HP 66; Bloodied 33; Surges 16/11
AC 22, Fortitude 21, Reflex 19, Will 17
STR: 18 DEX: 17 WIS: 14
CON: 15 INT: 10 CHA: 10
Skills: Athletics + 11, Acrobatics + 10, Heal + 10, Perception + 10
Feats: Weapon Expertise (Axe/Heavy Blade), Two Weapon Fighting, Two Weapon Defense, Resilient Focus, Stubborn Survivor
Attacks: STR + 8, Weapon + 10, Sword + 12, Axe + 11
Damage: Sword [1d8+1], Hand axe [1d6+1] range 5/10
At-Will: Cleave, Sure Strike, Vicious Offensive
Encounter: Goading Maneuver, Daunting Onslaught, Physician’s Care
Daily: Villain’s Menace, Crashing Assault, Boundless Endurance
Equipment: Erdlu hides, Bone longsword, Obsidian hand axe
Notes: Arena Training, Combat Challenge, Combat Superiority, Favored Weapons (longsword, handaxe)
Arena Training: You treat all weapons with which you are not proficient as improvised weapons.
You gain a +2 proficiency bonus to attack rolls with improvised weapons. Your attacks with one-handed improvised weapons deal 1d8 damage, and your attacks with two-handed improvised weapons deal 1dlO damage.
While you are not wearing heavy armor, you gain a +1 bonus to AC. This bonus increases to +2 at 11th level and +3 at 21st level.
Combat Challenge: In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Favored Weapons: You select two weapons as your arena weapons. If you are not already proficient with these weapons, you gain proficiency with them. In addition, any of your feats that grant feat bonuses to attack rolls or damage rolls with one ofyour arena weapons apply to your other arena weapon as well.
Since childhood, Trestaro Dauntless dreamed of being a hero. His father was the storyteller and oral historian of the small village in which he was raised. Though he was a man of stories rather than actions, Trace’s father dreamed of grandeur and adventure – Dauntless was a name he had chosen for himself, and he called his child Trestaro after one of the heroes of his legends. Trace spent most of his childhood dreaming of becoming a swordsman, play-fighting with sticks with the village children. That is, until he was thirteen. At that time, a group of notorious bandits were in the area ,and the realm sent a force of law enforcement officers to deal with the problem. Among them was a trainee, a boy – no, young man – two years Trace’s senior. He was called Joachim Harper (or Jac) and he was beautiful and bold and dashing. Trace fell in love instantly, but was too shy to ever approach the boy during the two nights the officers of the law spent in the town.
After that, it was Trace’s dream to join their ranks. Unfortunately, his family lacked the money to send him to any academies in the city, so he trained under the few people with any fighting skills in the village. His primary trainer was an older woman, Mala Cooper, who had been a guard in her youth. He admired her and learned much from her. When he was eighteen, he heard rumors of slavers in the area. Despite the warnings of Mala and his family, he stole a kank and rode out alone, imagining himself as a vigilante hero in one of his father’s stories, to confront the slavers. He was easily defeated and captured, and spent the next years of his life as a slave in Kalidnay, losing all belief in justice and the law as he did so.
Well everything is the same up until he is old enough to become a guard, which he was inspired to do by Joachim, who visited his village when he was younger for the same reason (bandits in the area). Jac doesn’t remember him, he is crushed, he discovers that Jac is just a person and not the ideal of justice he thought he was, and working in law enforcement is harder than he thought and not really at all rewarding, and most of them are corrupt, and Jac is clearly hiding a bunch of secrets so his sense of justice and what is right begins to fade just as it did in the other story when he was a slave.