Fighter

Pestrina's page

2 posts. Alias of Zorblag.


About Pestrina

Role:

Pestrina is dan bong specialized brawler/weapon master. She would act as strength based melee or ranged striker with the ability to adapt to combat situations as needed with martial flexibility. She also has some scouting and trap finding/removal ability, though no way to deal with magic. If there’s something that needs to be broken down or into, she should be able to do that most of the time.

Personality/Outlook:

Pestrina is cautious around strangers, and quick to take offense if she feels she’s not appreciated or being taken advantage of, but responds well to praise and those who welcome her skills. She expects those she respects to work for the greater good of the group they are involved in, but has no such illusions that everyone will act that way; those she doesn’t respect she expects to act with their own gain as their primary goal. She’s not boisterous and will be somewhat shy in most social interactions, but she’s confident in her abilities to find a way to break into or through just about anything and will not hesitate to share her opinion about how best to do that. Despite a rough upbringing, she’s fundamentally a good person, not wishing particular ill on others, though also not one to respect arbitrary rules; if there’s something that will help her current company she’s probably going to try to make that happen with the ends justifying the means much of the time.

Background:

Pestrina, the Pest, was probably born in a city in Southern Vinland, though she has no memory of it and her parents, whoever they might have been, were gone from her life from her birth. Growing up first in an orphanage, and then, on the streets after running away, she got by among the gangs of children as best she could. A clever child, when she wasn’t stealing what she needed to survive she was working out how the things around her worked with an eye towards anything mechanical in particular. It was while she was in the process of dismantling the lock on a rich merchant’s villa that the city guard, long aware and barely tolerant of her presence, finally determined that the city’s Pest had crossed a line and set out to make her disappear for good.

Pestrina fled, barely avoiding capture and making it out of the city. Once in the hills the young girl was quickly found by a band of bandits who gave her little chance but to join them which she did. As a conscripted bandit the Pest was used for reconnaissance and distraction at first, taking advantage of passing caravans assumptions that a lone child needed help rather than representing a threat. Eventually, despite the general neglect and lack of attention, the leaders of the bandit troupe realized that their Pest had a knack for the mechanical and could serve them more profitably in other ways. She was reassigned to break into any chests or boxes and haul out treasure while the rest of the bandits attacked and distracted whatever forces might be guarding their targets.

Life as a bandit was rough, but Pestrina was tough and smart enough to survive it for several years until, during what seemed like a standard raid on a a traveling mercenary company, she was captured in the act of opening the treasure boxes at the center of their camp while the main raid was going on. It was her good luck that she was caught by Finn, leader of the famous Finn’s Company who saw that there was potential in the young thief's skills. The bandits, having vastly underestimated their target, were scattered and Pestrina was given the choice to join the company or be turned in to the guards at the next town. That wasn’t really a choice at all and Pestrina was counted as a member of Finn’s company from then on.

Finn’s Company, originally hailing from the northern coasts of Westfall, travelled throughout Cardriss to wherever their special services would bring the right pay. Specializing in siege and infiltration they had quite the reputation, and Finn, the mastermind of the operation, took Pestrina under his wing, teaching her everything he knew about how to break into, or out of, any fortified location she might encounter. She was taught sapping in particular, but was also learned how to safely get into just about any position she might need to and how to break anyone, or anything, a contract might require.

Being a quick study and Finn’s chosen Protege, she was treated better in Finn’s Company than she ever had been before in her life. Sure, she was expected to contribute, and she shared the danger that the rest of the company faced, but she was also accepted as a valuable member to be protected and cared for rather than simply the resource she had been treated as previously. Pest became, for the first time, a term of endearment rather than a curse to be hurled her way.

Pestrina spent more than a decade travelling widely with Finn’s Company until, finally, Finn decided that it was time to hang up his hat and retire. They made their way back to Durdunon, where the band had originally formed and he officially passed command on to his lieutenant, Sara, a well respected mercenary who would determine the company’s fate from there on. Sara offered Pestrina a position of leadership, but the sapper chose instead to strike off on her own, to test her skills and find her own adventures. What better use to put those skills to, she thought, than entering Korryn and the Tower of Ages? Surely breaking in and out could be accomplished by the right hands, and who knows what treasures might await inside?

Build (in progress):

Pestrina
CG Female Human (Vitolian) Brawler (Steel-Breaker) 6 Fighter (Weapon Master) 3
Medium humanoid (Human)
Init +3; Senses: Perception +13
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Defense
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AC 27, touch 16, flat-footed 22 (+8 armor, +1 Brawler, +1 Def, +3 Dex, +1 Dodge, +1 NA, +2 Shield)
hp 99 (1d10+9)
Fort +9, Ref +11, Will +6

Special Defenses: Exploit Weakness, Sunder Training, Weapon Guard
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Offense
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Speed 30 ft
Melee
+1 Adamantine Distance Dan Bong +16/+16/+11 1d6 + 10 (17-20/x2)
Mithral Ghost Touch Dan Bong +15/+15/+10 1d6 + 9 (17-20/x2)
Waveblade +13/+13/+8 1d6 + 6 (18-20/x2)

Ranged
+1 Adamantine Distance Dan Bong +13/+13/+8 1d6 + 10 (17-20/x2) Range: 20 ft.
Mithral Ghost Touch Dan Bong +12/+12/+7 1d6 + 9 (17-20/x2) Range: 10 ft.

Special Attacks: Exploit Weakness, Sunder Training
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Statistics
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Str 22 (17 +2 Race, +1 lvl, +2 PP), Dex 17 (16 +1 lvl), Con 12, Int 14 (10 +2 race, +2 MP), Wis 12 , Cha 8
Base Atk +9; CMB +15; CMD 31

Feats:
Weapon Finesse (Universal Bonus)
Improved Unarmed Strike (Brawler Level 1)
Weapon Focus: Dan Bong (Level 1)
Power Attack (Human Bonus)
Combat Expertise (Brawler Bonus Level 2)
Point-Blank Shot (Level 3)
Precise Shot (Fighter Bonus Level 1)
Weapon Specialization (Fighter Bonus Level 2)
Dodge (Level 5)
Quick Draw (Level 7)
Deadly Aim (Brawler Bonus Level 5)
Improved Critical: Dan Bong (Level 9)

Skills:
Acrobatics: +14 (9 Ranks, +3 Class, +3 Dex, -1 ACP)
Climb: +17 (9 Ranks, +3 Class, +6 Str, -1 ACP)
Disable Device: +15 (9 Ranks, +3 Class, +3 Dex, -1 ACP, +1 Trait)
Escape Artist: +11 (6 Ranks, +3 Class, +3 Dex, -1 ACP)
Knowledge (Engineering): +14 (9 Ranks, +3 Class, +2 Int)
Perception: +13 (9 Ranks, +3 Class, +1 Wis)
Profession (Sapper): +13 (9 Ranks, +3 Class, + 1 Wis)
Sense Motive: +10 (6 Ranks, +3 Class, +1 Wis)
Stealth: + 15 (9 Ranks, +3 Class, +3 Dex, -1 ACP, +1 Trait)
Swim: +14 (6 Ranks, +3 Class, +6 Str, -1 ACP)

Traits:
Bandit (Regional): +1 Stealth, Stealth a Class Skill
Criminal (Social): +1 Disable Device, Disable Device a Class Skill

Equipment:

Adamantine Distance Dan Bong (+1 ABP)
Mithral Ghost Touch Dan Bong
Cold Iron Dan Bong
Waveblade
Mithral Breastplate (+2 ABP)
Mithral Heavy Shield

Blinkback Belt
Burglar’s Bracers
Handy Haversack
Robe of Infinite Twine
Traveler’s Any Tool

1024 gp, 6 sp

Wish List:
Monk’s Robes (for AC and weapon damage progression)
Duelists Gloves
The ability to combine a belt of mighty hurling with the blinkback belt she currently has