Ruan Mirukova

Delgata Pesur's page

194 posts. Alias of keith goudreau.


Full Name

Delgata Pesur

Race

human Rogue 2 / wizard 1

Classes/Levels

Skills:
Acrobatics 9, Appraise 8, Bluff 11 Climb 5, Diplomacy 6 Disable Device 8, Disguise 6, Escape Artist 8, Intimidate 2, K. Arcana/Dung/Local 7, Perception 6, Sense motive 5, SleightHand 7, Stealth 9, Use Magic Device 7

Gender

AC 15, Fort +1, ref +6, Will +2

Size

medium

Age

16

Special Abilities

"Gift of Gab"

Alignment

CN

Deity

Desna godess of luck and fortune

Languages

Common, Varisian

Occupation

A little bit of this and a little bit of that

Strength 13
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Delgata Pesur

Character sheet:
Del (Delgata Pesur)
Human (Varisian) Rogue 2 / Wizard 1 (divination)
CN Medium Humanoid (human)
Init +10; Senses Perception +6
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor+3 Dex)
hp 19 (1d8+1)(5+1)(4+1)
Fort +1, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee Dagger +4 (1d4+1/19-20/x2)
Ranged Dagger +4 (1d4+1/19-20/x2)
Melee Club +4 (1d6+1/x2)
Sneak Attack +1d6
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Statistics
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Str 13, Dex 16, Con 12, Int 16, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
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Feats
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Improved Initiative,
Skill Focus, Bluff
Weapon Finesse
Scribe Scroll
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Spells Per Day
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0 level,
- Dancing lights
- Mage Hand
- Open Close
1st Level
D- True Strike
- Silent Image
- Protection from evil
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Traits:
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Shadow Child: When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.
Reactionary: +2 init
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Skills
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Acrobatics 9 (3 rank CS)
Appraise 8 (1 rank CS)
Bluff 11 (3 rank CS + skill focus)
Climb 5 (1 rank CS)
Diplomacy 6 (1 rank CS)
Disable Device 8 (2 rank CS)
Disguise 6 (1 rank CS)
Escape Artist 8 (2 rank CS)
Intimidate 2 (0 rank CS)
Knowledge Arcana 7 (1 rank CS)
Knowledge Dungeoneering 7 (1 rank CS)
Knowledge Local 7 (1 rank CS)
Perception 6 (3 rank CS)
Sense motive 5 (2 rank CS)
Sleight of Hand 7 (1 rank CS)
Spellcraft 7 (1 rank CS)
Stealth 9 (3 rank CS)
Swim 5 (1 ranks CS)
Use Magic Device 7 (2 rank CS)
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Languages Common, Varisian, Chelaxian, Shoanti
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Potion of cure light wounds (4)
Other Gear Dagger x5, Leather Armor, Backpack, oil x2, pouch belt, waterskin, whetstone, Chalk, Flint and steel, sunrod, thieves tools, blanket, marbles, twine (50 ft),
potion of Cure Light Wounds,

334 GP, 2 SP, 6 CP

Scrolls:

scroll of vanish,
scroll of protection vs evil,
scroll of comprehend languages,
scroll of keen senses,
Two Scrolls Speak with animals (druid)

Level 1 Wands:

Level one wands
Mage Armor number of charges on wand: 7
Protection from Evil number of charges on wand: 5
Shield number of charges on wand: 9
Obscuring Mist number of charges on wand: 4
Unseen servant number of charges on wand: 9
Comprehend Lang. number of charges on wand: 1
Detect Secret Doors number of charges on wand: 3
Keep Watch number of charges on wand: 10
Burning Hands number of charges on wand: 5
Disguise self number of charges on wand: 5
Silent Image number of charges on wand: 10
Vanish number of charges on wand: 5
Ray of enfeeblement number of charges on wand: 3
Enlarge person number of charges on wand: 6
Feather fall number of charges on wand: 10
Long Arm number of charges on wand: 5
Monkey Fish number of charges on wand: 2

Level 2 Wands:

Level 2 wands
Resist energy number of charges on wand: 5
Glitterdust number of charges on wand: 5

Goodies:

Hat of Disguise
Gloves of Reconnaissance
Feather Token: Anchor
Universal Solvent
Feather Token: Tar and Feather
Feather Token: Tree
Feather Token: Catapult

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Special Abilities
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Trap Finding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion
Rogue talents: Finesse Rogue

Rogue Level Modifiers:

+1 BAB, +0 Fort, +3 Reflex, +0 will, 2/6 extra rogue talent

Wizard Level Modifiers:

+0 BAB, +0 Fort, +0 Reflex, +2 Will

Divination School abilities:

Opposed Schools- Necromancy and Evocation
Forewarned (Su)

You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner's Fortune (Sp)

When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spellbook:

0 level
All except necromancy

1st
-True Strike
-Silent Image
-Protection from evil
-Long arm
-Forced Quiet
-Feather Fall

Background:

Afraid that the orginal was getting too long, here is an updated resubmission that throws care about length out the window ;-)
It was the first frost of the oncoming winter and Delgata was born after the waking crows of a rooster. Maleva his aunt and know fortune-teller said this was a good sign and after seeing the child predicted that the babe was destined for greatness. His mother had several children before him and would have more after him, but she always considered him the “gift she gave to the world”, this caused much sibling rivalry and many bruises in the Pesur household. Delgata was a rambunctious youth, always getting into trouble and acting on a whim; be it stealing extra bread from the table or convincing other children to do tasks that made him giggle. Even after only five winters of youth he was always able to talk his way out of trouble with grandiose stories that were so convincing they were hard to doubt. His mother has many a story of her son; the time he convinced all the clan’s kids to swim in the mud, or little Fewdil eating the bucket of caught toads, and the time he talked the older kids into taking the wheels off of Sakent’s wagon during the night before they broke camp. His antics never hurt anyone they were always in good fun. The clan had come to know Delgata as having what they called “the gift of gab”, seeing how he could talk just about anyone into believing his stories. He grew up in a very superstitious family, his bedtime stories at night consisted of werewolves, ghosts, undead, vampires, swamp monsters, and demons; these stories did what they were meant to do teach him a lesson and keep him on his sleeping mat with the covers pulled up tight. These stories stayed with him as he grew and is one of the few things that will stop his impulsive behaviors; don’t run into the woods at night alone the werewolves will get you, don’t swim too far in the lake the lake monster will get you, be nice to your mother or her ghost will haunt you from the grave, all valuable life lessons.
Like most youth of the clan he was taught the way of life, the languages of the land, and skills of the trade. He was a natural at these skills, sneaking, pocket picking, opening locks, climbing, and even casting some magics from Maleva’s scrolls. He wished he could cast the magics like his aunt, even with her guidance and tutoring, but as much as he tried it never succeeded. At a young age he was taught how to use a dagger to help defend the wagon caravan and “special” spots to strike. Yopip, a know scoundrel of the caravan, took him under his wing and taught Delgata more “advanced” techniques. Traps were Yopip’s specialty and he tutored Delgata on the precision of disabling them. He also explained the value of gold, something his clan greatly undervalued. His lessons turned to identifying the most precious and valuable objects to be sold when he could enter a city. After he had succeeded in disarming a variety of practice traps Yopip and Delgata went on a field training exercise after the caravan parked outside a large town. Delgata led the cat-burglary under the watchful eye of his teacher. Disarming small traps, avoiding others, he was able to rob the mayor of the town’s house with ease. This new way of life was fun, and every time the caravan camped he would go through the towns finding one nice house to exploit his skill.
Delgata grew with the years, becoming one of the taller members of his clan. He took to wearing his dark hair long and pulled back to show off good looks and bright colored clothing that made his olive skin seem to look livelier. He was a nightmare to every farmer that had a daughter of age. He became more involved with the Sczarni organization as he became older as many of his clan do. With his age he never shed the impulsive nature of his youth and continuously found himself in trouble doing a Sczarni errand, but again with his "gift of gab" he has been able to coax the truth and talk his way out of the bind. He enjoyed the open ear that the Sczarni’s kept, if he needed to know information they always seemed to have an answer or knew somebody that did.

It was when his clan traveled to Magnimar to trade that he decided to part ways for a short time. This was common for members of his clan, go out and experience the world then return when their spirit was lighter and full of stories to tell. Maleva his aunt had warned him of his future and told him to not leave the safety of the clan. Delgata's mind made up, he waved goodbye to his clan as they drove away, they waved back with troubled brows hearing Maleva's predictions. He walked into the large city-state with awe seeing the sites he had only heard about. Delgata quickly found a cheap inn to live at, spent his days wondering the city, taking what he could take, and made some questionable friends Wendel and Gus. Wendel, Gus, and Del (as they began to call him) would spend much time in the inns and brothels generally having a good time. He had made strange friends and they seemed very eager to hear of his youth. Wendel and Gus often tried to convince Del to let them “assist” with taking a house, but Del always treaded softly on the subject because of Maleva's looming fortune telling. Having shed the fear of his ill predicted fortune with weeks of good luck he was able to be talked into breaking into a manor by Wendel. It was quite easy just as Yopip had taught him, no problems with the entry, no problems avoiding the window trap, and no problems opening the safe full of gold on the top floor. The problem came with the mage. The red robed figure entered the room and exchanged looks with the pack of house breakers that could only be described as having a near frozen bucket of water from the horse troft thrown in your face while you were sitting on the privy. What happened next happened quickly, Delgata ran for the window, Wendel and Gus charged the mage but were too slow, the mage cast a spell and they were surrounded in spider webs, they were caught. Then the mage cast again before Delgata could get all the way out of the window he fell to a deep sleep. He woke naked chained to Wendel and Gus in a basement. The mage was there with a robed figure, they were laughing. They came and took Wendel bringing him into another room, cast spells on him, the screaming was epic. Full of fear and knowing that his gift of gab would fall on deaf ears Delgata worked on the chains. It was painful, he dislocated his thumb but found himself free. Try as he could he was not able to help his other friend. He was able to find a piece of wood suitable for a club in the basement area he kept looking but could find nothing else of use to aid Gus. When the screaming stopped he looked at his friend. Telling him he was leaving and he was sorry Delgata beat Gus to death so he would not have to suffer a long torturous demise. He ran from the basement, grabbed a few valuables on the way out as well as a window curtain to wrap himself in. He never looked back as he charged out into the street and toward the haven that was his cheap inn.

He made some really good coin from selling the odds and ends that he lifted in the panicked flight. Every night after the incident with the mage as he tried to sleep a raven would tap on the shuttered window of his room, returning after it was waved away and tap all night not letting Delgata rest. He had heard the rumors of the ravens of Magnimar and the mystic powers they keep he was afraid to harm the bird. When he left in the mornings to make a living the raven would follow him through the crowded streets and harass him as he attempted to lighten a mark’s purse. After several days of harassment the raven landed on his shoulder and bit his earlobe. It was evident this raven wanted his attention and being very superstitious Delgata knew he could no longer ignore the bird and followed it as it flew off. It led him back to his cheap inn and waited at the shuttered window to be let in tapping. The black bird flew in the window when opened landing on his backpack trying to place items in it with its beak, it started to pack for Delgata. With his heart still full of grief from the death of his friends he decided to leave this city, for a time, follow this strange bird, and hopefully find new things on the open road. He thinks often of the friends that died in the mages cellar and secretly vows to return one day to make the mage scream in pain as he heard his friend scream.

After he left Magnimar he followed the bird for some time it often sat on his shoulder and became his traveling friend. As he began to spend more time with the bird he noticed it reminded him of Gus, he could see it in the bird’s eyes. It even answered to the name Gus which was very off putting. The bird led him far down traveled paths eventually to a group of people on the open road heading to Sandpoint. Delgata quickly made friends with this new people, and noticed the raven Gus was gone. Delgata takes it as a sign that he is meant to be here for a reason yet to be revealed and that Gus is watching over him indebted for releasing his spirit quick and painlessly.