Caroliss Minerran

Dhaavan's page

1,829 posts. Alias of waiph.


Full Name

Dhaavàn

Race

Human - (Status: normal)

Classes/Levels

Varisian Sorcerer 5 (HP: 56/56, AC:21(14/19[+2]) /F:8,R:8,W:9 / MP: 5/5 / Init. +2 / Perc. +5/6(3))(Jack's Perc: +13/+15)

Size

5'7" 155 lbs.

Age

17

Special Abilities

Sla - 3/3; CoD - 8/8 hrs; SpDay: Lv1 - 8/8; Lv2 - 8/8; Lv3 - 6/6; Lv4 - 4/4

Location

Shackles (by way of Varisia) then all over...

Occupation

Vagabond/Tattooist

Strength 7
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 22

About Dhaavan

Conditions:
LN Medium Human
Init +2; Perception +5/6(3)
Dark Vision 90ft.
Lord Dhaavan Fellwind
--Human Dhaavan
--Dhaavan Reborn (So bishie!)

Description:

Dhaavàn used to be a cheeky Varisian human and looked basically like the Human pic.
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.

Death changed him. He returned to the world in a flash of lightning as an Alabaster skinned, Raven haired, ageless Lawbringer Aasimar a la the Reborn pic.
But he's still the same old Dhaavan deep down, just more-so.
--He currently favors a Reversible Cloak, one side long bright red with the Black-winged Skull, emblem of the Dread Lady, emblazoned on the back a fur mantel along the shoulders and a fur lined hood. The second side of a more dulled grey, well water-slicked to break the wind, fur able to give added warmth as it's on the inside and non-decorative allowing the sorcerer to quickly travel incognito if need be.
He also wears one of a wide array of hats or a hood most of the time, to cover his Circlet and "Headband"

Starting Stats: 7(-4) 14(5) 12(2)[+2] 14(5) 9(-1) 17+2(13)


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Defenses
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AC 14/19[+2]: 10 +2(dex) +1(nat) +1/+6(armor) +2[shield]
touch 12, flat-footed 11/16[+1]
hp 43
Fort +8, Ref +8, Will +9
Resist Fire 5, +2 saves v Poison and Divination
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Offense
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Speed 30ft
Melee
Dagger +1 (1d4-2)
Ranged
Dagger +5 (1d4-2)
SLAs:Acid Orb +5 (1d3) touch attack 3/day
Spells: Cantrips (7) - Ghost Sounds, Touch of Fatigue, Detect Magic, Read Magic, Prestidigitation, Mending, Message
Lv1: (DC:17) 8/day (5+1+1) - *Prot Good, Charm Person (19), *Summon Monster I, **Snowball, I-Healing, Vanish, Hydraulic Push, ____
Lv2: (DC:18) 7/day (3+1+1) - *Scorching Ray, **Summon Monster II, **Create Pit, **Glitterdust, Mirror Image,
Lv3: (DC:19) 5/day (2) - *Summon Monster III, Haste,
Lv4: (DC:20) 4/day (1) - *Summon Monster IV,
*CL +1
**CL & DC +1

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Statistics
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Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 20+2
Base Attack +4; CMB +2; CMD 14
Traits: Besmara's Blessing, Carefully Hidden, Underbridge Dweller
Feats: Varisian Tattoo(Conjuration) Skill Focus (Diplomacy)(Bluff), Spell Focus (Conjuration)
Craft: Wondrous Items
Augment Summoning
Superior Summons, Sacred Summons
Skills: Appraise +6, Acrobatics, +3, Bluff +26, Dip +21, Handle Animal +10, Intimidate +13, Craft(tatts) +6, K(arc) +6, K(planes) +10, K(religon) +8, Prof(sailor) +4, Linguistics +4, Perception +5(3), Perform +9, Spellcraft +14, Stealth +3, Sense Motive +5(3), UMD +13
LanguagesAquan rank applying common to Jack
SQ
Bloodline Arcana, Tattoo Familiar, Varisian Tattoo(Acid Orb), Bloodline Tattoos, Fiendish Resistance 5 Fire Resistance / +2 poison
Clouded Vision Curse: Dark Vision 90, ...; Dark Tapestry: Cloak of Shadows +6 AC/+4 Stealth,
Stunning Beauty (DC:22)
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Special Abilities:

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Traits
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Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Underbridge Dweller Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.
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Feats
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Skill Focus(Diplomancy)(Bluff): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Varisian Tattoo: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name)
Conjuration (idolis): acid splash

Spell Focus: Conjuration: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select
Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Craft Wonderous Items You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Sacred Summons When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.
Superior Summoning Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
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Sorcerer Class Features
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Spells (Su): Caster Level 6

Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
This ability replaces her 1st-level bloodline power.[/b]

Varisian Tattoo (Ex): [i]At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
This ability replaces her Eschew Materials bonus feat.

Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

Sacred Summons: Dhaavan adept gains Sacred Summons as a bonus feat at 1st level, as if she had an evil aura (regardless of her actual alignment).

Darkfire Taint (Su): At 2nd level, as a standard action, a Dhaavan can corrupt the planar substrate into strands of darkfire that create a destructive resonance between herself and a target within 30 feet. She gains a +1 profane bonus on attack rolls and caster level checks against the target, and the target takes a –1 penalty on saving throws against the adept's attacks (or –2 if the attack is a conjuration effect). The taint lasts a number of rounds equal to her class level, though a successful Will save (DC 10 + the Darkfire Adept's class level + the Dhaavan's Charisma modifier) reduces this to 1 round. The effect immediately ends if the target moves more than 30 feet away from the Dhaavan.
The profane bonus and penalty become +2 and –2 (–3 against conjuration effects) at 6th level. They become +3 and –3 (–4 against conjuration effects) at 10th level.

Infernal Pact (Su): At 3rd level, a Dhaavan may choose one evil outsider subtype: devil. Against outsiders with that subtype, she gains a +1 profane bonus on saving throws, caster level checks, Charisma checks, and Charisma-based skill checks. When using the planar ally or planar binding spells, she can call 2 additional Hit Dice of outsiders with the chosen subtype, and those creatures gain temporary hit points equal to her class level, a +1 profane bonus on saving throws, and a +1 profane bonus to the caster level DC for effects that would banish, dismiss, or dispel them.
At 6th level and 9th level, the he may select an additional evil outsider subtype for his pact. In addition, the bonus against any one of his selected subtypes (including the one just selected, if so desired) increases by +1.

Damned: When Dhaavan is killed, his soul is instantly sent to Hell.  Any character attempting to resurrect her must succeed at a caster level check equal to 10 + the diabolist's level or her spell fails.  That character cannot attempt to resurrect him again until the following day, though other characters can attempt as they please.

Imp Companion:Dhaavan formed a "close" bond with a particular imp, similar to a druid's bond with an animal companion.  The imp is loyal to the him (though ultimately loyal to Hell).  The imp companion's abilities, feats, Hit Dice, and skills advance as the Dhaavan advances in level (see sidebar).  If the imp is slain or the he release it from his service, he may gain a new one by performing a ceremony requiring a 24-hour ritual to conjure and bind the new imp to herself.

Infernal Charisma: Dhaavan gains a +2 bonus on all Charisma checks made when interacting with devils.  This bonus increases to +4 at 4th level and to +6 at 7th level.

Channel Hellfire: 6/day At 2nd level, a diabolist can alter spells that deal energy damage to instead deal hellfire damage. She can do this as a free action a number of times per day equal to her Charisma modifier (minimum 1). Spells altered to use hellfire gain the lawful and evil descriptors.

Infernal Bargain: At 2nd level, a diabolist making use of planar ally (or a similar spell) can make an opposed Charisma check against a called (but not summoned) devil. If she succeeds, the devil reduces the price it demands to serve by half.

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Oracle Special Features
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Clouded Vision: Your eyes are obscured, making it difficult for you to see.
Effect
You cannot see anything beyond 30 feet, but you can see as if you had darkvision.
At 5th level, this distance increases to 60 feet.
At 10th level, you gain blindsense out to a range of 30 feet.
At 15th level, you gain blindsight out to a range of 15 feet.

Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

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Character specific power
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Stunning Beauty: (DC:22) Dhaavan gains the ability to stun humanoid creatures with a single glance of his beauty. As a standard action, you can stun a creature within 30 feet with a look. The target must succeed on a Fortitude save (DC 10 + the 1/2 user's character level + the user's Charisma modifier) or be stunned for 1d4 rounds.

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Mythic:

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Archmage Tier 1
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Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
-----OR-----
(See FAQ below) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.

You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class
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Path Powers
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Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
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Feats
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Mythic Spell Lore: You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell.
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Mythic Spells
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Mythic Hydraulic Push The water is boiling hot or freezing cold, dealing 1d6 points of fire or cold damage per 2 caster levels. Add your tier to your CMB for the spell.
CL6 MT1
Range 40ft, CMB: +13 (6+6+1), Damage 3d6 [fire/cold]

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Leveling info:

HP rolls: 6 (max), 4, 4, 4, 3, 5, 3, 6, _
FC bonuses: Skill point 2, Spell Known 3
Stat Bump: Lv4-Cha, Lv8-Wis, Lv12-_
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Skill Ranks and Modifiers:

Skill Ranks: 42 4/(7lv)+2 + 6/(2lv)
Appraise 1, Acrobatics 1, Bluff 9, Dip 4, Handle Animal 1, Intimidate 1, Craft(tats) 1, K(arcana) 1, K(planes) 5, K(religon) 3, Prof(sailor) 1, Linguistics 1, Perception 1,Stealth 1, Spellcraft 9, Sense Motive 1, UMD 1

Modifiers
Silver Tongued: +2 Bluff, +2 Diplomacy
Besmara's Blessing: +1 Perception, +1 Prof(Sailor)
Underbridge Dweller +2 in dim light
- Diplomancy: +20 = 1[ranks] + 6[cha] + 2[Silver Tongued] + 3[class] + 3[familiar] + 3[SkFoc] + 3[circlet]
- Charismancy: [ranks]+12 = + 6[cha] + 3[class] + 3[circlet] (+5 bluff)

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Gear/Encumberance:

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.
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)
Spring Loaded Wrist Sheath x2 (1 lb.ea.)
Dagger x2 (1 lb ea)
Waterskin (4 lbs)
Wandermeal x8 (5 lbs)
Potions:

Magic Items
Circlet of Persuasion
Bracers of Armor +1
Amulet of Natural Armor +1
Shield Cloak of Resistance +2
Headband of Alluring Charisma +2

Sack (1/2 lbs)

Weight:
w/o Sack: 20 lbs
w/Sack:32.5 lbs.
Sack: Cold weather gear, MWK Tattoo Tools

Carrying capacity:
Light: 0-23 lbs.
Medium: 24-46 lbs.
Heavy: 54-70 lbs. (80lbs overhead)
Lift: 140 lbs.
Drag: 350 lbs.

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Familiar: Jack:

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.

Thrush
N Diminutive animal
Init +2; Senses low-light vision; Perception +)

DEFENSE
AC 19, touch 16, flat-footed 17 (+2 Dex, +4 size, +3 Nat)
hp 14
Fort +0, Ref +4, Will +7

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +3; CMB –1; CMD 5
Feats Skill Focus (Perception), Alertness*
Skills: Acrobatics +6, Bluff -1, Dip -1, Intimidate -1, K(arcana) +0, K(planes) +4, K(religon) -2, Prof(sailor) +3, Fly +12, Linguistics +2, Perception +11(9), Spellcraft +4, Stealth +18, Sense Motive +5(3)

SQ
Language (Su): Infernal, Common Speaks one language of its master's choice as a supernatural ability.
Tattoo Familiar (Su): Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
*Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
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Imp Companion

NAME - story to follow

Imp
LE Tiny Outsider
Init +3; Senses low-light vision; Perception +)

DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 Nat)
hp
Fort +2, Ref +8, Will +6

OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +6 (1d4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.

STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 15
Bonus Tricks (3): Telepathy, ..., ...
Feats
Skills: Acrobatics +6, Bluff -1, Dip -1, Intimidate -1, K(arcana) +0, K(planes) +4, K(religon) -2, Prof(sailor) +3, Fly +12, Linguistics +2, Perception +11(9), Spellcraft +4, Stealth +18, Sense Motive +5(3)

Special Qualities:
one alternate form (beast shape I) Raven/Rat, SLAs (CL 6th), constant-- detect good, detect magic, at will-- invisibility (self only), 1/day-- suggestion; spell-like ability (CL 12th), 1/week-- commune.

Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison) Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save; Con-based DC); Languages Celestial, Draconic, Infernal; Special Qualities spell-like abilities (CL 6th), constant-- detect good, detect magic, 1/day -- suggestion.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spell-like abilities (CL 6th), at will-- invisibility (self only), 1/day-- suggestion; spell-like ability (CL 12th), 1/week-- commune.

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S&S character:

Personality
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.

Personality
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.

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Background
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Birth: Besmara's Blessing
The ship was tossed like a toy, pitching back and forth, deck washed by wave after wave leaving desperate sailors clinging to the ropes and rails for dear life as they tried to fight the currents. Lightning flashed, thunder boomed and the wind howled and screamed. Such was the din on the ship that the pain of the woman in hard labor could barely be heard inside the captin's cabin.
After hours that seemed like an eternity in that tempest, the cries of the mother were replaced by those of the infant. Placed into his mother's arms, the baby boy's cries faded with the rage of storm. The seas calmed and the child slept, leaving the rag-tag and bedrageled sailors in awe and fear of the yellow eyed infant.

Childhood: Carefully Hidden
For abandoning the priesthood of Asmodeus, Dhaavan's mother was a marked woman, but the family found no safe haven with the Varisian nomads who didn't trust them. Raven hair of his Chellish mother, and olive skin of his Varisian father marked Dhaavan as an exile along with his parents. They hid, fliting from port to port, always seeming to find refuge once they got back out to sea, so they traveled the Varisian coasts for years. The aloof boy quickly learned to remain calm and composed until his silvered tongue got him out of trouble and when the heat came down he always managed to abvoid detection. While talented, Dhaavan was manipulative and selfish, and continued to grow more volatile, prone to violent rages when he didn't get his way.

At the age of 12, Dhaavan's father carved into his arm the family's traditional emblem, an Idolis tattoo, a traditional rite of passage for their clan. With it came a sign of Dhaavan's magic, a tiny Thrush. The little bird came to Dhaavan; it opened its mouth to speak and 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.

Adolessence: Underbridge Dweller
It was in Magnimar that Dhaavan crossed the line. He bacame recless and irresponsible, thought himself invincible, his manipulation escelating to Enchantment he took risks and put his younger siblings in danger, catching the eyes of the authorities when he summoned a fiendish bird to attack someone he couldn't ensnare with his charms. His family fled, but he was left behind told to stay, that he was a risk. His mother told him the truth of his fate, that he was damned for her decisions before he was even a twinkle in her eye, and with that she left him. Crushed and disheartened, he lay low in the the Shadow District beneath the Irespan, preying on the locals and travelers coming and going from Magnimar to survive.

In that veiled place he made himself a place, honed his power and learned his trade, but chaos plagued him.

Recently: To the Shackles
Poor decisions and run after run of ill luck eventually gave him pause. No amount of devotion to the Sea Banshee would assuage the goddess that watched his birth. In truth, Dhaavan realized, he was not born for land and port. There were not the opportunities that he needed here to find some way of controlling his fate. He needed power greater than what a Prince of the Street could access. The seas called to him, demanding his attention (and few enraged fathers and husbands out for his blood only encouraged his heading of that call). So he set out, went running, to the loving embrace of his of his fickle patroness, to the Shackles, with only the tools of his trade and something warm in case he couldn't find lodgings. His journey was fraught with danger and peril that only got worse when he stalled and dithered about on shore.

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, Formidably 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.

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S&S Story:

All Aboard
Drunk and then drugged in a tavern, the Formidably 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!

Bloodcove
Once again, Dhaavan revels and gossips and spreads the word of the exploits of the Dread Lady. Even when his stories get to the point of pure exaggeration, A young lusty wench introduces the impetuous youth to her father, a salty old dog who's interest and approval did much for the crew's name apparently.

A brief interlude in which an old companion of Horatio Flynn, a Master of the Hypogriph, appears. The haughty man seems to offend the sensibilities of the officers, but proves invaluable during his brief stint among them.

For notoriety comes danger, and Variel is targeted by an ambush, testing the crew and captain. It is by the assistance of the proud rider's great beast that the ninja are defeated for the most part. Foiling the summoner's best attempts to capture one, the killer preferring death to capture, an the final would-be assassin leaps into the water below.

Called away on urgent business, the rider Camm Jaznak bids his old friend fare-well, leaving for urgent business, but not before carrying a sea-seeking adventurer, a priest of Besmara herself, to the Dread Lady. The Half-elf Adular is the child of the old man's friend and heard about the crew, jumping at the chance to join such a crew, hitching a ride with Camm to find where the Lady takes him. Undaunted by their challenges, the crew sallies forth to seek fortune and fame once more, aiming to take Tidewater Rock, if nothing should distract them, of course…

Welcome to the Jungle
Departing toward the Rock a tasty target appeares on the horizon, yet another Rahadoumi ship. Chasing them was a simple task, but as Dhaavan sent his thrush to deliver terms of surrender, a Manticore, cloaked by invisibility, attacked. While saving his precious companion with a water elemental, the Dread Lady closed on the Sanbalot. Upon reaching the Rahadoumi, the Crew of the lady leaping over to the enemy deck, The ship's Captain helpless in a pit conjured by the Sorcerer, Horatio fires the bolt that slays the Manticore ending the encounter.

Without her beast the enemy Captain dies by her own blade before surrendering. Demoralized, leaderless, and beset by greater foes than they can handle, the Rahadi surrender. Once again, the silver-tongue of the sorcerer turns several of the enemy tu their side to bolster their ranks after loosing all of their new recruits and the strong Owlbear, but Flynns brutal response of smashing skulls and devouring the heart of the fallen beast strengthens the Rahadi resolve and hatred of their attackers.

It is not until days later, when sickness rears its head, that the Rahadoumi change their tune. Flynn's medical knowledge points the crew to the Slithering Coast, where they find a rare flower to cure their sickness, one that plagues Dhaavan with great fear. Then after a covert mission aboard a Chelaxian Pirate Hunter mored down-river from them, the Dominator, to disable the ship, the Crew escapes the inlet in which they rested to find the cure to return once again to Blood Cove.

Death in the night!
In the dark of night after leaving Blood Cove, the officers were awakened by a frightful row coming from the Captain’s cabin. The Golden cat Niko had noticed and attacked an assassin after Variel’s life. The struggle was violent and deadly, the ninja remaining invisible and cutting into the officers one after another with vicious assaults. Nearly evading the officers every effort to slay the killer, the assassin was finally dispatched. The next day his severed Drow head revealed to the pirates the intent of death to Variel and servants of the Lady. Sadly few further clues were forthcoming.

What was found was a bottle of Air and a Bag of Holding in which the Drow smuggled himself aboard, now held by the party. After this harrowing encounter the Crew of the Dread Lady continued on their way to Tidewater Rock.

Lord of the Rock
Rather pleased by the decision to use diplomacy as their primary method of approach, the devilish sorcerer proceeds with the Dread Lady sails into the port of Tidewater rock. After giving over Sandara to the Widow Smythee as a hostage, the officers enter the fortress to Parlay. Recounting their adventures, choosing their most impressive exploits to highlight reasons to forge an alliance, the clever charmer makes his case for the Lady of the Windward Isle, apparently doing a better job than he had anticipated.

As a counter proposal to a business arrangement, the Lady Agasta pointed at Dhaavan and informed the officers that their alliance would be set through a marriage to last at least a year, as is custom among individuals of power in the Shackles. The lucky Lordling would be wed to the Lady the next day and find himself Lord of Windswept Isle and Master of Tidewater Rock. It was then that they boy known oly as Dhaavan took up a name befitting his spirit and occupation, as Lord Dhaavan Fellwind to share it with his Lady. Following was a wedding beautifully presided over by Adualr and a most rancorous celebration.

Yet the festivities did not last long, as the next day there was a Sahuagin raid on the Island. One guardsman was slain and a young boy, Mardus, whom Dhaavan’s new bride thought of as a son, was terribly injured. After Horatio performed an extraordinary surgery, assisted by Adular, and once by the sorcerer’s infernal magiks, the stoic doctor was Knighted as Sir Flynn of Tidewater Rock by the Lady of the land.

While making preparations to protect against future attacks, Dhaavan remained on the island while the rest of the officers set out after a Slaving vessel seen through the Farglass. While the chase was easy compaired to the Rahadi ship, the Hobgoblin slavers of the Valatroika were brutal and nearly had Variel killed. On the pretence of a duel, Horatio bought the crew time at which Rain Lashed out with a surprise attack and slew the Goblin waiting to kill Nightstorm. Thanks to the Healing of Adualr, Variel was able to stand at the last moment and delivered a devastating strike against the captain to end the battle.

The Crew returned successfully with a crew of freed slaves and a pile of Ivory, to Tidewater where the Lord and Lady met them. After three more days of preparation, the crew sets off toward Little Oppa, a decadent port not two days from Tidewater.

'Twas a Dark and Stormy . . .
Having returned from a very successful and uneventful trip to Little Oppa, Dhaavan and his crewmen dine at the rock with his lady wife in elegant splendor until they are so rudely interrupted by a wretched and brutal demon-summoning witch! She keeps blathering on about Rain wearing the Deep Prince's necklace and some asshat calling himself Kelp-root, [ooc]Kelloort.