Lassiviren

Jazz Sedarik's page

123 posts. Alias of garabbott.


About Jazz Sedarik

Background & Information:
You wouldn't expect it, looking at him; he seems like a creepy, scheming, don't-do-it-yourself type of guy. But when you saw him coming down on you in the darkness, that sword flashing through your friends like they were nothing, you'd felt pretty damn satisfied too just giving up the fight and letting him take you alive. - Sedarik Captive's Testimony

Jazz Sedarik is a paid man above all else. When he has a job to do, he's focused; when he's not working, he's looking for work or practicing for the next job. He started selling himself out as a hired sword only a few months back, but he had already begun to make a name for himself as a ruthless, determined bounty hunter when he turned to adventuring.

The opportunities to be found adventuring is what first drew him to the prospect. An education; an eye for networking, capitalization, and profit; really, he's a businessman -- a professional.

Jazz lived a fairly normal Elven life up until a few years ago, but he wouldn't tell just anyone that. His family was well off in a fairly open-minded city, but when a dark man weaving a dark story about Jazz's father interrupted everything, Jazz turned away and disowned his family. He spent the next decade or so training with humans how to fight with a blade, and has since been bounty hunting and adventuring to maintain the well off lifestyle he'd grown up accustomed to. Some people who know him say that when he fights, he's venting anger about something from his past, but again: he wouldn't tell just anyone that.

Stats:
Jazz Sedarik, N Elven Fighter (Lore Warden) 2, Magus 1
Initiative: +4 Senses: +4 Perception
Languages (2 bonus, 2 linguistics): Common, Elven, Dwarven, Orc, Goblin, Draconic
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===DEFENSE===
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AC: 17 Touch: 15 Flat-Footed: 12 CMD: 17
HP: 31 (2d12+1d8+7+2 favored class)
Fort: +6 Ref: +4 Will: +3
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===OFFENSE===
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Melee
+8 Masterwork Rapier (1d6+4 18-20/x2)
Ranged
+7 Masterwork Longbow (1d8 20/x3)
Spells Prepared:
0 level: Acid Splash, Ghost Sound, Prestidigitation, Detect Magic
1st level: Color Spray, Vanish
BAB: +2 CMB: +2
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===STATS===
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Str: 11 Dex: 18 Con: 12 Int: 14 Wis: 12 Cha: 10
Feats (5): Weapon Finesse, Weapon Focus (Rapier), Combat Expertise, Dodge, Arcane Strike
Skills (20): +6 Acrobatics (2 ranks), +4 Climb (1 rank), +6 Knowledge (arcana) (1 rank), +6 Knowledge (dungeoneering) (1 rank), +6 Knowledge (engineering) (1 rank), +6 Knowledge (local) (1 rank), +7 Linguistics (2 ranks), +4 Perception (3 ranks), +8 Spellcraft (3 ranks), +6 Stealth (2 ranks), +6 Survival (2 ranks), +4 Swim (1 rank)
Arcane Pool: 3
Spell Combat: This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).
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===GEAR===
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Combat Gear,
Masterwork Elven Curved Blade, 380 gp, 7 lbs.
Masterwork Leather Armor, 160 gp, 15 lbs.
Masterwork Longbow, 375 gp, 3 lbs.
Arrows x20, 10 gp, 3 lbs.
Masterwork Backpack, 50 gp, 4 lbs.
Sunrods x2, -- gp, -- lbs.
Waterskin, -- gp, 4 lbs.
Common Blanket, -- gp, 1 lb.
Silk Rope (50 ft), 10 gp, 5 lbs.

Light Load: 43 lbs. or less
Medium Load: 86 lbs. or less
Heavy Load: 130 lbs. or less
Total: 42 lbs.

Spells Known (to go in Spellbook):
0 Level: all
1st Level: Color Spray, Shocking Grasp, Expeditious Retreat, Shield, Vanish