About Bertrand Strahnd
Character Name: Bertrand Strahnd
Character Race: Human
Alignment: Chaotic Good
Deity: Milani
Current Moderator: GM Aldizog
Adventure: Carrion Crown
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Gender: Male
Age: 21
Height: 6' 1"
Weight: 165 lbs
Eyes: Brown
Hair: Brown
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Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:
Known Languages
Common, Varisian, Taldane, Orc
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Strength: 13 (3 points)
Dexterity: 16 (5 points, Race +2)
Constitution: 14 (5 points)
Intelligence: 14 (5 points)
Wisdom: 12 (2 points)
Charisma: 10
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Hit Points: 11
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Armor Class: 17 (Base: 10, Dex +3, Armor +4)
Flatfooted Armor Class : 14
Touch Armor Class: 13
Lamellar (leather) AC +4, Max Dex +3, ACP -2
Special Armor Class Notes: None
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Save vs. Fortitude: +2 (Base: +0, Con: +2)
Save vs. Reflex: +5 (Base: +2, Dex:+3)
Save vs. Will: +1 (Base: +0, Wis: +1)
Special Save Notes: None
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Initiative Modifier: +9 (Dex +3, Improved Initiative +4, Chance Savior Trait +2)
Base Attack Bonus: +1
Melee Attack Bonus: +1/+3 Finesse
Ranged Attack Bonus: +3
Special Combat Notes:
- Weapon Focus(Rapier) +1 to hit
- Weapon Finesse(Rapier) +Dex(3) to hit
- Fencing Grace(Rapier) +Dex(3) to damage)
- Opportune Parry: Costs 1 Panache - Possible parry & riposte
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Weapons:
Rapier 1d6 | 18-20/x2 | P
Tonfa 1d6 | x2 | B
Throwing Axe 1d6 | x2 | 10' | S
Chakram 1d8 | x2 | 30' | S
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Skills
Total skill points earned: 7+2/level (4 + Int(2) + Favored Class(1)) +2 Background
Swashbuckler class skills: Acrobatics(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha),
Knowledge(local)(nobility)(Int), Perception(Wis), Perform(Cha), Profession(Wis), Ride(Dex), Sense Motive(Wis), Sleight of Hand(Dex), Swim(Str)
Gained from Trait: Use Magic Device and Stealth
Acrobatics: = +5 (Dex 3) 1 Ranks +3 [Class Skill]
Climb: = +3 (Str 1) 1 Ranks +3 [Class Skill]
Escape Artist: = +5 (Dex 3) 1 Ranks +3 [Class Skill]
Knowledge (local): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Perception: = +5 (Wis 1) 1 Ranks +3 [Class Skill]
Sense Motive: = +5 (Wis 1) 1 Ranks +3 [Class Skill]
Stealth: = +5 (Dex 3) 1 Ranks +3 [Class Skill]
Background Skills
Knowledge (nobility): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Sleight of Hand: = +5 (Dex 3) 1 Ranks +3 [Class Skill]
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Feats & Traits:
Inspired Blade 1st Level Bonus: Weapon Finesse (Rapier Only)
Inspired Blade 1st Level Bonus: Weapon Focus (Rapier)
1st Level: Improved Initiative
Human Bonus: Fencing Grace
Traits:
Campaign: Chance Savior: +2 to Initiative
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Race: Human
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
****Skilled: Replaced by Fey Magic, Fey Thoughts and Low-Light vision
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alternate Racial Traits:
Fey Magic - Terrain: Urban (buildings, streets, and sewers)
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
- Spells selected/SLA's once per day each: Orison: Create Water, Light, Mending. 1st level: Lucky Number
Fey Thoughts: Use Magic Device and Stealth
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Low-Light Vision
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).
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Class: Swashbuckler - Inspired Blade
Deeds:
- Opportune Parry and Riposte(Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Panache: 3 points - Pool is Cha(minimum 1) plus Int(2). Refreshes daily and recovers 1 when a crit is scored with a rapier.
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Equipment & Gear:
Traveler's Outfit
Lamellar (leather) 60 GP, 25 lbs
Weapons:
Rapier 20 GP, 2 lbs
Tonfa 1 GP. 1 lb
Throwing Axe 8 GP, 2 lb
Chakram 1 GP, 1 lb
Backpack 2 GP, 2 lbs
Bedroll 1 SP, 5 lbs
Trail Rations (2 days) 1 GP, 1 lbs
Torch(2) 2 CP, 2 lbs
Waterskin 1 GP, 4 lbs
Adventurer's Sash 20 GP, 3 lbs
Flint & Steel 1 GP
Acid Flask 10 GP, 1 lb
Whetstone 2 CP, 1 lb
Total weight carried: 36 lbs, 50 w/ pack
Armor: 25 lbs
Weapons: 6 lbs
Equipment: Backpack 14 lbs, Sash 5 lbs
Carrying capacity : Light ->50 lbs, Med -> 100 lbs
Starting Gold: 175 GP
Armor: 60 GP
Weapons: 30 GP
Equipment: 35 GP, 1 SP, 4 CP
Remaining Gold: 3 PP, 19 GP, 8 SP, 6 CP
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Movement: 30 ft.
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Character History :
My family has lived in Tamrivena for as long as history has recorded. My great grandmother Arrilla supposedly was a druid and roamed the area around the town and fields and beyond. On one of her 'roamings' she was gone for over five years and was thought to be dead. However, she returned with a son that she had named Ralnac. Ralnac was a bit odd, and whispers said that he wasn't quite human. Rumor said that he was half dryad from when Arrilla had been gone, roaming in the Shudderwood. Ralnac eventually settled down to farm and raise a family. His wife Sarah was a slender blond woman that gave him five children. The third child, Bheren, my father, carried on the occupation of farming and started his own family with his wife Helene.
To say that farming didn't inspire anything but boredom from me would be well short of the truth. Seriously, what growing boy hasn't heard stories of heroes around the land? And monsters that needed to be slain? I was constantly asking about the wider world, practicing fighting with sticks when I was younger and finally a rapier when Helene convinced Bheren to get one for me. I focused on fighting using my agility since obviously it was better than my physical strength.
Harvest time was my favorite time of the year, when crops were gathered and hauled to market up in Lepidstadt. The University usually bought everything from stock animals to the large sacks of grain, as well as the few manufactured items from others in town. We usually joined with caravans from other places like Ravengrow to the south and Courtaud to the north. As I grew into an adult I really enjoyed the trips to Lepidstadt. There were many University students, and some of them were friendly. On one of the trips I met a few of the professors, including Professor Lorrimor.
Professor Lorrimor was a very friendly man from Ravengro. We met on a trip when he happened to be heading to Lepidstadt. We talked a lot on that trip and one other later. To be clear, mostly he talked and I listened. He traveled a lot to places that I'd never heard of and had seen things I could only imagine at that point. I hadn't ever thought about how people were ruled or governed, and he explained the difference and some information about nobility. Traveling with a caravan tends to be safer than just a small group. Bandits usually avoid caravans because they're too big of a target and usually well protected. Wild animals though.... On the second trip with Professor Lorrimor the caravan was attacked by a pack of wolves. I'd gotten pretty good with my rapier and could see just fine in the twilight conditions. My family wagon had two steers tied to it and the professor had brought his wagon close to ours. Three of the wolves attacked us going after the cattle. I got lucky and skewered one through the neck, killing it with that one hit. One of the wolves jumped on a steer but the professor blocked the other. It tripped him and was on him faster than anyone might have believed possible. I knew my family would try to save the steer so I recklessly attacked the wolf on the professor. My attack blooded it slightly but it spun on me to return the favor. It bit my leg and tripped me but I held on to my blade. It stayed on me so I stabbed at it from the ground. I took another bite and was bleeding pretty bad but finally stuck my blade into it's side and through it's belly. I'm glad there wasn't another wolf by me because I collapsed at that point. When I woke up I was in the professor's wagon with heavy bandages on both legs. My stay in Lepidstadt was less fun than usual, but the Professor thanked me several times saying that he'd never forget me and would repay me for saving him.
I haven't seen the Professor in a while. A message came in from Ravengro telling that he died and requesting my presence at his funeral. Could this have something to do him 'rewarding' me? Well, it was a good excuse to leave the farm. And I'd gotten some armor and equipment to work as a caravan guard. Hopefully it would serve here?