Description:Heward is a tall solidly built man with typical Cheliaxian features, black hair and dark brown eyes. He is nearly always clad in his watch uniform and chainmail shirt. (21 years old 5'11", 170# )
(15 total) (2/level + 2/level Int + 1/level favored class bonus)
Climb...... 6 = 2 + 3 S +3 class - 2 Armor
Intimidate. 6 = 3 +0 Ch +3class
Know(Local) 5 = 3 +2 I
Swim....... 4 = 2 + 1 D +3 class - 2 Armor
Perception 7 = 2 +1 w +4 trait
Sense Motive 8 = 3 +1 w +4 trait
Acrobatics 1 = 0 +1 D - 2 Armor
Appraise 2 = 0 +2 I
Bluff 0 = 0 +0 ch
Climb -- skilled 0 = 0 +3 S - 2 Armor
Craft 2 = 0 +2 I
Diplomacy 0 = 0 +0 ch
Disguise 0 = 0 +0 ch
Escape Artist 1 = 0 +1 D -2 Armor
Forgery 2 = 0 +2 I
Heal 1 = 0 +1 w
Intimidate 0 = 0 +0 Ch
Perception -- trait 1 = 0 +1 w
Ride 1 = 0 +1 D -2 Armor
Sense Motive -- trait 1 = 0 +1 w
Spellcraft 1 = 0 +2 I
Stealth 1 = 0 +1 D - 2 Armor
Survival 1 = + 0 +1 Wis
Swim -- skilled -2 = 0 +3 S -2 Armour
Trait and Feats:
2 Feats for levels,
Trait 1: Eyes and Ears of the City (LN): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Trait 2: Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
2nd: Pole Fighting (Ex): At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd. This ability replaces bravery.
2nd fighter bonus: Power Attack
Steadfast Pike (Ex): At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
3rd Level: Iron Will
60 gp at home
A -2 (Alabaster District, Marble District, and Vista)
B -1 (Capital District, Naos, and Bridgeward)
C +1 (The Bazaar of Sails, Dockway, and Beacon's Point)
D +1 (Silver Shore, Kyver's Islet, and Ordelia)
E 0 (Lowcleft and Keystone) (+1 once its known Heward is with MSI)
F 0 (Rag's End)
G 0 (The Marches)
H 0 (Underbridge)
Revised District List:
A. -2 Alabaster and Marble Districts
B. 0 Naos, Irespan and Bridgeward
C. -1 The Capital District, Grand Arch and Vista
D. +1 The Bazaar of Sales, Dockway, Beacon's Point
E. 0 Lowcleft and Keystone (+1 once its known Heward is with MSI)
F. 0 Rag's End and the Marches
G. +1 Silver Shore, Kyver's Island and Ordelia
H. 0 Underbridge
Son of an unsuccessful haberdasher, Heward grew up in a lower class neighborhood near Underbridge. His father was an unapologetic Cheliaxian supremacist who blamed the Varisians for his lack of wealth and status. As there were plenty of Varisians in the neighborhood, Heward learned young the the self-fulfilling nature of his father's views.
At a young age he stole an apple from the cart of a halfling merchant on a dare from his Chel gang. As he ran with the fruit his muscles seized up and he tumbled to the ground. His gang fled, leaving him behind. That was his introduction to the Halfman Tingel, merchant and devotee of Erastil.
As he had other boys, Halfman found no real evil in Heward and took him under his wing. Halfman had a loose association of a dozen youngsters of all stripes, Chel, Varisian, halfling, even a Forlorn elf. Halfman found the boys work, tolerated no interracial fights and created a community for the boys. After work they would hang out at the dock down the hill from Halfman's small house. Heward found a few Varisian friends and discovered the inaccuracies of many of his father's views. It led to bitter disagreements within the family.
As the boys grew older Halfman would try to find them more permanent jobs with his many contacts around the city. Heward found he had no talent or liking for business. He drifted from job to job while Halfman tried to find him something suitable.
Ironically, when his Heward's father did lose his business, it was because of Varisians. Scarnzi thugs trashed the store and stole his stock when he failed to pay protection money. The event crystallized Heward's goals however. Shortly thereafter he joined the city watch.
It's been three years. Heward has been promoted once, but still walks a beat. He hopes this new unit will give him an opportunity to get ahead, and to move out of his parent's apartment.