vr), Linguistics +0 (1vr), Perception +9 (1r, 1vr), Profession (sailor) +6 (5vr), Profession (barrister) +6 (5vr), Sense Motive +6 (5vr), Spellcraft +3 (4vr), Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth

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Special Abilities
Poison (Ex) Bite-injury; save Fort DC 9; frequency 1/round for 6 rounds; effect1d2 Con; cure 1 save
SQ deliver touch spells, empathic link, improved evasion

Devil in the Details (Ex): At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonus equal to 1/2 her cleric level (minimum +1) on Linguistics checks related to forgeries and on all Profession (barrister) checks.

Shoulder Devil (Su): At 8th level, an Asmodean advocate can choose an imp familiar as though she had the Improved Familiar feat.