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About Sergent JackSergent Jack learned the mercenary trade from his father who was a retired mercenary. Jack's father had waited until he was able to retire to start a family, so there is a significant age different between Jack and his father. Jack is in the Chologadi area because he was brought there by a previous contract which fell through. While Jack will talk a lot about plying his trade for money, one of his unspoken rules for accepting a job is that it has to be one that is honorable. The current mission to take care of the black fog satisfies the honorable requirement, and while Jack is somewhat skeptical about the size of the reward that will be offered nevertheless thinks it will probably be enough to make it worth his while. Jack wears his mithral breastplate armor over a standard "Explorer's Outfit". He will be carrying his backpack for most of the adventure unless specified otherwise. His heavy steel shield will be slung over his left shoulder when not in use. Jack has a case/holster arrangement that holds 10 chakrams such that he can pull them out one at a time by reaching back over his right shoulder. Jack has a dagger only nominally hidden in the top of each boot. He carries a third dagger in a sheath on the front middle of his weapon belt. That dagger is a masterwork weapon that has had a continual flame spell cast on the blade. It does not give off any light when it is in its sheath. He carries a morningstar on the left side of his weapon belt, and a dwarven war axe on the right side of his weapon belt. Depending on the situation Jack may carry the war axe balanced over his left shoulder. Spoiler:
Jack's ability scores started out as a standard 20 point buy with STR 14, DEX 14, CON 14, INT 14, WIS 10 and CHA 10. Jack's racial ability modification of +2 was applied to his STR, as well as his 4th level ability increase yielding the scores as posted above. Jack has 51 hit points. Jack's initiative modifier is +2. Jack's armor class is 22. 10 (base) + 7(+1 mithral breastplate) + 3(+1 heavy steel shield) + 2(DEX modifier). Touch AC is 12, Flat Footed AC is 20. Speed: Light armor (for movement) speed = 30 feet, run = 120 feet Saves: Fortitude____+ 7 = + 5(base) + 2(CON)
Base Attack Bonus is 6 CMB = 9 = 6(BAB) + 3(STR)
Ranged Weapons (point blank shot feat added in): ________________to hit_____damage______Crit_______Range______Type (1) Chakram_____+11*_______1d8+7**_____x2_________30 feet_____S
(1) If using a standard action to throw.
MW = masterwork * 6(BAB) + 2(DEX) + 1(Weapon focus) + 1(Weapon training) + 1(Point blank shot) ** + 3(STR) + 2(Weapon specialization) +1(weapon training) + 1(Point Blank Shot) Melee Weapons: ____________________To hit_____Damage______Crit_______Type (1) +1 D. War Axe___+10/+5*____1d10+5**_____x3________S
Fighting Defensively: -4 to hit, +3 to AC #. Total Defense: +6 to AC #, no attacks (1) Used two handed
MW = masterwork * 6(BAB) + 3(STR) + 1(Magic)
Jack's favored class is fighter, and he applied his favored class bonus to skill points. Jack's trained skills are: Acrobatics 8 = 2(DEX) + 6(Ranks)*
CSB = Class Skill Bonus
Feats:
Weapon training at level 5 devoted to thrown weapons. Note: I had said initially that Jack was still practicing with the war axe, but as I was doing the crunch I saw that would end up creating too many problems. So, unless the GM objects, I'm going to have Jack start fully proficient with the war axe. Jack's gear (16,000 gp to spend) STR 17 encumbrance: light < 87 lbs, medium < 174 lbs, heavy < 260 lbs On his person: Explorer's outfit________________free______________8 lbs
Jack's load for purposes of encumbrance - 82.5 lbs, light load Items in bag of holding Bedroll_____________________________0.1 gp__________5 lbs
weight in bag of holding - 135 lbs total money spent: 15,837.62 gp, 162 gp left over (1) +1 mithral breastplate, armor bonus +7, +6 max dex*, 0 ACP** * standard breastplate + 3 max dex, mithral + 2 max dex, armor training + 1 max dex ** standard breastplate -4 ACP, mithral decreases ACP by 3 and armor training decreases it 1 more. (2) +1 heavy steel shield, armor bonus + 3, ACP - 1 (armor training) (3) The 10 chakrams that Jack has on his person are carried in a case/holster arrangement such that he can draw them one at a time by reaching back over his right shoulder. (4) This masterwork dagger has had a continual flame spell cast on it. The light does not show when it is in its sheath. (5) Used to carry the bag of holding. (6) Holds 30 cubic feet/250 lbs of stuff. (7) Cased, wrapped or sheathed such that they won't hurt the bag of holding. XP:
+900 |