Post by at on Mar 8, 2009 7:47:45 GMT -5
Name: Diego de Mendoza
Class: Expert (sailor/trader)
Gender: Male
Height: 6'5"
Weight: 262 lbs
Hair: Dark Red/Brown
Eyes: Green/brown
Age: 36
Ability Scores
STR: 16 (+3)
DEX: 13 (+1)
CON: 12 (+1)
INT: 14 (+2)
WIS: 8 (-1)
CHA: 8 (-1)
Totals
Hit Points:
1 / 7
AC: 14 (10 + 3 Armor + 1 Dex)
Touch: 11
Flatfooted: 13
BAB: +2
- Melee: +5 (2 BA + 3 Str)
- Ranged: +3 (2 BA + 1 Dex)
Weapons
Pistol
Attack; +3 to hit, 1d10 Damage, x3 Crit, 50ft range, piercing
(can fire both pistols together at -1 and -5 to hit)
Marlinspike (as Rondel)
Attack; +5 to hit, 1d4+3 Damage, x3 Crit
On Dex Check DC17 weapon ignores Armor
Slungshot (sap)
Attack; +5 to hit, 1d6+3 Damage, x2 Crit, non-lethal
Punch (improved unarmed, no AoO)
Attack; +5 to hit, 1d3+3 Damage, x2 Crit, Lethal or non-lethal
Grapple
Grab; +5 to hit, melee touch attack
Hold; +13, opposed
Saves
Fort: +2 (1 Base + 1 Con)
Ref: +1 (0 Base + 1 Dex)
Will: +1 (2 Base -1 Wis)
Languages
Spanish, Arabic, Italian, Ottoman Turkish, French, and Greek
Feats/Special Abilities
- Improved unarmed combat
- Improved grapple
- Urban tracking: It's not enough to just know the right people, you have to be able to find them when you need them. Be it to settle a score or find the right man for a job. You can use Gather Information to track a missing person, suspect, or other individual within a community.
Gather information checks can be used to track, and ultimately catch a target. One check is required for each hour of tracking and an additional hour is lost should a check be failed.
Thorp, hamlet, or village, DC 5, 1d3 checks
Small or large town, DC 10, 1d4+1 checks
Small or large city, DC 15, 2d4 checks
Metropolis, DC 20, 2d4+2 checks
The DC for the check is adjusted by these conditions :
Every three creatures in the group being sought, -1
Every 24 hours party has been missing/sought, +1
Tracked party "lies low", +5
Target matches local demographic / are outsiders, +2 to -2
- Arms trader: Selling katars and scimitars to Arabs, gunpowder weapons to Turks or quality crossbows in France, you're familiar with it all, and not only in selling them. Whatever weapon you use, the penalty for not being proficient is only -2 instead of -4 and you have proficiency with pistols.
- Bull of a man: You are a sight not easily forgotten, a broad and towering mountain of a man who pushes through the crowds like an adult among children. Whenever you receive a modifier based on your size on an opposed roll (such as during grapple and bull rush attempts), you are treated as Large if that's advantageous to you. You are also considered to be Large when determining whether a special attack or effect based on size (such as strong winds) affect you.
- Monkey Companion: So you bought that monkey somewhere from some exotic goods trader out in Africa... It took a while before he stopped stealing the coins from your purse, but over time, you and he have learned to work quite well together. You can now handle your monkey companion as a free action, or push it as a move action. You gain a +4 circumstance bonus on all Handle Animal checks made regarding your monkey companion. Finally, you may select three tricks that your monkey knows (fetch, heel, and stay).
Skills (Total = Ranks + Ability + Other Mods)
Appraise: 5 (3+2) (various bonuses from tools)
Forgery: 8 (4+2+2) (+2 for known documents, +2 for handwriting in possession)
Profession (Sailor/Smuggler): 8 (7-1+2)
Gather Information: 10 (11-1) (+2 synergy for ottoman empire)
Sense Motive: 4 (5-1)
Bluff: 4 (5-1)
Disable device: 4 (2+2)
Knowledge (Ottoman Empire): 10 (8+2)
Sleight of Hand: 5 (1+2+2)
Use Rope: 4 (2+2) (+2 with silk ropes)
Handle Animal: 1 (2-1) (+4 with monkey)
Equipment
Assorted clothing, belts, buckles, and trinkets (studded leather)
Tricorn and leather longcoat, bandana, sash, beltpouch
Brace of pistols, Powder horn, 20 rounds - pistol shot
Marlinspike (as rondel), Slungshot
Utility Dagger
Masterwork charts
Masterwork forgery equipment (original documents, handwriting samples)
Pen and ink, Wax and signet ring, Paper (5 sheets)
Scales, flint and steel, needle and thread
Waterskin, jerky, pipe and tobacco
Sailing ship, crew, and a small monkey in a red surcoat.
Money
22 gp
Hero Points
4
Backstory
Diego de Mendoza, born 1491, born in the port town of Motril (Granada) the bastard child of a serving wench and the Don De Mendoza. A huge bull of a man with an imposing demeanor and booming voice.
As a youth he spent much time working on the docks in the port's thriving sugar industry, and equally thriving smuggling industry, learning much of the area's history and diverse culture. Growing up amidst the conflict between the Cardinal Francisco Jiménez de Cisneros and the province's Muslim population he learnt much about the clandestine gatherings and movements of people and possessions between Spanish held Granada and the lands of the Moors.
In 1506, no longer a youth, he left for the open seas, working up to the rank of boatswain on a smuggling vessel bound for Algiers. A man of some learning he was responsible for the counting and distributing the ship's takings and for matters of licences and permits to pass safely through the Spanish and Moorish held waters and ports alike.
The trade was good, with the Spanish and Moors alike, if you could evade the Moorish Corsairs, but things grew more difficult around 1516 when the Barbarossa brothers siezed control of Algiers itself. Attacks on vessels grew more frequent, but a competent and tough crew able to survive in these waters was sought after and well paid for their services.
In such turbulent times the arms trade was a dangerous but lucrative one as Diego and his companions suppied arms for the Spanish and Bedouins fighting the Moors. At the height of the water, May 1518, Diego gained control of his own ship during the race to supply both the forces of the Emperor Charles V and Oruç Reis during the battle of Tlemcen.
Over the following years Diego's connections and savvy helped him secure contracts into the Algiers area, evading the attentions of the Moors and Spanish alike. By making his services known to both both sides he evades suspicion from the other - bribes and writs of passage waved through by those who are unaware that his activities may not be in their best interests this time.
Class: Expert (sailor/trader)
Gender: Male
Height: 6'5"
Weight: 262 lbs
Hair: Dark Red/Brown
Eyes: Green/brown
Age: 36
Ability Scores
STR: 16 (+3)
DEX: 13 (+1)
CON: 12 (+1)
INT: 14 (+2)
WIS: 8 (-1)
CHA: 8 (-1)
Totals
Hit Points:
1 / 7
AC: 14 (10 + 3 Armor + 1 Dex)
Touch: 11
Flatfooted: 13
BAB: +2
- Melee: +5 (2 BA + 3 Str)
- Ranged: +3 (2 BA + 1 Dex)
Weapons
Pistol
Attack; +3 to hit, 1d10 Damage, x3 Crit, 50ft range, piercing
(can fire both pistols together at -1 and -5 to hit)
Marlinspike (as Rondel)
Attack; +5 to hit, 1d4+3 Damage, x3 Crit
On Dex Check DC17 weapon ignores Armor
Slungshot (sap)
Attack; +5 to hit, 1d6+3 Damage, x2 Crit, non-lethal
Punch (improved unarmed, no AoO)
Attack; +5 to hit, 1d3+3 Damage, x2 Crit, Lethal or non-lethal
Grapple
Grab; +5 to hit, melee touch attack
Hold; +13, opposed
Saves
Fort: +2 (1 Base + 1 Con)
Ref: +1 (0 Base + 1 Dex)
Will: +1 (2 Base -1 Wis)
Languages
Spanish, Arabic, Italian, Ottoman Turkish, French, and Greek
Feats/Special Abilities
- Improved unarmed combat
- Improved grapple
- Urban tracking: It's not enough to just know the right people, you have to be able to find them when you need them. Be it to settle a score or find the right man for a job. You can use Gather Information to track a missing person, suspect, or other individual within a community.
Gather information checks can be used to track, and ultimately catch a target. One check is required for each hour of tracking and an additional hour is lost should a check be failed.
Thorp, hamlet, or village, DC 5, 1d3 checks
Small or large town, DC 10, 1d4+1 checks
Small or large city, DC 15, 2d4 checks
Metropolis, DC 20, 2d4+2 checks
The DC for the check is adjusted by these conditions :
Every three creatures in the group being sought, -1
Every 24 hours party has been missing/sought, +1
Tracked party "lies low", +5
Target matches local demographic / are outsiders, +2 to -2
- Arms trader: Selling katars and scimitars to Arabs, gunpowder weapons to Turks or quality crossbows in France, you're familiar with it all, and not only in selling them. Whatever weapon you use, the penalty for not being proficient is only -2 instead of -4 and you have proficiency with pistols.
- Bull of a man: You are a sight not easily forgotten, a broad and towering mountain of a man who pushes through the crowds like an adult among children. Whenever you receive a modifier based on your size on an opposed roll (such as during grapple and bull rush attempts), you are treated as Large if that's advantageous to you. You are also considered to be Large when determining whether a special attack or effect based on size (such as strong winds) affect you.
- Monkey Companion: So you bought that monkey somewhere from some exotic goods trader out in Africa... It took a while before he stopped stealing the coins from your purse, but over time, you and he have learned to work quite well together. You can now handle your monkey companion as a free action, or push it as a move action. You gain a +4 circumstance bonus on all Handle Animal checks made regarding your monkey companion. Finally, you may select three tricks that your monkey knows (fetch, heel, and stay).
Skills (Total = Ranks + Ability + Other Mods)
Appraise: 5 (3+2) (various bonuses from tools)
Forgery: 8 (4+2+2) (+2 for known documents, +2 for handwriting in possession)
Profession (Sailor/Smuggler): 8 (7-1+2)
Gather Information: 10 (11-1) (+2 synergy for ottoman empire)
Sense Motive: 4 (5-1)
Bluff: 4 (5-1)
Disable device: 4 (2+2)
Knowledge (Ottoman Empire): 10 (8+2)
Sleight of Hand: 5 (1+2+2)
Use Rope: 4 (2+2) (+2 with silk ropes)
Handle Animal: 1 (2-1) (+4 with monkey)
Equipment
Assorted clothing, belts, buckles, and trinkets (studded leather)
Tricorn and leather longcoat, bandana, sash, beltpouch
Brace of pistols, Powder horn, 20 rounds - pistol shot
Marlinspike (as rondel), Slungshot
Utility Dagger
Masterwork charts
Masterwork forgery equipment (original documents, handwriting samples)
Pen and ink, Wax and signet ring, Paper (5 sheets)
Scales, flint and steel, needle and thread
Waterskin, jerky, pipe and tobacco
Sailing ship, crew, and a small monkey in a red surcoat.
Money
22 gp
Hero Points
4
Backstory
Diego de Mendoza, born 1491, born in the port town of Motril (Granada) the bastard child of a serving wench and the Don De Mendoza. A huge bull of a man with an imposing demeanor and booming voice.
As a youth he spent much time working on the docks in the port's thriving sugar industry, and equally thriving smuggling industry, learning much of the area's history and diverse culture. Growing up amidst the conflict between the Cardinal Francisco Jiménez de Cisneros and the province's Muslim population he learnt much about the clandestine gatherings and movements of people and possessions between Spanish held Granada and the lands of the Moors.
In 1506, no longer a youth, he left for the open seas, working up to the rank of boatswain on a smuggling vessel bound for Algiers. A man of some learning he was responsible for the counting and distributing the ship's takings and for matters of licences and permits to pass safely through the Spanish and Moorish held waters and ports alike.
The trade was good, with the Spanish and Moors alike, if you could evade the Moorish Corsairs, but things grew more difficult around 1516 when the Barbarossa brothers siezed control of Algiers itself. Attacks on vessels grew more frequent, but a competent and tough crew able to survive in these waters was sought after and well paid for their services.
In such turbulent times the arms trade was a dangerous but lucrative one as Diego and his companions suppied arms for the Spanish and Bedouins fighting the Moors. At the height of the water, May 1518, Diego gained control of his own ship during the race to supply both the forces of the Emperor Charles V and Oruç Reis during the battle of Tlemcen.
Over the following years Diego's connections and savvy helped him secure contracts into the Algiers area, evading the attentions of the Moors and Spanish alike. By making his services known to both both sides he evades suspicion from the other - bribes and writs of passage waved through by those who are unaware that his activities may not be in their best interests this time.