Mostly complete...still have a second feat to choose...
Fayne
Neutral Human Male Duskblade 1
XPs: 0
`
[sblock=Experience History]
Starting XPs: 0
[/sblock]
Age: 20
Gender: Male
Height: 6' 4"
Weight: 195lb
Eyes: 1 green, 1 grey
Hair: Copper
Skin: Bronze
Patron Diety: Tempus
STR: 16 [+3]
DEX: 12 [+1]
CON: 14 [+2]
INT: 16 [+3]
WIS: 10 [+0]
CHA: 08 [-1]
HP: 10/10
Armor Class: 15 (10 base + 4 armor + 1 dex)
- Flat-footed AC: 14
- Touch AC: 11
Initiative: +1
BAB: +1
Atttack:
- Glaive +6 (1d10+4/x3; 10' reach)
- Longsword +4 (1d8+3/19-20)
- Spiked Gauntlet +4 (1d4+3,x2)
Speed: 30’
FORT: +4 (2 base + 2 con)
REFL: +1 (0 base + 1 dex)
WILL: +2 (2 base + 0 wis)
Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Arcane Attunement: 6/day (dancing lights, detect magic, flare, ghost sound, read magic)
- Armored Mage: Light
Feats:
1st Level
- Weapon Focus: Glaive
-
Skills:
- Climb +3 (2 rank, +3 str, -2 ACP)
- Concentration +6 (4 ranks, +2 con)
- Decipher Script +5 (2 ranks, +3 int)
- Jump +4 (3 ranks, +3 str, -2 ACP)
- Knowledge: Arcana +5 (2 ranks, +3 int)
- Knowledge: Local +4 (1 rank, +3 int)
- Ride +2 (1 rank, +1 dex)
- Sense Motive +4 (4 ranks, +0 wis)
- Spellcraft +6 (3 ranks, +3 int)
- Swim +1 (2 ranks, +3 str, -4 ACP)
Languages:
- Common
- Shaaran
- Chondathan
- Goblin
- Dwarven
Spells Per Day
- Level 0 (DC13): 3
- Level 1 (DC14): 3
Spells Known
- Level 0 (DC13): Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
- Level 1 (DC14): Shocking Grasp, Color Spray
Equipment:
Armor & Shield
- Chain Shirt (100gp, 10lb)
Melee weapons
- Glaive, masterwork (regional, 10lb)
- Longsword, cold iron (30gp, 4lb)
- Spiked Gauntlet (5gp, 1lb)
Ranged weapons
-
Equipment
- Backpack (2gp, 2lb)
----- Bedroll (1sp, 5lb)
----- Trail rations, 5 days (25sp, 5lb)
----- 2 sacks (2cp, 1lb)
----- Whetstone (2cp, 1lb)
- Beltpouch (1gp, 0.5lb)
----- Flint & steel (1gp, -)
----- Flask, whiskey (3cp, 1.5lb)
- Spell Component Pouch (5gp, 2lb)
- Waterskin (1gp, 4lb)
- Traveler's outfit (1gp, worn)
Other Goods & Gear
- Potion of Cure Light Wounds (50gp, -)
- Alchemist Fire, 1 flask (20gp, 1lb)
Weight Carried: 48lb
Remaining money: 18gp, 41sp, 18cp
[sblock=Wealth Tracker]
-5cp for ale at the Treehouse Tap
[/sblock]
Description
Fayne is not an attractive man by any means. He is tall and lanky, despite being strong of arm. He wears his stringy, copper-colored hair long. His face is plain, with stern features, and he has two mismatched eyes: one green, and one grey. Fayne is not concerned with fashion; generally his garb consists of roughspun wools, leather, and bits and pieces of armor for protection.
Personality
Fayne is stern, hard, and stoic. He is not a social person, being quiet and withdrawn, though he is adept and reading the features and emotions of others. When he does feel the need to speak, he is laconic. He generally believes that words cause more problems than they are worth.
Background
Fayne hails from the city of Innarlith, on the eastern tip of the Lake of Steam. Fayne, born William Fayne, suffered from a horrible childhood. An abused child whose parents didn't want him, they eventually abandoned him to the streets. Fayne fell in with a bad crowd: a gang of street toughs bent on muggings, theft, racketeering and extortion.
When the leader of these thugs (an elf by the name of Eluvian) discovered that Fayne was actually quite intelligent and had an aptitude for magic, he took it upon himself to help the youth develop his skills. His plans were to use Fayne as his own personal bodyguard; as such, he taught the youth how to mix magic and steel, and how to keep an eye open for those that might deceive him. Fayne proved adept at his training, things were going well, and he was finally starting to believe that he had a place in the world.
And then the Ransar Pristoleth started his campaign against crime in the city. Fayne's gang was crushed, and Pristoleth set his agents to hunting down the remaining members of the group and exterminating them. Fayne did the only thing he could think of to survive...he fled.
Leaving his home, Fayne took the Golden Road north to the metropolis of Arrabar in Chondath. Knowing that agents of Pristoleph could still be on his trail, he spent only a short time there, booking passage on a spice ship. The destination didn't matter, and a few short weeks later, he found himself disembarking in Harrowdale, mostly broke and without any idea of where he was or what he was going to do.