Valeros

Jensen Thornbrooke's page

24 posts. Alias of Phlynn.


Race

Wounds 28/28 | Vigor 13/13 | AC 17, T 13, FF 10 | CMD 17 | F +6, R +6, W +4 | Init +7 Perc +4

About Jensen Thornbrooke

Character Name: Jensen Thornbrooke
Ancestry: Human
Character Class(s): Bard 1 / Cavalier 2
Archetype(s): Dune Drifter
Alignment: Neutral Good

Gender: Male
Age: 26 years
Height: 5'11"
Weight: 160 lb.
Eyes: Blue-Gray eyes
Hair: Brown hair & Mustache
Alignment: NG
Character Level: (3) Bard 1 / Cavalier 2
EXP Points Gained: 5000
EXP To Next Level: 9000

Known Languages: Common

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Strength: 14 (+2)
Dexterity: 16 (+3)*
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 14 (+2)
* Denotes racial bonus

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Armor Class: 17 [BASE (10) + DEX (2) + CDB (+5)]

Flatfooted AC: 10
Touch AC: 13
Class Defense Bonus: +5

AC Penalty: None
Maximum DEX bonus: N/A
Armor Type & Weight: None

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Hit Points: 32
1st: 10 (8 + 2); 2nd: 11 (9 + 2); 3rd: 11 (9 + 2)

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Base Speed: 30'/round
Total Encumbrance: 49 lb. - [Light Load]
Normal Speed: 30'/round

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Save vs. Fortitude: +6
Save vs. Reflex: +6
Save vs. Will: +4*

*Trait bonus
(All Saves +1 due to Longcoat of Resistance)

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Initiative Modifier: +?? (+3 Dex + 4 Feat +?? Trait )
Senses: Perception +4
Base Attack: +2
CMB: +4 (BAB + STR)
CMD: 17 (10 + BAB + STR + DEX)

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Weapons:

Pistol* +5 ranged / 1d8+3 dmg / [x4] critical / 20 range / 6 capacity / 4 lbs
36 bullets (Pouch)
(Pistol is Free, Total cost: 36 gp)

Rifle (Pepperbox) +5 ranged / 1d10 / x4 / 80’ / 4 capacity / 15 lbs
Ammo: 36 gp
(Rifle 700gp, Bullets: 36)

Machete (M) +4 melee / 1d6+2 / 19-20 x2 / Slashing / 2 lbs
(Special: +1 circumstance bonus on Survival checks)

Dagger (M) +4 melee or +5 ranged / 1d4 dmg / 19-20 [x2] critical / 10' range / 1 lb

*Gun Training adds Dex bonus to Dmg.

Total Weapon weight: 22 lb.

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Adventuring Skills: (6 (Bard) + 8 (Cavalier) + 3 (Class Skills))
Acrobatics:(Dex) +3
Appraise:(Int) +0
Bluff:(+Chr) +7
Climb:(Str) +2
Craft:(Int) +0
Diplomacy:(Chr) +8
Disguise:(Chr) +0 (Untrained)
Escape Artist:(Dex) +3
Intimidate:(Chr) +7
Knowledge (Any):(Int) +1
Knowledge (Local) (Int): +4 (Order of the Land)
Perception:(Wis) +4
Perform (Singing) (Chr): +6
Profession (Deputy) (Wis) +4
Ride:(Dex) +6
Sense Motive: (Wis) +4
Slight of Hand:(Dex) +6
Spellcraft:(Int) +0
Stealth:(Dex) +4
Survival:(Wis) +4 (Order of the Land)
Swim:(Str) +2
Use Magic Device:(Chr) +7
(Bardic Knowledge: Gain ½ level (min 1) to all Knowledge checks)

Background Skills:
Handle Animal:(Chr) +8
Profession: Gambler:(Wis) +5

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Traits: 1 + 1 (Campaign)

Audrahni’s Ally:
(Campaign): While every PC should be at least passingly familiar with the elven gravedigger Audrahni, you are one of the few in town she counts as a true friend. Audrahni trusts you, and she’s shared one element of her past with you since befriending you. The fact that you’ve met someone else who had a similar event in their past has bolstered your own resolve, and has granted you a +1 trait bonus to the saving throw determined by the question you select:
“What historical figure inspired you the most?” Grants a +1 trait bonus to Will saving throws. Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.

Magical Knack (magic): +2 caster level to one spellcasting class (Bard) up to your HD.

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Feats:
Catch Off Guard (bonus feat) As a swift action, he can cause an armed opponent to become flat-footed against any attacks he makes during that round with an improvised weapon. This ability can be used once per combat.

Improved Initiative: You get a +4 bonus on initiative checks.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
.

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Class Abilities:
Bardic Knowledge:
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (6 = 4 + CHR modifier / Day)
Countersong
Distraction
Fascinate
Inspire Courage +1

Dune Drifter
Challenge: 1/day: Swift Action, +Level Melee Dmg, -2 on AC while active

Deeds & Grit

Have Gun:
At 1st level, the dune drifter gains Amateur Gunslinger and Gun Training as bonus feats. The dune drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger.

Amateur Gunslinger:
You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.
At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1).
You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.

Deed:

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Order: (Order of the Land): “The Silver Stars”
Edicts: The cavalier must always strive to protect the common folk from the depredations of oppressive regimes. He must not decline any duty or mission because he is not properly equipped for it.

Far Challenge (Traded from Luring Cavalier archetype)
Once per day, Jensen can use his far challenge ability as a swift action. When he does, the Dune Drifter chooses one target within sight to challenge. His ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the Dune Drifter’s level. Jensen can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.

Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him. This challenge remains in effect until the target is dead or unconscious, until the target hits the cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge and gains any order benefit the luring cavalier has.
Far challenge replaces the standard challenge ability.

Skills: An order of the land cavalier adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills. In addition, whenever an order of the land cavalier makes a survival check to avoid getting lost, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Ability
At 2nd level, the cavalier receives Catch Off Guard as a bonus feat. As a swift action, he can cause an armed opponent to become flat-footed against any attacks he makes during that round with an improvised weapon. This ability can be used once per combat.

Mount - “Jagger” (Paint Horse, White with Brown Patches)
(As per Druid’s Animal Companion) Link, Share Spells
Horse, 3HD, +2 BAB, Fort +3, Reflex +3, Will +1, 1 Bonus trick
Skills (3)
Feats (2)

Favored Class:

Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Cavalier: Add +¼ to the cavalier’s banner bonus.

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Equipment & Gear (3000 gp Starting Funds)

Hat (1 lb.) (1 sp)
Traveler's Outfit (Worn) (5 lb) (1 gp)
Ammunition Pouch (2 lb) (5 gp)
Spell Component Pouch (2 lb.) (5 gp)

Belt Pouch (0.5 lb.)(1 gp) holds:
[]Flint and steel (0 lb.)

Backpack (2 lb.) (2 gp) holds:
[]Canteen (1 lb.) (2 gp)
[]5 Days of trail rations (5 lb.)
[]1 Torch (1 lb.) (1 cp)
[]Hooded lantern (2 lb.) (7 gp)
[]1 Oil [1-pint flask] (1 lb.)(1 sp)

Magic Items:
Longcoat of Resistance +1 (5 lb) (500gp)

Weight of Equipment: 27 lb.
Weapons: 22 lb.
Total Weight Carried: 49 lb Light Load

[1 - 58 lb Light / 59 - 116 Medium / 117 - 175 Heavy]

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Spells:

Spells per day
0 Level Spells: At will
1st Level Spells: 2

Memorized Spell List
0 Level: Dancing Lights, Detect Magic, Message, Mending*, Prestidigitation
1st Level: Abundant Ammunition, Cure Light Wounds

*Bonus known spell due to Favored Class bonus

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Character Background:

Jensen had been born the accidental son of a hard-nosed, traveling Priest of Abadar and a well-endowed tavern-wench…a development that had not pleased the man of the church at all. He had instructed the barmaid to keep his identity a secret, and in turn, offered to make sure that mother and son were taken care of, quietly.

Thus, Jensen had grown up happy and somewhat carefree, living as they did in an upper room of a saloon owned by his uncle. Being raised in such an establishment, while not the most proper of childhoods, was not without its merits. The young man learned to play cards, sing bar-songs, stable horses, and most importantly, wash dishes with the best of them. Along the way, he picked up numerous skills of a far more questionable nature, often from drunken gamblers, bards, cow-pokes, and thieves that found the boy to be an apt student to their craft.

Eventually Jensen grew into quite the card player, knowledgable, though if he were to be honest, he’d admit his luck just wasn’t good enough for him to make a living gambling.

Like most young men of the day, Jensen learned to shoot and hunt, skills that brought him to the attention of a group of three men from the Order of the Land. These so-called “Silver Stars” were raising a posse to run down a group of bandits that had been harassing travelers for weeks, and needed to add armed men to their number to even the odds. Jensen was reluctant to volunteer, but eventually agreed when pretty much all the other able-bodied men in the saloon agreed to the endeavor.

Eight men rode out after the bandits, but when the group was ambushed in a ravine a few miles from town, only Jensen and one other man from the posse had survived, one of the Silver Stars named Burke..

Though shot in the throat (a grazing hit, fortunately), Jensen had been knocked unconscious and into the brush near the ravine wall, and lying there, had gone unnoticed by the three escaping and wounded bandits. Wounded, but not fatally, Jensen was awakened by the slightly-less-than-gentle nudging of one of the now riderless horses. A brown and white “paint horse” that would eventually come to be one of Jensen’s favorite companions..

Scouring the bodies, looking for survivors, Jensen found Burke and with some effort, hoisted him onto the horse (who he would later name Jagger), and then slowly, painfully, they made their way back to town.

In all, thirteen men died in the shoot-out, seven of them robbers, and within a day or so, a group was sent back with a wagon to collect the bodies for burial. Among them was the town undertaker, a slim, elven woman named Audrahni, with whom Jensen began a friendship that has lasted for quite some time. So much so that while he now acts as a part-time deputy, aiding the town sheriff and the Silver Stars when needed, he will often work for the elven woman as a grave-digger and pallbearer when the occasion arises.