Mystal Mar..........................Male Salsham'ai
Strength............10-2 (-1)...........Character Level: 3 /Swordsage 3, XP: 3000
Dexterity...........16+2 (+4)...........Small Size, Speed 20 ft.
Constitution......12 (+1)............Initiative: +9, BAB: +2, Grapple: +1
Intelligence.......12 (+1)............Melee: +2 (+6 Finesse), Ranged: +6
Wisdom...........15+2 (+3)............Total HP: ?
Charisma..........8 (-1)...............Fortitude: +1+1, Reflex: +3+4, Will: +3+3
WIS +1 at 4th level
AC: 10 + 4(DEX) + 3(WIS) +1(small) + armor = 18 + armor = 23
Racial:
-2 STR; +2 DEX; +2 WIS
small, base speed 20'; climb speed 10'
+4 size bonus to sneak checks
+8 racial bonus to climb
+4 racial to hide in woodlands (+2 if woodland tones only)
prehensile feet (at -4 penalty)
+2 racial bonus to checks to prevent fall
+2 racial bonus to Craft, Diplomacy and Knowledge (nature)
Automatic Languages: Themnassic and Common (Low Imperial);
Alignment: Chaotic Good, Age 30, Height 2'10'', Weight 30 lbs.
White Skin, Pink Eyes, Long White Hair (albino)
Languages: Susaran (Themnassic), Low Imperial, High Imperial
Proficiencies: All simple weapons, martial melee weapons and light armors.
Feats:
1st: Focused Attack
1st: Weapon focus (rapier)
3rd: Improved Initiative
--6th: Adaptive Style
Skills:
Appraise +1 (0 ranks, +1 Int),
Balance +7 (1 ranks, +4 Dex, +2 synergy),
Climb +8 (1 ranks, -1 Str, +8 racial),
Concentration +8 (5 ranks, +2 Con),
Heal +3 (0 ranks +3 Wis),
Hide +10 (2 ranks, +4 Dex, +4 small size, racial +2/+4 in woodlands),
Intimidate (0 ranks -1 Str),
Jump +6 (5 ranks, -1 Str, +2 synergy),
Knowledge (history) +2 (1 rank, +1 Int),
Knowledge (local) +2 (1 rank, +1 Int),
Listen +7 (4 ranks, +3 Wis),
Martial Lore +2/+4 (1 rank, +1 Int, +2 Diamond Mind/Shadow Hand),
Move Silently +13 (5 ranks, +4 Dex, +4 small),
Profession (Bounty Hunter) +2 (1 rank, +1 Int) - just for story sake
Ride +5 (1 rank +4 Dex)
Sense Motive +5 (2 ranks, +3 Wis),
Spot +7 (4 ranks +3 Wis),
Swim +0 (1 rank, -1 Str),
Tumble +12 (6 ranks, +4 Dex, +2 synergy),
Skill trick: Extreme leap (2 points) - after jump of at least 10' move additional 10'
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42 skill points
AC Bonus: Adds Wisdom bonus to Armor Class (inlcuding touch attacks) except when immobilized. - as monk
Discipline Focus: Weapon Focus in all Diamond Mind weapons,
+2 on Martial Lore checks related to the Diamond Mind or Shadow Hand disciplines,
Quick to Act: +1 Initiative.
Swordsage Maneuvers: Initiator level 3, knows 2 stances and 8 other maneuvers, can ready 5 maneuvers.
Stances: Flame's blessing (desert wind 1), Island of Blades (shadow hand 1)
1st-Level Maneuvers:
--Clinging Shadow Strike (strike, shadow hand, DC 14),
Shadow blade technique
Counter Charge (counter, setting sun),
Sapphire Nightmare Blade (strike, diamond mind),
Stone Bones (strike, stone dragon).
2nd-Level Maneuvers:
--Baffling Defense (counter, settings sun)
Fire reposte(counter, desert wind 2)
Clever Positioning (strike, setting sun)
Cloak of Deception (boost, shadow hand)
Shadow Jaunt (other, shadow hand)
--Drain Vitality (strike, shadow hand)
3rd-Level Maneuvers:
--Shadow Hand Garrote (strike)
--Mind Over Body (counter)
Active Stance: Flame's blessing
Readied Maneuvers:
Shadow Jaunt
Shadow Strike Technique
Fire reposte
Clever positioning
Cloak of deception
--Mind over body
Possessions:
Masterwork Rapier (320gp, 2lbs, 1d4 pierce, 18-20/x2 critical)
Silver Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment),
Shortbow (30 gp, 1 lb., 1d4 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.),
Studded Leather armor(25 gp, 5 lbs., +3 AC, +5 maximum Dexterity bonus to AC, -1 armor check penalty, 15% arcane spell failure),
--Gloves of Dexterity +2 (4,000 gp, +2 Dexterity enhancement),
--Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws),
--Handy Haversack(2,000 gp, 5 lbs)
backpack currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig
1 Potion of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
1 Acid Flask (1 lbs., 10 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid),
Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance),
Map Case (1 gp, 1/2 lb., holds map),
Bedroll (1 sp, 1-1/4 lbs.),
Wooden Holy Symbol of ?? (1 gp),
Chalk (1 cp),
Flint & Steel (1 gp),
Tindertwig (1 gp),
4 Trail Rations (2 gp, 1 lb.),
2 Waterskins (4 gp, 4 lbs.).
Caltrops (1gp, 1lb.)
1 oil skin (1sp, 1lb.)
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Remaning 10gp 7sp 9cp = 1790 yen
Light Load: 24-1/4 lbs. max..Medium Load: 48-1/2 lbs. max..Heavy Load: 75 lbs. max
Lift High: 75 lbs. max.....Lift Off Ground: 150 lbs. max....Push/Drag: 450 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.
Appearance:
The mystics backpack does not look especially full, and only one small but wide pouch adorns the back of his belt.
He wears some nice, tanned-leather gloves, well-worn black leather foot-gloves, plain brown trousers, and a dark green shirt that's covers his armor.
His hair is white and long, face half hidden in deep hood, rosy eyes watching with intensity world around.
Personality and Background:
Mystal Mar is born in the tribe of Susar, who live in the cloud forest upland regions where the braashak climbs the mountain borders with Denra-Lyr. The Susar are sometimes called Cloud or Mountain salsham'ai. They are similar to their lowland cousins except that they do not revere Themnass and Shroma but have a closer association with the smaller spirits. Mist spirits are very popular, coming at dawn to bring fertility to their mountain home. The Susar have also taken up the practice of terrace farming on the mountain slopes above the borders of the braashak. They have their own dialect, Susaran, related to Themnassic but distinct enough to cause misunderstanding. Nevertheless, relationships between Thalsan and Susar salsham'ai are cordial and fairly open."
Mystal grew up as part of small semi-nomadic community in far north of cloud forests on the mountains. He was marked from birth by his unusual skin by superstitious folk of his tribe. His parents however tried to instill into him peace of mind and strength of will to recognize such reactions as simple fear of unknown and to control his grief over this treatment. They tried to show him that by helping community he helps himself to survive regardless of the treatment he receives.
(He was later informed that was probably because his parents were traveling through mistmoor and were touched by mistwraiths.)
After some time he was apprenticed to tribe shaman, learning basics of spirit language and some focusing techniques that were supposed to aid him in meditation and communication with spirits. Problem with young Mystal however was that he lacked patience common to his people. He was more willing to take risks and experience spirit world directly then to patiently learn from his tutor until he is ready. After many exasperated tries, Deep Root gave up on young albino.
When a mystic warrior from the mountain visited the community for a week, the young Mystal , outcast because of his 'mist blessing' and later disgrace as lost shamanic student, took an interest in the man's stories and unusual tricks,
bugging him for a few days until the older man, Orlane, allowed Mystal to prove his worth as a student.
Mystal passed Orlane's tests of agility, cleverness, prudence, and basic swordsmanship, so the teenaged albino was accepted as an apprentice.
He followed the swordsman Orlane for several years, adopting part of his mentor's philosophy and discipline for himself, but preferring to continue pursuit of bright gold and rare treasures.
In time this lead to Orlane dismissing Shaddar as a student and he has wandered alone for many years since.
Mystal struggles to maintain the warrior's discipline that his mentor taught him, so he's usually honorable and reliable, though occasionally acting purely out of self-interest. He keeps to his word, but prefers not to promise anything in the first place. Greedy and proud of his talents, Mystal is always looking to acquire treasure and glory for himself, though he's willing to share some of it, thanks to the influence of his original community.
Because of this jadednesss he is seen as strange by his own race and those familiar with gentle ways of his people. Somewhat of his naivette stemming from living his early life high in the mountains isolated from the rest of the world still remains and he is amiable to new friendships altough rarely those result in deep bond.
Mystal is used to cooperating with other folks and prefers to work alongside other people who have skills that complement his own, but doesn't forge many long-term bonds. He doesn't concern himself much with the welfare of others, but will fight for them if he's getting paid for it and on rare occasions might even do so without payment.
Mystal likes to explore and wander from place to place, seeking new opportunities and only staying in one place for a few months at a time, as he figures that people who stay still never get to have any real fun or make any significant discoveries.
He's always searching for chances to advance himself.
Current life:
A bounty-hunter and explorer of ruins, Mystal has spent the past several years wandering the land in search of riches, fame, and secret lore.
Primarily motivated by greed and pride, Mystal has braved dangerous caves and catacombs on his own and alongside various temporary allies.
So far he's only managed to plunder a few minor magic items and a handful of old coins, and a little bit of old lore on new human and tlaxi fighting techniques,
to supplement what he learned from mountain swordsage in his youth.
His occasional partnerships with other adventurers have been brief, and only motivated by a mutal need for aid to obtain treasure from dangerous places.
Mystal desires personal power and glory, but struggles to reconcile those selfish goals with the more-communal greater good that his elders and parents had once tried to teach him.
For now, glory and wealth remain his immediate goals, along with the pursuit of secrets and special techniques to better achieve those goals.
Attacks:
Rapier +8 (+2 BAB +4 DEX +1 weapon focus +1 MW weapon); 1d4 -1 piercing; 18-20/x2
Silver Dagger +2 (+7 ranged) (1d3-2 dmg) 19-20/x2
Shortbow +6 ranged for 1d4 damage (60 ft. increment, 600 max) 20/x3
Unarmed strike +2 melee for 1d3-1 nonlethal damage (provokes AoO)