<div class="floatright">(https://s-media-cache-ak0.pinimg.com/736x/a2/1d/76/a21d76248c6c02d451b05a74fa34b648--character-art-character-inspiration.jpg)</div><br/><br/><strong>Name:</strong>Tessela Jones, Tess, that bitch with the whip  (Yes it's a homage. If disliked I can hit up random generator for the family name)<br/><strong>Sex:</strong>Female (Cursed Herm)<br/><strong>Age:</strong>22<br/><br/><strong>Race:</strong>Human<br/><strong>Class:</strong>Swashbuckler (Mysterious Avenger) 1, Bard (Archeologist) 2<br/><strong>Alignment:</strong>Chaotic Good.<br/><br/><strong>Level:</strong>3<br/><strong>EXP:</strong>3,300 / 6000<br/><br/><span class="bbc_u"><strong>Basic Appearance:</strong></span><br/>A redhead of five ft four with a lithe build and surprisingly unmarred skin of a pale hue.  The wild, shoulder length locks that fall wild around her face are of a rather vivid and possibly unnatural red. Green eyes peer out through long bangs above freckle dusted cheeks and a upturned nose. Soft curves do little to hide the dancers build of her body, perky breasts and wide hips accentuating the slim firmness of her limbs and stomach.<br/><br/>Her usual garb tends towards the more practical, darker and earthier colours and sturdy fabrics. But she's very much not against light and soft silks that sway around her as she dances or celibrates.<br/><br/><br/><strong><span class="bbc_u">Personality:</span></strong><br/>Bouncy and cheerful though with a few darker moments as thoughts of failures or old adventures rise up. Prone to singing and letting her curiosity lead her to poking her nose into things, she's as liable to try stopping fights as she is to egg them on and jump right in.<br/><br/><br/><strong><span class="bbc_u">Basic Background</span></strong><br/>For the most part curiosity seems to be the thing that runs the Jones' family, generations of explorers and researchers. And it was into this that Tessela was born, fourth in line to a history of knowledge and tradition. As she wasn't the the heir she was permitted more leeway in her growth which permitted her to spend time with the wandering storytellers and entertainers. Coming of age she underwent a family test, a nearby and 'safe' dungeon run where her blossoming skills were put to the test. It came as a bit of a surprise to her siblings that she was the one chosen to carry the weapon of their ancestors.<br/><br/>With whip in hand and a pack of gear she set out upon the land joining numerous expeditions into ruins and lost caves. She survived and learned but as her last trip to a temple belonging to one of the banished gods. Of all those that went in she was possibly the luckiest as her only marking was the effects of a backfired fertility 'blessing'. After several days within the ale cups she set out for the city of mercenaries to ply her luck and gain experience in the field. Sadly Mirtan just didn't seem to agree with her plans and despite months of roaming and small jobs she's no closer to an in with one of the guilds.<br/><br/><br/><strong>Short Term Goal:</strong>Gain more experience on the fields of battle and deep in the dungeons to better prepare for larger expeditions.<br/><strong>Long Term Goal:</strong>Cure the fertility/herm curse, possibly (She wants it cured but could be convinced otherwise). Make the family proud by big discoveries, possibly head an expedition to a lost city or several. Retire with children and dozens of stories to tell them of her adventures.<br/><strong>Player Goals:</strong>Nothing big here just fun, adventure, amusing situations. Her background (Scant as it is) leads to options of rivals or friendly ruin delvers being run into. Given the open minded, curiosity first nature of her family there's very little IC reasoning not to send her off into whatever comes up.<br/><strong>NPC's:</strong>Her parents or elder siblings, the family elders. There are a few survivors of her various expeditions, some of which even went right and they may not be laboring under nasty curses.<br/><br/><br/><strong><span class="bbc_u">Connections:</span></strong><br/>Muineth: Has met the paladin during a bandit raid. Thinks the girl's friendly enough if a tad naive in dealing with foes. I mean honestly a shield as a focus? does the girl think concussions are going to be enough to change evil people's minds?<br/><br/><strong><span class="bbc_u">Theme Song:</span></strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">https://www.youtube.com/watch?v=GzLZJaAm2hw</div></div><br/><br/><strong><span class="bbc_u">The Stats and Saves, Overview:</span></strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><strong>Stats:</strong> These should be a 25 Point Buy. Include Stats AND Modifiers.<br/><em>HP:</em> 26<br/><em>Str:</em>  10 +0<br/><em>Dex:</em> 18 +4 <br/><em>Con:</em> 12 +1<br/><em>Int:</em>   13 +1<br/><em>Wis:</em>  10 +0<br/><em>Cha:</em>  16 +3<br/><br/><em>Attack:</em><br/>+2 standard melee<br/>+6 weapon finesse<br/>+8 masterwork whip<br/><br/><em>Ranged Attack:</em><br/>+6 ranged<br/><br/><em>CMB:</em><br/>+2 CMB normal<br/>+6 CMB Disarm/Sunder/Trip with finesse weapon<br/>+8 CMB trip finesse heirloom whip<br/><br/><em>AC:</em><br/>17 (3 armor, 4 dex)<br/><em>TAC:</em><br/>14<br/><em>FFAC:</em><br/>13<br/><em>CMD:</em><br/>16<br/><em>Fortitude Save:</em> +1<br/><em>Reflex Save:</em>      +9<br/><em>Will:</em>                   +3<br/><em>Initiative:</em>           +4<br/><br/><em>Panache Pool:</em> <br/>3   (max 3)<br/><br/><em>Spells Per Day:</em><br/>Lvl 1;  3 spells (2 + 1 high Cha bonus)<br/><br/><em>Max Weight, Light:</em> 100lbs heavy, 33lbs light<br/><em>Starting Wealth:</em> 2,500gp<br/><br/><em>Skills:</em><br/>Acrobatics +10<br/>Diplomacy +7<br/>Disable Device +12<br/>Knowledge Arcana +6<br/>Knowledge Dungeoneering +6<br/>Knowledge Local +6<br/>Perception +7<br/>Perform Singing +9<br/>Sleight of Hand +10<br/>Spellcraft +6<br/>Stealth +8<br/>Use Magic Device +8<br/></div></div><br/><br/><strong><span class="bbc_u">Skills, Feats and Class Features:</span></strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><em><span class="bbc_u">Skills:</span></em><br/><em>Swashbuckler  (4+1+1(human) = 6</em><br/><em>Bard (6+1+1(human)= 8/lvl</em><br/><br/><em>Languages (2 + Int (3) ):</em><br/>Common, Draconic<br/><br/><em>Favorite Class Bonus</em><br/>Bard; +2 Skill Ranks<br/><br/><em>Class Skills:</em><br/>Acrobatics (Dex) (3)<br/>Diplomacy (Cha) (1)<br/>Disable Device (Dex) (3)<br/>Knowledge Arcana (Int) (1)<br/>Knowledge Dungeoneering (Int) (1)<br/>Knowledge Local (Int) (1)<br/>Perception (Wis) (3)<br/>Perform Singing (Cha) (3)<br/>Sleight of Hand (Dex) (3)<br/>Spellcraft (Int) (1)<br/>Stealth (Dex) (1)<br/>Use Magic Device (Cha) (2)<br/><br/><em>Other Skills:</em><br/><br/><em><span class="bbc_u">Spells Known:</span></em><br/><em>Cantrips</em> DC 13<br/>Detect Magic<br/>Read Magic<br/>Mage Hand<br/>Mending<br/>Prestidigitation<br/><em>First Level</em> DC 14<br/>Cure Light Wounds<br/>Grease<br/>Hideous Laughter<br/><br/><strong><span class="bbc_u">Racial Bonuses:</span></strong><br/>+1 feat at lvl 1<br/>+1 skill point a lvl<br/><br/><strong><span class="bbc_u">Feats:</span></strong><br/>HB) Weapon Focus (Whip) +1 attack with whips<br/>1) Combat Expertise; - 1 to hit/cmb on attack for +1 dodge AC<br/>3) Whip Master; No OoO for using whips in melee, can do lethal dmg, Can dmg through AC/NAC<br/><br/><br/><strong><span class="bbc_u">Traits:</span></strong><br/>Heirloom Weapon; +2 trip CMB when using Heirloom Weapon (Family whip) <br/>Nimble Fingers, Keen Mind; +1 trait bonus on disable devices and is class skill<br/><br/><strong><span class="bbc_u">Class Bonuses:</span></strong><br/><em>Deeds</em><br/>Derring-Do; 1 panache point on Acrobatics, Climb, Escape artist, fly, ride, swim checks to roll 1d6 and add to check. Can do after roll but before results. Nat 6 roll another 1d6. Continues till dex mod (4)<br/>Dodging Panache; When attacked by melee immediate action spend 1 point to move 5ft gaining dodge bonus to ac equal to cha mod (3) against the attack.<br/>Opportune Parry and Riposte; When attacked by melee spend 1 point, burn AoO to parry. Make attack roll, result greater then attack the attack miss. Must declare after attack announced but before roll. On success and if has 1 point min, immediate action to counter.<br/><br/><em>Swashbuckler (Avenger) Finesse</em>;  Weapon Finesse with light/one handed piercing melee weapons and whips. Use Cha instead of Int as prerequisit for combat feats. Counts as Weapon Finesse feat<br/><br/><em>Bardic Knowledge</em>; Adds half class lvl to all knowledge skills, can use knowledge skills untrained<br/><br/><em>Archaeologist's Luck (ex)</em>; swift action 7/rounds a day; +1 luck bonus on attack/saving throws/skill checks/dmg rolls. Counts as bardic performance for feat requirements.<br/><br/><em>Clever Explorer (ex)</em>; +1 bonus to disable device/perception, disable complex devices in half the time, open locks as standard action<br/><br/><em>Uncanny Dodge(ex)</em>;Can't be caught flatfooted, no dex loss to ac from invisible attacker<br/><br/><strong><span class="bbc_u">Inventory:</span></strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><em><span class="bbc_u">Magic Item Slots:</span></em> [If you have Magic Items that require a slot, Slot them here]<br/><br/><em>Head:</em><br/><em>Headband:</em><br/><em>Eyes:</em><br/><em>Shoulders:</em><br/><em>Neck:</em><br/><em>Chest:</em><br/><em>Body:</em><br/><em>Belt:</em><br/><em>Wrists:</em> Sleeves of Many Garments (1lb, 200g)<br/> (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/sleeves-of-many-garments/)<br/><em>Hands:</em><br/><em>Ring 1:</em><br/><em>Ring 2:</em><br/><br/><br/><em><span class="bbc_u">Complete Inventory:</span></em><br/><br/><em>Starting Wealth:</em> 2500gp<br/><em>Max Weight:</em>100lbs<br/><br/>List items here. Include price, weight, stats and effects.<br/><br/>Masterwork Studded Leather (175g, 20lbs)<br/>Leather and metal stud armor<br/><br/>Dagger (2g, 1lb)<br/><br/>Masterwork Whip (501g, 2lbs)<br/>Spell transmuted whip of well cared for leather.<br/><br/>Bards Kit (41g, 33.5 lbs)<br/>Backpack, Bedroll, Belt Pouch, Flute, Flint &amp; Steel, Ink, Inkpen, Iron pot, journal, mess kit, mirror, hemp rope (50ft), Soap, Torches (10), Trail rations (5), waterskin<br/><br/>Explorer's Outfit (free, 8lbs)<br/>Sturdy Boots, Leather Breeches, Belt, Shirt/vest, gloves, cloak<br/><br/>Masterwork Thieves' tools (200g, 2lbs)<br/>+2 disable device checks<br/><br/>Spell Component Pouch (5g, 2lbs)<br/>Material components for spells<br/><br/>Traveler's Any-Tool (200g, 2lbs)<br/>12 inch bar that is folded, twisted, hinged, bent to form almost any known tool.<br/><br/>Wand of Cure Light Wounds (750g)<br/>50 charges of 1d8+1 healing<br/><br/>Alchemist's Kindness (5) (5g)<br/>A powder that when mixed with water makes a fizzy liquid that removes hangovers ten minutes after drinking it.<br/><br/>Glowing Ink (4 vials) (20g)<br/>Glowing Ink emits a faint but steady light that allows you to read it in normal darkness - including spells like darkness but not supernatural darkness created by deeper darkness. If glowing ink is on an object, +2 perception bonus to locate it.<br/><br/><br/><br/><em>End Wealth:</em> 351 gold<br/><em>Total Weight:</em> 71.5 lbs (26lbs if pack not carried)<br/></div></div><br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Edit Log</div><div class="spoiler_body">template) Date - Change - Why<br/>1)8/15/2017-edit log added-requested<br/></div></div>