Tarrin Dars

Cordia Masero's page

65 posts. Alias of Ariarh Kane.


Full Name

Cordia Masero

Race

Human (Taldan)

Classes/Levels

Unchained Rogue 1|Init: +5/+7(in ruins)| HP: 9/10| AC: 17 T:14 FF:13 | CMB: +1 CMD: 15 | Fort: +2, Ref: +5/+6, Will: +1|Perception +5/+6/+7; Darkvision 60ft

Gender

Female

Size

M

Age

19

Alignment

CG

Deity

Cayden Cailean/The Lucky Drunk

Location

Belhaim

Languages

Common (Taldane), Kelish, Draconic

Strength 12
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 13
Charisma 12

About Cordia Masero

Name pronounced as kaw.dee.ah

== Her theme song ==

Physical Description:

Age: 19
Height: 5'8"
Weight: 127 lbs (57 kgs). Toned, petite, with slight flare of hips.
Skin: A natural bronze tone. Pleasant appearance.
Hair: Black, long (just passed her shoulders) and naturally flowing.
Eyes: Oval-shaped, expressive, grey in colour, framed by long dark lashes and ebony brows.

Image of Cordia

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Personality:

She is a tom boy at heart; having no qualms about getting dirty and exploring dirty, ramshackle places. Independent of spirit and mind and rather wilful/daring, she can be reckless at times, yet is trying to improve on this since two of her friends' deaths. Compassionate (she always gave what she could to the impoverished children begging on the Crownsgate streets), yet she is no push over or a saint. Street smart (preferring doing rather than reading), she has a good sense of people's motives. She has a dry sense of humour and pleasant manner (can laugh easily and doesn't take herself too seriously) - however, sometimes her wit can border on acerbic (especially when she doesn't like someone or she's pushed into a corner). She can be loyal to a fault, until she is betrayed. Then she can be prickly. She is a troublemaker at heart - considers stealing as a means to scarce coin - however she will not kill good folk in the name of coin (she abhors cutthroats/assassins - even she has some form of moral code on the streets). She's good with double-talk and talking her way out of trouble. White lies have never been a problem for her, especially if they lead to a good outcome.
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Backstory:

Cordia had been born in Oppara's poor district of Crownsgate. It was largely filled with canal warehouses and factories, but the district was pilfered of anything desirable by the rest of the city. Even the cobblestones in the streets had been pulled up and used elsewhere; leaving hard packed dirt under foot. She lived there, in a small, simple tenement house above one of the warehouses, with her blacksmith-come-shipwright father, Iavo. Her mother, Calvia, had died in childbirth, so she never knew her mother - except for the small details her father shared with her when he was in his cups and nostalgic. Her father never remarried although he had lovers when he had a mind to. He was an aloof man - focused on his work and leaving his daughter to her own devices more often than not. Cordia was fine with a little troublemaking. Part of her liked the freedom that came with her father's loose reins and lack of physical presence.

Crownsgate was a dangerous place. Cutthroats, petty thieves, and desperate beggars lurked in the narrow, dirty alleyways at night. The back alleys were filled with illicit activities and the constabulary rarely bothered to patrol the area, leaving any chance for justice in the hands of the district’s residents. This is the place Cordia grew up in - moulding her - and teaching her how to adapt - to dodge and survive in miserable surroundings. At least they didn't live in The Narrows, which was far worse. It was of no great surprise that Cordia turned to roguish pastimes - as a child she started as a purse-snatch and was taught to pick locks by some of her street friends who were regulars in the local and influential thieves' guild. The Brotherhood of Silence Chapterhouse owned most of the district. They also owned her best friend, Montus (or 'Monty' as they called him). Whenever he wasn't working and she wasn't hustling, the two childhood friends would find their way to the underground canals with their narrow walkways on each side. Cordia never had trouble picking the locks on the old, heavy, rusted gates. Curious and reckless natures made them go deep inside the thick darkness to explore and hide from the world when the need took them. Over time, Cordia's eyes grew accustomed to the pitch black that she discovered she could now see well enough in the dark, even if it was only in monochrome hues. Cordia rarely stumbled off the narrow walkways - but Monty did, more times than he should have. He was also the one to painstakingly teach her the Draconic tongue, which sounded much like hissing. She asked him where he had learned it, but Monty had kept quiet and she didn't force the issue.

Her father had fashioned her makeshift armour, offering some protection as she moved about the narrow streets of the district. He didn't want her shanked in a dark alley. As she grew, he adjusted and remade the armour and she had grown quite used to the weight and restricted mobility. When she was fourteen summers old, Monty had somehow run afoul of the Brotherhood and they found his beaten and cut body, floating face down - dead - in the shallow, fetid water at the entrance of the underground canal. There was never an investigation by the constabulary. Cordia was heartbroken and her father fearing the same fate would befall his only reckless child, sent his daughter away to Cassomir - to a childless second cousin and his wife, Linus and Antonia Vengilla. Linus was a retired River Guard and now employed as a master woodworker for the Imperial Naval Shipyards. He helped to build the fine war vessels for the Taldan Imperial Navy. There were a lot of rules in the Vengilla household and Cordia broke most of them more often than not much to Antonia's displeasure. Cousin Linus felt more tenderness toward the girl and on his days off from the shipyard he would teach her how to wield blades - much to the eagerness/excitement of Cordia who loved the rapier and dagger. She continued to practice her lockpicking skills - Antonia would often lock up her fine jewellery and liquor and Cordia always found a way to get to them. She wasn't much into the gods, yet she felt a certain kinship with the Lucky Drunk - Cayden Cailean - as she enjoyed a good ale or two to make her feel less miserable since the death of Monty and her relocation to Cassomir. She wrote to her father, yet he seldom wrote back.

Life continued the same for the next few years - the Vengilla's dutifully doing right by the girl left in their care and trying to keep her from the gaol house. Cordia, who was a month shy of her eighteenth birthday, joined the Blackrock Company under the leadership of Shmad Blackrock. Their playground was Cassomir's Locker - a series of sewers, vaults and underdocks. There was one rule they all had to abide by: Don't share the knowledge of what they find there. Unfortunately, one of her new friends, Falx (or 'Fox' as he was known in the group) couldn't keep his mouth shut and told his brother and cousin, and, the information started to spread among the other dockworkers and thugs of Admiral's Fen. It wasn't long before word had gotten back to Tiller Merseine, leader of the Blackrock Company headquarters located in Admiral's Fen. She'd been sharing an ale and laugh with Fox when Tiller's right hand man, a huge brute of a man whose true name she/they did not know, found them and began to beat on Fox - punishment for breaking the rule. Fox was scrappy and the man's fists turned him bloody and blue in no time at all. Cordia could not stand by and see another friend slain. She jumped on the brute's back and bit him on the side of the neck before she was thrown off and landed with a hard whack to the back of her head on the broken cobbled ground. Shaking off the dizziness and nausea, Cordia drew her dagger and moved in. She didn't want to kill the thug for she didn't want to see the inside of the central prison keep of Swift Prison. With his attention on an almost lifeless Fox, Cordia snuck up and stuck her dagger into the man's booted foot. He cried out in surprise but then kicked her hard. Through the haze of pain and dizziness, she watched as the thug snapped Fox's neck and he fell unmoving. She wanted to call the alarm, but she couldn't find her voice and a tear fell unbidden down her face. As the thug began pulling Fox out of the street, she took the chance to get away - crawling and stumbling down the alleys until she found a place to hide and slip into unconsciousness. When she woke she was cold, wet and sore (her head and back ached). She made her way back to her cousin's house and slipped into her room; trying to clean the blood now matted in her hair. She couldn't stop shaking; paranoid the thug would find her and finish her off for what she had seen and tried to do in helping Fox. Poor Fox; she whispered a prayer for his soul. A hatred for Tiller Merseine began to take hold of her heart. He was a dangerous man and now she felt her life was in true danger. She kept to the house most days and when she had to be on the streets, her eyes darted all around, waiting for the strike to come.

Soon it was her eighteenth birthday and Cordia came across a handbill declaring an urgent call for adventurers and mercenaries. Caravan Guards were needed for a well-to-do merchant, Silas Gribb, who was headed into the Verduran Forest. This gave her a perfect opportunity to leave Cassomir and the threat of Tiller's retribution. She told Cousin Linus some story about wishing to go and find herself - find a proper living - and her cousin chose to believe her and reservedly gave his approval. Antonia seemed excited at the prospect of having Cordia gone from her home once and for all and didn't care why the girl was leaving. Cordia wrote to her father and explained her adventuring plans so he would know where she was, at the very least. Now, all she had to do was convince Silas Gribb to employ her. She had to to get on that caravan.
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Character Sheet:

Female Human (Taldan) Unchained Rogue 1
CG Medium Humanoid (Human)
Init +5/*+7 (*+2 in ruins) Senses Darkvision 60ft; Perception +5/+6/+7, Sense Motive +5

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Defense
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AC 17 , touch 14, flat-footed 13 (+3 Dex, +3 AC, +1 Dodge)
hp 10 (1d8+2)
Fort +2, Ref +5/*+6 (+1 vs traps and natural hazards in ruins), Will +1

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Offense
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Speed 30 ft.
Melee: Dagger/Cold Iron Dagger +3 (1d4+1, 19-20/x2, P or S, finesse)
Melee: Rapier +3 (1d6+1, 18-20/x2, P, finesse)
Melee: Sap +3 (1d6+1 non-lethal, x2, B, finesse)
Ranged: Dagger/Cold Iron Dagger +3 (1d4+1, 19-20/x2, P or S, 10 ft range thrown)
(*Special Attack: For any of the above weapon attacks, add 1d6 for Sneak Attack to damage when flanking or enemy denied dex.)

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Statistics
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Str 12, Dex 16, Con 14 Int 13, Wis 13, Cha 12 (Ability Modifiers +2 Dex)
Base Atk +0; CMB +1; CMD 15 (10+1STR+3DEX+1Dodge)

Feats
Dodge-Mobility (merged with Elephant in the Room): Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Two-Weapon Fighting (bonus feat via Human)
Weapon Finesse (bonus feat from Finesse Training)

Traits
Fleeing the Law (campaign trait) : You’ve made enemies with the wrong people in Cassomir. Maybe you spoke ill of the Governor, or came to blows with a member of the Blackrock Company. Whatever the reason, when you saw an opportunity to flee the city, and maybe make a little money, you couldn’t say no. Given that your enemies may be lurking behind any corner, you are (justifiably) paranoid and quick to react to danger. You gain a +2 bonus on Initiative checks.
Armor Expert (Combat) : Your childhood armour wasn’t the real thing as far as protection, but it did encumber you as much as real armour would have, and you’ve grown used to moving in such suits with relative grace. Benefit: When you wear armour of any sort, reduce that suit’s armour check penalty by 1, to a minimum check penalty of 0.
Spirits in the Stone (Human, Race trait) : You have an almost instinctive ability to sense danger and peril in ruined structures. Benefit: Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.

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Skills (2+10=12)
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Background Skills (2):
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Linguistics +5 (1 rank, +1INT, +3CS)
Sleight of Hand +7 (1 rank, +3DEX, +3CS)

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Adventuring Skills (8+1INT+1Favoured Class=10):
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Acrobatics +7 (1 rank, +3DEX, +3CS)
Appraise +5 (1 rank, +1INT, +3CS)
Bluff +5 (1 rank, +1CHA, +3CS)
Diplomacy +5 (1 rank, +1CHA, +3CS)
Disable Device +8 (1 rank, +3DEX, +3CS, +1Trapfinding)
Escape Artist +7 (1 rank, +3DEX, +3CS)
Intimidate +1/*+3 (0 rank, +1CHA, +3CS, *+2 in concealment or full concealment in darkness or dim light)
Know. Dungeoneering +5/*+7 (1 rank, +1INT, +3CS, *+2 from compass to navigate underground)]
Perception +5/*6/**7 (1 rank, +1WIS, +3CS, *+1 to locate traps, **+2 in concealment or full concealment in darkness or dim light)
Sense Motive +5 (1 rank, +1WIS, +3CS)
Stealth +7/*+9 (1 rank, +3DEX, +3CS, *+2 in concealment or full concealment in darkness or dim light )

Languages Common (Taldane), Kelish, Draconic

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Gear
(Starts with Explorer’s Outfit valued at 10gp for free) Starting Gold 140 gp (average)

Armour:
• Hide Shirt (20 gp, 18 lbs, +3 AC, O ACP due to armour expert)

Weapons & Ammunition:
• 1x Dagger (2 gp, 1 lbs)
• 1 x Cold Iron Dagger (4 gp, 1lbs) (HP/inch 30; Hardness 10; Cost Weapons x2 normal.)
• 1 x Rapier (20 gp, 2 lbs)
• 1 x Sap (1 gp, 2 lbs)

General Gear:
• Common Backpack (2 gp, 2 lbs)
• Bedroll (1 sp, 5 lbs)
• Belt Pouch (1 gp, 0.5 lbs)
• Canteen (2 gp, 1 lbs)
• Mess Kit (2 sp, 1 lbs)
• Flint & Steel (1 gp, - lbs) (Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.)
• Compass (10 gp, 0.5 lbs) (An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.)
• 3 days worth of Trail Rations (15 sp, 3 lbs) (This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.)
• 1 Bottle of Fine Wine (10 gp, 1.5 lbs)
• Common Thieves' Tools (30 gp, 1 lbs) (This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.)
• Bandolier (5 sp, - lbs)
• Grooming Kit (1 gp, 2 lbs) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Whetstone (2 cp, 1 lbs) (A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.)
• Cold Weather Outfit (8 gp, 7 lbs) (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
• String/Twine (50 ft) (1 cp, 0.5 lbs)
• Sewing Needle (5 sp, - lbs)
• Silk Rope (10 gp, 5 lbs) (This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.)
• Common Grappling Hook (1 gp, 4 lbs) (Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.)

Total Cost and Weight: 125 gp, 8 sp & 3 cp out of 140 gp and 59 lbs (medium load) (STR 12 : Light Load: 43 lbs or less, Medium Load: 44-86 lbs, Heavy Load: 87-130 lbs.)
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SPECIAL ABILITIES
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score. (+2 to Dex)
Base Speed: 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
Bonus Feat: Humans select one extra feat at 1st level.

Alternate RACIAL TRAITS:
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Class:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack (1d6): The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

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Possible Feats to choose from: