Cray Hawkthorne, dragoon
[sblock=Cray]Cray Hawkthorne, Dragoon
Human, Male, Lawful Neutral
Green eyes, shoulder-length black hair, pale skin
Age 27, 6'-4", 215 lbs.
Languages: Common, Draconic
Level 11 Warblade, 1 Fighter
Total Character Level: 12
Experience Points (XP): 66,000
Strength 16/22 (+6), Dexterity 14/16 (+3), Constitution 16 (+3)
Intelligence 12 (+1), Wisdom 14 (+2), Charisma 10 (+0)
Total HP: 176, Current HP: 176, Nonlethal Damage: 0
AC: 19 (+3 Dex, +3 Natural, +3 Deflection)
Touch AC: 16, Flat-Footed AC: 28, DR: 2/- (if armored)
Base Attack Bonus: +12/+7/+2
Melee Attack Bonus: +18/+13/+8 (+21/+16/+11 longspear)
Ranged Attack Bonus: +15/+10/+5
Initiative: +3 (+3 Dex), Speed: 30 Feet
Fortitude +14 (+9 Base, +3 Con, +2 Resistance)
Reflex +9 (+3 Base, +3 Dex, +1 Int, +2 Resistance)
Will +9 (+3 Base, +2 Wis, +2 Feat, +2 Resistance)
Feats: Vital Recovery (15 hp) (General), Weapon Focus (longspear) (General), Power Attack (General), Iron Will (General), Weapon Specialization (longspear) (General), Melee Weapon Mastery (piercing) (General), Combat Reflexes (General), Improved Critical (longspear) (General), Armor Specialization (full plate) (General)
Skills: Balance +13 (8 ranks, +3 Dex, +2 synergy), Climb +13 (7 ranks, +6 Str), Diplomacy +5 (3 ranks, +0 Cha, +2 synergy), Intimidate +15 (15 ranks, +0 Cha), Jump +23 (15 ranks, +6 Str, +2 synergy), Martial Lore +3 (2 ranks, +1 Int), Sense Motive +7 (5 ranks cross-class, +2 Wis), Swim +21 (15 ranks, +6 Str), Tumble +18 (13 ranks, +3 Dex, +2 synergy)
Human Racial Traits: Medium Humanoid (Human), bonus feat, extra skill points, favored class is highest-level class.
Class Features: Proficiencies (all simple and martial weapons, all armors, all shields), Battle Clarity (ex, Int bonus as an insight bonus to Reflex saves when not flat-footed), Weapon Aptitude (ex, qualifies for feats as though effective fighter level is warblade level -2, can change feats allocated to particular weapons to be for a different weapon with 1 hour of training in the morning), Uncanny Dodge (ex, retains Dex to AC even when caught flat-footed or attacked by an invisible foe), Battle Ardor (ex, Int bonus as an insight bonus to critical threat confirmation rolls), 3 Bonus Feats, Improved Uncanny Dodge (ex, cannot be flanked), Battle Cunning (ex, Int bonus as an insight bonus to damage against flanked or flat-footed targets), Battle Skill (ex, Int bonus as an insight bonus on opposed checks to resist bull rush, disarm, feint, overrun, sunder, or trip attempts).
Maneuvers Known: Sudden Leap (tiger claw 1, boost), Mountain Hammer (stone dragon 2, strike), Claw at the Moon (tiger claw 2, strike), Soaring Raptor Strike (tiger claw 3, strike), Lightning Recovery (iron heart 4, counter), Death from Above (tiger claw 4, strike), Elder Mountain Hammer (stone dragon 5, strike), Dancing Mongoose (tiger claw 5, boost), Iron Heart Endurance (iron heart 6, boost).
Stances Known: Punishing Stance (iron heart 1), Stonefoot Stance (stone dragon 1), Leaping Dragon Stance (tiger claw 3).
Maneuvers Readied: Sudden Leap, Soaring Raptor Strike, Death from Above, Elder Mountain Hammer, Dancing Mongoose.
Stance Active: Leaping Dragon Stance.
Belt of Giant Strength (36,000 gp, +6 enhancement to Strength, 1 lb.)
Gloves of Dexterity (4,000 gp, +2 enhancement to Dexterity)
Ring of Protection (18,000 gp, +3 deflection AC)
Ring of Sustenance (2,500 gp, no need for food and drink, only needs 2 hours of sleep)
Amulet of Natural Armor (18,000 gp, +3 enhancement to natural armor AC)
Cloak of Resistance (4,000 gp, +2 resistance on saving throws, 1 lb.)
Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards encumbrance)
Spare Traveler's Outfit (1 gp, 5 lbs.)
Backpack (2 gp, 2 lbs.)
2 Belt Pouches (2 gp, 1 lb.)
Bedroll (1 sp, 5 lbs.)
Tent (10 gp, 20 lbs.)
Rope (2 gp, 100 feet, 20 lbs.)
Grappling Hook (1 gp, 4 lbs.)
Whetstone (2 cp, 1 lb.)
Soap (5 sp, 1 lb.)
Flint & Steel (1 gp, 0 lbs.)
2 Torches (2 cp, 2 lbs.)
Potion of Cure Minor Wounds (25 gp, heals 1 lethal and nonlethal damage)
2 Potions of Cure Light Wounds (100 gp, heals 1d8+1 lethal and nonlethal damage)
2 Potions of Cure Moderate Wounds (600 gp, heals 2d8+3 lethal and nonlethal damage)
Restorative Ointment (4,000 gp, has five applications, each application can heal 1d8+5 points of lethal and nonlethal damage, Neutralize Poison, or Remove Disease)
Potion of Fly (750 gp, grants the effects of a Fly spell as per a 5th-level caster)
4 Gold, 13 Silver, 6 Copper
Carrying 63 lbs.
Light load is 0-173 lbs.
Medium load is 174-346 lbs.
Heavy load is 347-250 lbs.
Can lift up to 520 lbs. over his head
Can lift up to 1,040 lbs. off the ground
Can push or pull up to 2,600 lbs.
Background:
Cray was born and raised in the village of Kalm, but always wanted a more exciting life than the quiet village could offer. He wanted to be a great warrior, bringing back trophies like the head of the Zolom to show off his exploits. So when a wandering spearmaster visited Kalm with his apprentice Cid, Cray jumped at the chance to try and receive training, maybe even join the warrior in his travels and hunt monsters all around the world. That would really impress the folks back home... Cray pestered the old warrior until he was finally given a chance to try and prove himself a worthy pupil. The spearmaster, calling himself Horn, challenged Cray to beat his apprentice Cid. The older boy kicked Cray's butt, though Cray got in a few good jabs and kicks too.
Horn decided to give the boy another chance, since he didn't seem completely helpless, showing a bit of strength and resilience from laboring in his father's shop every day. Cray was sent out to wrangle up some critters from the field, to prove he had some speed and cunning. After getting bruised and bloodied by animals, Cray managed to finally return with a few catches, and managed to talk Horn into accepting that as a success. Being around his father's shop so much had at least taught the kid something about being persuasive. After a few more days in Kalm, the spearmaster and his senior apprentice moved on, and Cray was just barely able to worm his way onto the trip as a junior apprentice.
Some years later, after Cid had finished training and gone on to do something or other in Midgar, Cray was still struggling to master Horn's techniques and prove his discipline, after so many rash fights and trying to compete with Cid, who was clearly the more talented and clever fighter. As they passed through Wutai, Horn decided it was time to let the teenager go, that he just might not be cut out for the kind of training and lifestyle a true warrior needed. Cray was too focused on glory and out-doing everyone else, despite his own less than excellent talents. So Cray was left on his own, told to seek Horn out again someday if he ever learned the discipline to finish his training, and figured out what it truly meant to be a warrior. Some cryptic parting words later, which Cray never really bothered to remember, and Horn jumped out of town like he was strapped to a rocket, leaving Cray behind to gawk and wonder how the heck the old man just did that.
Traveling for a few years longer on his own, Cray tried to find his way in the world and figure out what his master had meant. Cray fought for Wutai and others against Shinra during the war, briefly, as a mercenary to pay for his room and board while traveling. It wasn't personal, but Cray had no desire to join Shinra's military and be put on a tight leash in some stinking, smog-clouded hole like Midgar. So he did some random mercenary work, a few minor monster-extermination jobs, and general errands for small towns here and there. Eventually, Cray learned a few bits of history and folklore in Cosmo Canyon, and went off to see if he could find a dragon, as it seemed that Horn's techniques were based on the fighting style of some smart, not-so-primitive dragons in the distant past.
Cray did indeed find a dragon to teach him, in the mountains near Wutai, but it wasn't easy to find one of the rare old monsters, let alone survive the encounter and convince the beast not to kill him, and that he wasn't after the dragon's hide or treasures. Somehow, the young man had managed to convince the dragon with a peace offering of fresh couerl meat, some hasty words about a deal, and the emptying of Cray's gil pouch, to Cray's dismay. He wound up accepting the dragon's terms, after being commanded to go out and bring the old lizard more meat a few times, and Cray was the canny old dragon's servant for several years after that. Fortunately, he wasn't eaten, and though he left the mountains with not a gil to his name, Cray had learned what the dragon was willing to teach him about the ancient secrets of dragon-to-dragon combat. The old reptile had grown tired of the mortal's presence and sent him running off, really.
By that time, Cray had finally learned some discipline and the wisdom of not messing with anyone or anything much more powerful than himself, though he remained a bit reckless and still wanted to earn glory through monster-hunting and mercenary work. Still, he'd love to plant a gauntleted fist into the sneering face of that smug jerk Cid someday.... Regardless, Cray had to start traveling again, and slowly refamiliarized himself with living among humans. The dragon had taught Cray some of its kind's language, not that many others of its kind seemed to use it anymore, and Cray had at least learned a bit more about being intimidating from the old dragon.
He traveled for another year or so, raiding a few old strongholds and ruins around the world to outfit himself with better gear, and find a few more gil to live off of since he had been broke for so many years. And, well, if he had to hire on for some work with Shinra or another company to continue earning a living in the world after Meteor, which had fallen shortly after he left the dragon, then so be it. As long as there was work for someone with a strong arm and skill at arms, Cray would find a way to get by and make a name for himself somehow.[/sblock]