Darius Finch

Manduzi Steelsong's page

48 posts. Alias of Memento Mori.


Full Name

Manduzi Steelsong

Race

Human

Classes/Levels

Rouge/1st

Gender

Male

Size

Medium

Age

19

Alignment

Chaotic Neutral

Deity

Iomedae

Languages

Common,Elven, Dwarven

Strength 12
Dexterity 16
Constitution 11
Intelligence 14
Wisdom 12
Charisma 14

About Manduzi Steelsong

-----Game Mechanics -----

Spoiler:

Base Attack: +0 (Melee: +3, Ranged +3)
Damage: Rapier 1d6+1
Dagger 1d4+1
Light Crossbow 1d8
Initiative: +5(+3 dex)(+2 Blooded)
AC:15 [ Base 10 +3 dex + 2 Leather armor]
HP: 16[10+6]
MV:30'

Fort:+0 (Base +0 +0 con )
Ref: +5 (Base +2 +3 dex )
Will:+1 {Base +0 +1 wis }

-----Skills-----

Spoiler:

Bluff----1+3+2+1=7
Appraise----1+3+2=6
Acrobatics----1+3+3=7
Climb----1+3+1=5
Disable Device----1+3+3=7
Escape Artist----1+3+3=7
Sleight of hand----1+3+3=7
Stealth----1+3+3=7
Perception----1+3+1+2=7
Diplomacy----1+3+2=6
Perform(oratory)----1+3+2=6

-----Feats / Traits-----

Spoiler:

Traits: Fast-Talker(+1 on Bluff)
Blooded (+2 Init/Perception)
Racial: Weapon Finesse
1st:Combat Expertise

----- Class ability -----

Spoiler:

Weapon and Armor Proficiency: Rogues are proficient
with all simple weapons, plus the hand crossbow, rapier,
sap, shortbow, and short sword. Rogues are proficient
with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he
is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time 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
it increases by 1d6 every two rogue levels thereafter. Should
the rogue score a critical hit with a sneak attack, this extra
damage is not multiplied. Ranged attacks can count as
sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, 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 concealment or striking the limbs of a creature whose
vitals are beyond reach.

Trapfinding: Rogues (and only rogues) can use the
Perception skill to locate traps when the task has a
Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 10, or
higher if it is well hidden. Finding a magic trap has a DC
of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device
skill to disarm magic traps. A magic trap generally has a
DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a
Disable Device check can study a trap, figure out how it
works, and bypass it (with her party) without disarming it.

-----Racial-----

Spoiler:

+2 to one ability score: Human characters get a +2 bonus
on 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: Humans gain an additional skill rank at first
level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as
Druidic).
Favored Class: Humans can choose any one class as
their favored class at 1st level. Once made, this choice cannot be changed.

-----Equipment----

Spoiler:

4 daggers
light crossbow
30 bolts
Rapier
Leather Armor
Traveler's outfit
Backpack
Thieves tools
Bedroll
Flask
Beltpouch
Iron Pot
50 ft. Hamp rope
Sack
Flint & Steel
2 torches
Whetstone
Waterskin
Steel Mirror

-----Appearance & Personality-----

Spoiler:

Height: 6'2"
Weight: 188lb
Hair: Brown
Eyes: Green
General Appearance:Manduzi is a tall, lean, handsome man. He maintains his body as any warrior worth his salt maintains any of his weapons. His mid-length ash blonde hair is kept just as groomed.
Personality: Manduzi sometimes comes off as aarogant despite a sincerely good heart. He adheres to a personal code of honor perhaps somewhat similar to the knights he emulates, but just as much based upon what he sees as common courtesy (Never battling an unarmed foe,Never leaving a good soul in need,no matter the personal cost, exc. exc. This sense of honor might also be his greatest downfall as a tactician). Save for title, he might even consider himself a knight, simply one that understands that Razor wit and an equally sharp rapier are a better armament in some cases(such as his) than half plate and a long sword.

-----History -----

Spoiler:
Manduzi comes from a proud line of strong backed warriors, with strong expectations for military prowess in Lastwall. Needless to say, Manduzi realized at an early age that his strength was in his guile,wits, and speed, and not necessarily in his sword arm. Despite this, He traveled with Sir Drammot to Kassen to serve as an apprentice. He took a great interest in the cerebral aspects of battle, Picking up easily on tactics and the philosophies of war. He does his best to please Sir Drammot in his studies, but finds them of little use, preffering his own methods. He hopes to prove himself through the ritual of carrying the light from the Everflame back to town.