Race: Human Class: Cad 1st Level: 1st Experience: 875/1300 Alignment: Neutral Good Languages: Common, Deltan, Halfling Deity: Cortessa First Seen: The Dunn Wright Inn Location: Tower of Power Background: Open
STR: 13 +1 (03 pts) DEX: 17 +3 (07 pts) +2 Racial CON: 14 +2 (05 pts) INT: 13 +1 (03 pts) WIS: 12 +1 (02 pts) CHA: 10 +0 (00 pts)
(Max-2) HP: 16 = [1d10 (10) + CON (+2) + FC (+1) + Toughness (+3)] AC: 16 = [10 + DEX (+3) + Armor (+3) + Shield (+0) + Natural (+0) + Size (+0) + Misc (+0)] AC Touch: 13 = [10 + DEX (+3) + Size (+0) + Misc (+0)] AC Flatfooted: 13 = [10 + Armor (+3) + Shield (+0) + Natural (+0) + Size (+0) + Misc (+0)] INIT: +03 = [DEX (+3) + Misc (+0)] BAB: +01 = [Fighter Cad (+1)] CMB: +02 = [BAB (+1) + STR (+1) + Misc (+0)] CMD: 15 = [10 + BAB (+1) + STR (+1) + DEX (+3) + Misc (+0)] Fortitude: +04 = [Fighter (+2) + CON (+2) + Misc (+0)] Reflex: +03 = [Fighter (+0) + DEX (+3) + Misc (+0)] Will: +02 = [Fighter (+0) + WIS (+1) + Trait (+1)] Speed: 30' Damage Reduction: 00/Any Spell Resistance: 00 Spell Failure: 15% [Studded Leather Armor (+15%)]
Short Sword: Attack: +04 = [BAB (+1) + DEX (+3) + Misc (+0) + Magic (+0)] Damage: 1d6+1, Crit: 19-20/x2 Dagger: Attack: +04 = [BAB (+1) + DEX (+3) + Misc (+0) + Magic (+0)] Damage: 1d4+1, Crit: 19-20/x2, Special: +2 Sleight of Hand to Conceal Gauntlets: Attack: +04 = [BAB (+1) + DEX (+3) + Misc (+0) + Magic (+0)] Damage: 1d3+1, Crit: 20/x2, Special: Lethal Short Bow: Attack: +04 = [BAB (+1) + DEX (+3) + Misc (+0) + Magic (+0)] Damage: 1d6, Crit: 20/x3
Ability Adjustments: +2 Dexterity Size: Medium Speed: 30' Favored Class: Fighter (+1 HP, Taken Once) Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank per level.
Fighter (Cad Archetype; Favored Class) Armor/Weapons: All Simple & Martial Weapons, Light Armor, and Shields (but not Tower Shields) Skills: The Cad Archetype gains Acrobatics, Bluff, Escape Artist Sleight of Hand, and Stealth as Class Skills in addition to those provided by Fighter. Bonus Feat: Gain a Bonus Feat at 1st Level & every even numbered level; May exchange previous feat for a new feat at 4th level and every four levels afterwards.
Weapon Finesse (1st): Use DEX instead of STR for Attack Rolls with light weapon, elven curve blade, rapier, whip, or spiked chain. If using a shield, take ACP penalty on Attack Rolls with Weapon Finesse. Toughness (Human): Gain +3 HP, plus +1 HP for every level after 3rd. Piranha Strike (Fighter 1st): Sacrifice -1 on Attack Rolls with Light Weapons to inflict +2 Damage. At +4 BAB and every +4 BAB thereafter, increase penalty by -1 on Attack Rolls and gain +2 Damage.
Capable Locksmith (General Trait): Trained by his mother in the subtle art of manipulating pins and disarming homemade traps, Dane has procured a rudimentary but practical knowledge of mechanical skullduggery. He gains a +1 Trait Bonus on Disable Device checks, and Disable Device becomes a permanent Class Skill. Resilient Will (General Trait): Forced to endure exceedingly long lectures and tall-tales from his father over the years, Dane has developed a surprising sense of patience. He gains a +1 Trait Bonus on Will Saves.
Skill Points: 04 = [Fighter (+2) + INT (+1) + Human (+1)/Level]
Skills Total Rank CS Ability ACP Misc Acrobatics +6 1 +3 +3 -1 +0 Appraise +1 0 +0 +1 +0 Bluff +0 0 +0 +0 +0 Climb +4 1 +3 +1 -1 +0 Craft +0 0 +1 0 +0 Diplomacy +0 0 +0 0 +0 Disable Device +7 1 +3 +3 -1 +1 Trait Disguise +0 0 +0 +0 +0 Escape Artist +2 0 +0 +3 -1 +0 Fly +2 0 +0 +3 -1 +0 Handle Animal 0 +0 +0 +0 Heal +1 0 +0 +1 +0 Intimidate +0 0 +0 +0 +0 Knowledge (Arcana) 0 +0 +1 +0 Knowledge (Dngnrng) 0 +0 +1 +0 Knowledge (Engnrng) 0 +0 +1 +0 Knowledge (Geography) 0 +0 +1 +0 Knowledge (History) 0 +0 +1 +0 Knowledge (Local) 0 +0 +1 +0 Knowledge (Nature) 0 +0 +1 +0 Knowledge (Nobility) 0 +0 +1 +0 Knowledge (Planes) 0 +0 +1 +0 Knowledge (Religion) 0 +0 +1 +0 Linguistics 0 +0 +1 +0 Perception +1 0 +0 +1 +0 Perform +0 0 +0 +0 +0 Profession 0 +0 +1 +0 Ride +2 0 +0 +3 -1 +0 Sense Motive +1 0 +0 +1 +0 Sleight of Hand 0 +0 +3 -1 +0 Spellcraft 0 +1 +0 +0 Stealth +6 1 +3 +3 -1 +0 Survival +1 0 +0 +1 +0 Swim +0 0 +0 +1 -1 +0 Use Magic Device 0 +0 +0 +0 Can't be used Untrained Class Skill
Equipment Cost Weight Traveler's Outfit -- gp -- lb Studded Leather Armor 25 gp 20 lb Dagger 2 gp 1 lb Gauntlets (2) 4 gp 2 lb Short Bow 30 gp 2 lb Common Arrows (20) 1 gp 3 lb Short Sword 10 gp 2 lb Backpack 2 gp 2 lb Ball of Twine (50') 0.01 gp 0.5 lb Bedroll 0.1 gp 5 lb Chalk Powder (1) 0.01 gp 0.5 lb Common Blanket 0.2 gp 1 lb Fish Hook 0.1 gp -- lb Flint & Steel 1 gp -- lb Sewing Needle 0.5 gp -- lb Small Steel Mirror 10 gp 0.5 lb Soap (1; 50 Uses) 0.01 gp 0.5 lb Thieves' Tools 30 gp 1 lb Tindertwig (3) 3 gp -- lb Wandermeal Rations (4) 0.04 gp 2 lb Waterskin 1 gp 4 lb Whetstone 0.02 gp 1 lb Belt Pouch 1 gp 0.5 lb Chalk (5) 0.05 gp -- lb Compass 10 gp 0.5 lb Smoked Goggles 10 gp -- lb Pocketed Scarf 8 gp 0.5 lb Sack 0.1 gp 0.5 lb ======= ===== Totals: 149.14 gp 50.0 lbs Light Medium Heavy Max Weight: 0-50 51-100 101-150 Light Encumbrance Consumed or Destroyed Items (none so far) 0 ====== Total Destroyed: 0 gp
PP: 0 Initial Character Money: +150 gp GP: 0 earned on first adventure: +0 gp SP: 8 ========== CP: 6 Career Earnings: 150 gp Carried Inventory: -149.14 gp consumed or destroyed items: -0 gp Gems/Jewelry/Other: living accommodations: -0 gp 0000 ========== Coinage: 0.86 gp
Size: Medium Gender: Male Age: 21 Height: 5'8" (1.7m) Weight: 162 Lbs. (73kg) Hair Color: Sandy Brown Eye Color: Dark Brown Skin Color: Fair Appearance: Well-toned and of fair complexion, Dane is a young man in the prime of his life, a youthful vim of determination in every step he takes. Taking much from his father, Dane isn't quite as statuesque as his old man; but what he lacks in height he more than makes up for in his physique. Neither being exceptionally burly nor immensely lithe, Dane has a body reminiscent of a soldier, earned through countless hours of physically arduous training. Despite his muscular frame, he's surprisingly quick and limber, bearing an odd amalgam of grace and balance without having what might be considered a classically supple frame. Across the breadth of his body a small smattering of minute scars and cuts weave a vivid tale of knowledge earned through the school of hard-knocks. Sporting sandy brown hair, Dane keeps it cut short enough so that it neither trails in the rear nor runs the risk of falling into his eyes, careful to prevent other ne'er-do-wells from potentially taking hold of it during a fracas. While the young Deltan human could hardly be called handsome, he does have a sort of roguish countenance about himself, bearing an almost heart-shaped, clean-shaven face where a smile is almost often found. His aquiline nose is almost reminiscent of some bird of prey, with predatory brown eyes peering out from above. Pierced through his right ear is a single brass loop, swaying ever so slightly as he meanders against the breeze. Garbed more out of a preparatory sense than that of a pragmatic fashion, Dane looks the part of an aimless wanderer; or, rather, he would if his clothes weren't quite so clean. Brown leather breeches adorn his legs, gently overlapping over a pair of black side-buckled boots. He wears a suit of studded leather overtly over a humble beige colored flax tunic, its sleeves creeping out just over the shoulder. Protecting the young man's hands are a pair of sturdy hard leather gloves, the knuckles lined with nickel while small bands of iron stretch horizontally across their backs. When the weather turns foul, Dane can also be found wearing a humble, slightly weather stained red hooded cloak, complete with a matching (but separate) scarf lined with numerous secret pockets wherein a small dagger hides itself. On the occasions in which Dane can expect trouble, the young adventurer is often found to be armed with a small menagerie of weaponry. Most commonly a short sword can be found hanging from his belt, pushed around to the small of his back to offer greater maneuverability, while a maple short bow makes its presence known straddled across his shoulders near a small quiver of arrows for ease of reach. Demeanor: Feisty, yet mercurial and adaptive, Dane is a young man still coming into his own right and discovering his own identity. Despite his naive nature and vaguely rural sensibilities, he carries himself with a palpable measure of pride and self-confidence; a living testament to both his youth and brash demeanor. Incredibly open and upbeat, Dane can often be found with a smile on his face, taking part in whatever revelry he can, keen on living his life on his own terms as he makes his way in the world. Treating people the way he'd want to be treated, Dane is kind and polite without being overly so to the point of coddling or hand-holding; after all, he wouldn't want to be treated like a child any more than anyone else likely would want to be. Dane loves a good challenge. Whether it's a drinking contest or a competition to see who can fell the most goblins polluting the local mine, he revels in the opportunity to pit his mettle against others and learn from the experience. The young human also has a passionate wanderlust, eager to see what lies beyond that next horizon or within those ancient ruins purportedly lined with gold. There's something majestic about traveling to scenic vistas and forgotten locales, and it doesn't take much to pique his interest when such things are mentioned. At heart, Dane is a good man, albeit fixated on his own selfish endeavors of procuring fame and fortune not only for himself, but to make his parents proud. He yearns to succeed, just as they had before him, driven by their own stories of grand adventure and his will to emulate them. But there's a softer side to him. He knows that not everyone can solve every problem - if they could, they wouldn't need people like him! - and understands the concept of rendering aid. Sure, the pay's usually a nice bonus, but sometimes things are more important than a fist full of silver; doubly so when lives are at stake. After all, if he were in danger, he'd certainly hope someone would come to his rescue without expecting compensation. The life of some innocent bystander is worth more than a satchel of platinum, and while that might not be a keen outlook for business, Dane still knows it's the right thing to do should such an occurrence require his attention.
The offspring of retired adventurers whom founded a bustling ranch just outside of the small town of Martna, Dane Mazelo always knew he was destined for something greater than a life on the family farm. He was always a mischievous lad, running off and shirking his duties in favor of daydreaming about far-off places and playing hero, fueled by the wild stories of ancient glory his father, Callan, would fill his head with. An accomplished warrior in his own right, his son was the apple of his eye; a fine (albeit rambunctious) soul who not only looked just like his old man, but reminded him much of his own youth. Dane's mother, Mirella, was better about the stories, keen on correcting some of the more far-fetched details and amending certain tidbits to keep the facts straight when his father would exaggerate. Whereas Callan was a crass but honest man, she was quiet and demure; belying her skill as both a skulk, thief, and skillful archer, all of which garnered her some measure of unwanted fame before her eventual settling down. Together, they took great pride in raising their son, their lives as a family filled with wondrous joy. While Dane loved his life growing up on the Mazelo Ranch and took great joy in the liberties he'd been given, he still yearned to leave it behind. It wasn't that he was unhappy, but rather that he wished to see more of the world - to see beyond that next rolling green hill, or the forest beyond it; unwilling to spend his whole life tilling the earth or serving as hard labor. Dane's destiny lied elsewhere. He'd heard to stories of his parents and their old friends more times than he could count, and heard many more from the adventurous folk and sellswords who made their way through Martna on their way to greener pastures. Dane wanted nothing more than to follow in his parents' footsteps: to journey out on his own and leave his own mark on history, facing dangerous adversaries and aiding those in need for fame and fortune, all the while making the world a little safer for everyone else along the way. There was no dissuading him from his wanderlust; a feeling both Mirella and Callan knew all too well in their own time. Instead of trying to convert their son or forbid him from following his dreams, they did the opposite: they wholeheartedly endorsed Dane in his pursuit, but only under the condition that he submit to their own lessons so that he might be better prepared. Over the course of half a decade, Dane endured the rigorous training set forth by his experienced kin, maturing from a lanky teenager into a strapping young man, his mind and body honed through crucial curriculars. From swordplay and proper packing to the subtle art of cracking locks and disabling traps, the young adventurer-to-be persevered, taking each lesson not only to heart but picking up the skills with startling speed and efficiency. He was a regular protege, making his mother and father proud as he reached the pinnacle of his training. But there was only so much they could teach him; it was time. Dane was ready. He was physically and mentally fit, his skills and talents honed; but most importantly, he had the heart and the determination to take that first step into a wider world. With fond farewells and his parents' blessing, Dane took his savings and procured his necessities from the nearby city of Martna, then set out westward. If there was any place work could be found on the Eastern Continent, it was Venza, the City of Glass. He'd heard rumors of the rampant need for sharp steel and magical prowess within the metropolitan cityscape, and with each step closer the young heir to adventure felt a sense of purpose. This would be his chance to make something of himself; to carve out an identity all on his own. It wasn't long before he arrived, awe-struck by the spires and cathedrals that dotted the massive hub of trade and commerce as he trawled through the bustling streets. After finding a suitable flophouse to make his stay in and resting up for a few days, Dane set his sights on the task at hand: finding work. It was time to put his mettle to the test. Word on the street was that anyone who was anyone who needed work - dangerous or otherwise - sought it out at the Dunn Wright Inn. And so, with his possessions in-tow and an optimistic grin on his face, he trekked his way towards his new future.
Tower of Power Jan 17th, 2013 to April 2nd, AWOL
XP Received: 875 XP = (350 EXP + 75 days * 7/day) AWOL April 2nd. Treasure Received: 850 GP = (400 EGP + 75 days * 6/day)
Level 2: Class: Class BAB: +0 to +0 Fort: +0 to +0 Ref: +0 to +0 Will: +0 to +0 Feat: Feat Features: Class Features HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen) Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total) Level 2 to Level 3 Next, and so on . . .
[sblock=Dane's Mini Stats] http://i1083.photobucket.com/albums/j389/Sleepy_Llama/ff14-hyur-male-initial-gearBustampTokenVersion_zpsda1a8a4d.jpg Dane Mazelo AC: 16 (13 flat-footed, 13 touch) HP: 16/16 CMB: +2 CMD: 15 Fort: +4 Reflex: +3 Will: +2 Perception: +1 Initiative: +3 Current Weapon in Hand: Gauntlets (+4, 1d3+1, 20x2) Current Conditions in Effect: Weapon Finesse Used Items: ---[/sblock]
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