About Gudada Purrun
Gudada found himself running with a typical pack of Varisian children. They learned to distract and relieve visitors to Sandpoint of anything Petsha, the young man in charge of their group, desired. Gudada had developed quite the skill, and had been promoted to a primary filcher role, as opposed to the distraction and runner roles he had been filling earlier. During the Late Unpleasantness the pack stayed close together, depending upon their numbers and speed to protect each other should things go badly. When Petsha examined a bag Gudada had taken from a random man on the street, the pack disbanded and everyone was left to figure out how to proceed on their own. The bag contained a pair of bloody knives wrapped in a shirt. Gudada's choice of opportunities meant that he missed the fire which consumed the old chapel.
Gudada managed to impress Shandor, the leader of a Varisian caravan, by returning items that Shandor didn't realize were missing. This got him a place in the caravan, and began Gudada's true education in being Varisian. An aspect that grew to mean more to Gudada than most of the "settled" people of Golarion would prefer is that property rights belong to those who can keep the property, not to those who claim them.
After a few years, the caravan returned to Sandpoint, again. This time, though, unlike all of the earlier visits, Jubrayl Vhiski, a business associate of Petsha, and thus the entire pack of street children, came looking for Gudada. Djordji had died as a result of an accident in the forge, none of the other children were in Sandpoint, and Nadya was ill. Gudada needed to care for his mother. Shandor refused to burden the caravan with a seriously ill woman, and so Gudada found himself needing to settle, at least temporarily, in Sandpoint as his father had chosen to do before him. Nadya lasted a week after Shandor's caravan moved on, leaving Gudada alone in the place where he grew up, needing to bury his mother while the crowds grew to celebrate the opening of the new cathedral. Celebrations are never timed well for everyone.
Having spent most of his life helping support his immediate group through pick-pocketing efforts, he has a decided lack of concern with the whole concept of personal property. He sees his job similar to that of a hunter: He is supposed to seek out the best targets that he can, and take from the ready supply what his family needs. Over hunting leads to hunger that could have been avoided. The same is true of picking pockets.
His lack of concern with personal property extends to the few items that he himself has. The family group has property, not the individuals. Some items are always kept by specific people, but this is reflection of their ability to use those items better than others, or the items themselves are symbols of position within the family. He understands that most of society has this false concept of personal property, but it is beneath consideration within the family group.
'Dada's story ends with him needing to find a new family in order to see to his own survival.
His hair and eyes are both dark, and his skin tone matches a lighter stained wood shade. If he didn’t smile so readily, dark might be the best descriptor. As it is, exotic might be a better choice. All-in-all, a typical young male Varisian appearance.
Varisians dressed in this fashion tend to be part of a caravan instead of having settled into a more mundane community, though pockets of traditional Varisian culture do exist in such settlements.
AC 15, Touch 13, Flat-footed 12
Rapier +1 for D6+1 18+
Sap +1 for D6+1 nonlethal x2
CMB = 1
CMD = 14
Sneak Attack for +1D6
8+2 (int)+1(Skilled)+1 Favored Class=12 Trained Skills per Rogue level
Tot Skill Attrib/Rank/Class/Other modifiers
+ 7 Acrobatics 3+1+3
+ 6 Appraise 2+1+3
+ 5 Bluff 1+1+3
+ 1 Climb 1+0+0
+ 5 Diplomacy 1+1+3
+11+Disable Device 3+1+3+2 (feat [untyped]) +2 (equipment [circumstance]) (+1 trapfinding [untyped])
+ 1 Disguise 1+0+0
+ 7 Escape Artist 3+1+3
+ 3 Fly 3+0+0
+ 1 Heal 1+0+0
+ 1 Intimidate 1+0+0
+ 7 Knowledge (Local) 2+1+3+1 (trait)
+ 5+Perception 1+1+3 (+1 trapfinding [untyped])
+ 5 Perform (Dance) 1+1+3
+ 1 Perform (All others) 1+0+0
+ 3 Ride 3+0+0
+ 5 Sense Motive 1+1+3
+13+Sleight of Hand 3+1+3+1 (trait) +3 (feat [untyped]) +2 (feat [untyped]) (+1 equipment [untyped] when juggling)
+ 7 Stealth 3+1+3
+ 1 Survival 1+0+0
+ 1 Swim 1+0+0
Varisian Wanderer (Inner Sea Primer - Sleight of Hand)
Family Ties (Modified for the fact 'Dada IS Varisian, so the benefit is reduced)
150 gp budget
15.00 Juggler's Kit 10#
100.00 Masterwork Thieve's Tools 2#
20.00 Rapier 1D6/18+/2#/P/Finesse
1.00 Sap 1D6/x2/2#/B/Nonlethal
10.00 Leather Armor +2/+6/-0/10%/30'/15#
2.00 Backpack, Common 2#
Entertainer's Outfit 4#
16 gold 7 silver remaining
Stay pure Rogue
Keep Favored Class bonus in skills.
Keep skill points in SAME skills.
Feats:Skill Focus (Perception) (Lvl 3)
Alertness (Lvl 5)
Skill Focus (Disable Device) (Lvl 7)
Skill Focus (Acrobatics) (Focused Study Lvl 8)
Acrobatic (Lvl 9)
15 point buy attributes:
20 point buy attributes:
20 point 1-for-1 attributes: