Dhaavan has a very hard time connecting to people on any real, deep sort of level, but is gregarious and frieldly. While his silver tongue leaves him able to convince others to give him what he wants, it is through his personable nature and skill at reading people. Eschewing deception and manipulation, he relies on his jovial nature to make the friends he knows he needs, people one can trust, to survive in this world.
Emotionally detached, friendship is as much about a commitment, a deal, as it is about feelings, and that Dhaavan can handle. His word is his bond, his pride, and all he really has save the marks that he carves and inks into his flesh. He has trouble wrapping his head around lies, although he has no qualms about using partial truths or interpretations to show the facts in the light he wants.
I really liked the picture, and the character screamed that he looked a lot like this guy. sorry for the lack of originality, but this is Dhaavàn.
Add to a knee-length cloak hanging off his shoulders, a sack at his feet and a little red-eyed thrush preening on his shoulder on looking around from on top of his hat.
--Either that or heavy winter cloths with furs and a water-resistant cloak.
Besmara's Blessing: +1 Perception/Prof(sailor) & 1/week Double roll a Sailor check Less a blessing, more of an interest, the Pirate queen has been subtly and not so subtly directing Dhaavan's life ever since his birth at sea. Through disasters, coincidences, good and bad luck, and "Divine Intervention" she has shepherded the Sorcerer to the Shackles. Where she sends him this time, he doesn't know, nor does he care anymore.
World Traveler: +1 Sense Motive, Class skill As the child of Varisian wanderers, Dhaavan has seen many cultures and peoples, and learned well the art of mistrust. Through a wide array of experiences being unnaturally plagued by pirates, he's seen liars of every kith and kinde, realizing that every liar's the same in the end.
Scholar of the Great Beyond: +1 K(Planes)+(History) 1 class skill Every culture has its stories, legends and histories, and Dhaavan has a knack for learning them, especially when it comes to tales of Outsiders and their influences. His tainted blood may be to blame, but only time will tell to what the depths this interest will take him.
The ship was tossed like a toy, pitching back and forth, deck washed by wave after wave, desperate sailors clinging to ropes for dear life as they tried to fight the currents. Lightning flashed, thunder boomed and the wind howled; such was the din that it was not till just beyond the door of her cabin that one could hear the screaming woman in hard labor.
Finally after hours that seemed like an eternity in the storm, a baby boy was placed into his mother's arms. As his cries faded and he finally slept, the seas calmed, rested as he did leaving the rag-tag sailors in awe and fear of the yellow eyed infant.
An odd child, the silver tongued boy was aloof, and manipulative, prone to worry some rages when did not get his way. Try as they might, their son continued down a dark path, manipulating and taking advantage of others, hurting those who resisted his will. It became worse when his magic awakened.
Traditionally a celebration, upon his 15th birthday, Dhaavan's father carved into his arm the family's traditional emblem, an Idolis tattoo. what it also gave Dhaavan was the power to summon fiendish beasts to do his bidding. Unnaturally skilled with charms, and gifted with servants, Dhaavan went from simple manipulations to Enchantment, used creatures to carry out his threats.
The final sign was the Thrush. the little bird came to Dhaavan, and when it opened its mouth to speak, his mother recognized its words as Infernal. The language of Devils. As an Asmodean initiate, Dhaavan's mother had made dark pacts with the god before meeting the boy's father and abandoning her old life, and those promises came due with her precious boy. She realized that he was tainted, that her dark past had corrupted her first-born.
Eventually he became too much for his parents to control. They had other children to care for as well and finally were forced to abandoned their boy for the sake of their other children.
The boy finally gave in, sailing straight into her grasping arms, to the Shackles with only the tools of his trade and something warm in case he couldn't find lodgings. Arriving bitter and broke, he decided to toast his loathed patron, bloodline, past, and future, charming a passer-by to sponsor his celebrations. He entered the tavern, Formitabely Maid and drank until he forgot his life before that day, sick of his struggles in need of a blessed respite from his hatred.
Tired of being alone and outcast, with every sip he further embraced his fate inevitable fate, tired of running and fighting it.
Drunk and then drugged in a tavern, the Formably Maid, the young charmer found himself Press-ganged into a pirate crew. Having had some small issues with his fellow Shanghaied, Dhaavan begins to make friends with the crew, getting to know several of the crew-members of the Wormwood with clever words, and plying his skills at Tattoo art. With a clever ear for languages, he picks up enough of a tongue a few of his fellow captives speaks, as well as learns a little about magic through observing a few other casters work their craft and further developing his own magic.
Promise of What:
Having lost friends in a pitched battle with a merchant ship, Dhaavan and the Pressed-gang is conscripted by the Sadistic and Paranoid first mate of the Wormwood to the stolen vessel, who plans on killing them. Traversing an island looking for more lost allies, Dhaavan is plagued by a hellish dream, granted greater powers and dark knowledge.
Finding his shipmates captives of the Brinewater Queen, and her giant Grindylow son, an epic battle of Heroic feats ensued, but the queen escaped to return the next day during their mutiny. Plugg, Scourge, fell one after the other, and the Queen slain by a ballista bolt fired by the Kitsune Sejiro as he fell unconscious. Their foes dead, and the crew brought into the fold, the Press-ganged are now masters of their own fate and ready to set sail to Blood-cove where their futures await!
The Dread Lady:
The crew's first stop is Rickety Squibbs, the same destination of the treacherous Mr. Plugg, to get the Promise re-made as to avoid looking like the ship they've taken from Harrigan. There the clever charmer spreads the stories of their adventures, leaving out the choice bits about their former captain and are joined by three new recruits and a hired halfling. During the week-long process tempers rise as does the heat! But when the rain come, so it seems to ring the peace.
The arrival of Captain Merrill Pegsworthy at the village heralds the beginning of their journey. With the blessing of a Free Captain of the Shackles, the crew sets out, quickly tracking a heavily laden ship of the Aspis Consortium. The battle is cut surprisingly short as once again, a clever blow from Sejiro cuts short the life of their enemy, the captain. She falls in a moment and the crew, seeing their captain dead, beset by vicious Fiendish birds of prey, and a fire-breathing hound from the bowels of Hell itself, throws down their arms in surrender!
With their first hard earned victory as a Free Crew of the Shackles, the pirates of the Dread Lady made their way to the last bastion of civilization on the Fever Sea, Bloodcove!
Chaper in the works
Shoot, now i got two to write! better get on this...
Welcome to the Jungle!:
In progress. I may merge Sabanlot down into here, depending on what i write...
LE Medium Human
Init +2; Perception +5/+7
Spell-like Abilities (CL 4)
3/day - Acid Orb
Cantrips - Acid Orb, Message, Prestidigitation, Mage Hand, Read Magic, Detect Magic, Touch of Fatigue
Lv1 7/day - *Prot. from Good, Charm Person (DC 17), *Summon Monster I (5 rounds), Vanish, Hydraulic Push (CMB +9), IH, Ray of Enfeeblement (DC 15)
Lv2 4/day - *Scorching Ray, *Summon Monster II (6 rounds) *Create Pit (DC 16/edge:14)
*Affected by varisian tattoo
Ranks:Acrobatics 1, Bluff 1, Craft (Tattoo) 1, Diplomacy 5, Handle Animal 1, Intimidate 1, K(arcana) 1, K(planes) 1, Perception 5, Profession (Sailor) 1, Linguistics 2, Sense Motive 1, Spellcraft 5, Stealth 1
Acrobatics +3, Bluff +8, Craft (Tattoo) +6, Diplomacy +16, Handle Animal +5, Intimidate +8, K(arcana) +6, K(planes) +7, Perception +6(+8), Profession (Sailor) +5, Linguistics +7, Sense Motive +5(+7), Spellcraft +10, Stealth +3
Masterwork Artisan's tools (Tattoo gear) (5 lbs)
Traverer's cloths (5 lbs)
--A Blue vest goes over a loose-fitting white shirt, matching his hat. Long sleeved coat nearly drags along the floor, brown with Bright red accents hemmed with golden threads (not real gold). He has several scarves of a variety of colors, muted to bright, some clashing terribly with his red/blue motif, others matching elegantly. Over his shoulders is a cloak nearly long as his jacket, but not quite.
Cold weather outfit (free)
--Thick coat with fur lining replaces his light jacket and vest, and thick pants fit over his breeches. He trades his usual cloak for a heavily oiled/water-resistant one with a fur-lined hood and decorative fur tufts as a mantle over the shoulders. (7 lbs)
Spell Component Pouch (2 lbs)
- 10gp shovel charm
Spring Loaded Wrist Sheath x2 (1 lb.ea.)
Dagger x2 (1 lb ea)
Waterskin (4 lbs)
Wandermeal x8 (5 lbs)
Potions: CLW, Invisibility
Alchemist Fire, Alchemist Fire
Amulet of Natural Armor +1
Wand of Grease 17 charges
Sack (1/2 lbs)
Jack is Dhaavan's tattoo Familiar. The tattoo is normally placed on his shoulder or the inside of his wrist. When it is our, it hops around on his shoulders and on his head acting as a lookout for the sorcerer, whispering into his ear in Infernal.
HP rolls: 6 (max), 4, 4, 4, 3
FC bonuses: Skill point 2, Spell Known 3
Stat Bump: Lv4-Cha, Lv8-