Jesse (AWOL)

Description:

Str 11 ( 13 Base – 2 Race )
Dex 15 ( 13 Base + 2 Race )
Con 13 ( 13 Base )
Int 12 ( 13 Base )
Wis 13 ( 13 Base )
Cha 16 ( 14 Base + 2 Race )

HP 9 ( 8 + 1 Con )
AC 16 ( 10 + 3 Dex + 3 Armor + 1 Trait ), Touch 13, Flat 13
CMB 0 (0 BAB + 0 Str)
CMD 12 ( 10 + 0 BAB + 0 Str + 2 Dex )

Attacks
Rifle, ranged + 3 ( 1d10 20 )
Rifle, melee + 0

Skills
Acrobatics 6 ( 1 Rank + 2 Dex + 3 In-Class )
Bluff 8 ( 1 Rank + 3 Cha + 1 Trait + 3 In-Class )
Climb 4 ( 1 Rank + 0 Str + 3 In-Class )
Craft Gun 5 (1 Rank + 1 Int + 3 In-Class )
Diplomacy 3 ( 3 Cha )
Disguise 3 ( 3 Cha )
Escape Artist 6 ( 1 Rank + 2 Dex + 3 In-Class )
Heal 1 ( 1 Wis )
Intimidate 9 ( 1 Rank + 3 Cha + 2 Trait + 3 In-Class )
Knowledge Local 5 ( 1 Rank + 1 Int + 3 In-Class )
Perception 5 ( 1 Rank + 1 Wis + 3 In-Class )
Perform 3 ( 3 Cha )
Ride 2 ( 2 Dex )
Sense Motive 5 ( 1 Rank + 1 Wis + 3 In-Class )
Stealth 6 ( 1 Rank + 2 Dex + 3 In-Class )
Survival 6 ( 1 Rank + 1 Wis + 1 Trait + 3 In-Class )
Swim 0 ( 0 Str )

Feats
Catch off Guard – No improvised weapon penalty, unarmed opponents are flat footed
Point Blank Shot – +1 to Attk and Dmg within 30ft

Traits
Extremely Fashionable ( +1 to bluff, diplomacy, and intimidate when wearing >150g worth of clothing )
Improvisational Equipment ( Can use objects for their non-intended purpose )
Youthful Mischief ( +1 to reflex save )
Thug ( +1 to intimidate )
Nimble ( +1 Dodge to AC )
Ruthless ( + 1 to confirm critical hits )
Stubborn ( +1 to will saves )
Armor Expert ( -1 check penalty )

Flaws
Haunted ( Murray )
Amnesia ( <12 years old )
Nightmares ( needs 10 hours of sleep )

Equipment
Rifle
Dagger
Studded Leather

Carrying Capacity
38/76/115/230/575

Bio:
As far as she can remember, Jesse has been alone. She struggled to survive by herself in the harsh deserts of her homeland. Without any previous connections to a tribe, she was unable to assimilate and most warrens had tentative tolerance for her. She drifted from one to the other, staying long enough to earn some food for the road ahead. As she go got older, Jesse wandered farther from the desert. She was able to work harder jobs for more pay. Further interaction with different peoples allowed her to understand society better. She was able to afford nicer clothes, which added to the ease of manipulating people she encountered. However, she never forgot the lessons of her childhood. Those who can will take advantage of you, one must always be wary, and that which can not be won over can frequently be taken. She never settled in one place for long, traveling light, with just a few staple items that she had become accustomed to over the years and enough food for a few weeks journey. One day, while wondering the forests looking for supplies, she came upon a boy. Well, the boy came upon her…Perhaps she simply had a soft spot for children, she always did have a harder time borrowing from families. Either way, the clearly distressed child needed her help. She fed the boy and taught him some basics for survival, but after a few days, her attachment had grown and Jesse was surprised to see the boy was useful and equally driven as she. Thus was the start of their five year friendship. Outside of a small town, Jesse and Chiru had a camp set up. Chiru was off on a personal errand, while Jesse stayed back to fix a broken piece on her gun. Many hours had passed when he came back, with a pet at that. Jesse had the feeling the large creature was as fond of her as she was of it. However, Chiru had already started on his tale before she had time to question him and by the end it seemed there would be a new addition to their band of merry travelers. Despite the boys high praise of the stranger, Jesse would be keeping a close eye on him…

Notes
Uses clothes to exude confidence, success, and power ( Extremely Fashionable )
Survival while traveling light requires ingenuity ( improvisational equipment )
Years of childhood scrounging has made her quick on her toes ( Youthful Mischief )
Many people feel they can take advantage of a poor frail woman, it’s important to let them know they can’t ( Thug )
Didn’t I mention being quick on her toes? ( Nimble )
Survival rarely allows for a soft heart ( Ruthless )
You want to be taken seriously, it’s best not to be a doormat ( Stubborn )
When you live in the same armor for years, you get pretty used to it ( Armor Expert )

Flaws
Ever since she can remember, she has been haunted. Fires going out, tripping down cliffs, gun always breaking. It has to be that damn ghost. Of course, to passerbys, all you’ll hear is a lot of mumbled cursing at some empty space named Murray ( Haunted )
Can’t remember her life before she was 12 ( Amnesia )
Something mysterious is still haunting her from her childhood (and it’s not that damned Murray) ( Nightmares )

Jesse (AWOL)

In the Footsteps of Those Who Came Before CaaniWhitewolf