Chain Mauler

Korriban Balros's page

1,851 posts. Alias of tieflingwizard.


Full Name

Korriban Balros

Race

Human (Varisian)

Classes/Levels

hp 45/56 | AC 22/T 17/FF 15 | CMD 22 | Fort +4 | Ref +7 [+8 v traps] | Will +2 | Init +6 | Perc +13 (+15 to locate traps) | SM +17

Gender

Male

Size

Medium

Age

19

Alignment

CN

Deity

Milani, Calistria & Shelyn

Location

Korvosa

Languages

Common, Elven, Shoanti

Occupation

Evangelist of Milani & Special Agent of the Korvosan Guard

Strength 13
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 12
Charisma 14

About Korriban Balros

Korriban Balros
Human (Varisian) Unchained Rogue 4/Fighter (Free-hand Fighter) 1/Evangelist of Milani 4
CN Medium Humanoid (human)
Init: +6; Senses: Perception +13 (+15 to locate traps) (+14 to avoid being surprised by a foe)
Harrow Points: 2
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DEFENSE
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AC 22, touch 17, flat-footed 15; +1 dodge bonus vs traps; +1 dodge bonus while fighting defensively or using total defense in Crane Style; +1 shield bonus while using Swordplay Style, wielding rapier, and fighting defensively or using either the total defense action or the Combat Expertise feat
HP 56
Fortitude: +4 (+6 vs charm, compulsion), Reflex: +7 (+8 vs traps) (+9 vs charm, compulsion). Will: +2 (+4 vs charm, compulsion)
Defensive Abilities danger sense +1, evasion, uncanny dodge
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OFFENSE
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Spd 40 ft (30 natural + 10 from boots)
Melee Il Pungiglione del Bacio (+1 human bane rapier) +12/+7 (+13/+8 vs humans) (1d6+4/18-20) (extra 2d6 vs humans)
+1 silver rapier +12/+7 (1d6+4/18-20)
unarmed strike +8/+5 (1d3+1/x2; can be lethal)
Masterwork Dagger +10/+5 (1d4+1/19-20)
Sharpened Combat Scabbard +7/+2 (1d6+1/x2)
Masterwork Club +9/+4 (1d6+1/x2)
Ranged Masterwork Club +9/+4 (1d6+1/x2; 10 ft range)
Masterwork Dagger +9/+4 (1d4+1/19-20; 10 ft range)
Special Attacks +2d6 (can’t be multiplied by crits), debilitating injury
Evangelist Spell-Like Abilities (CL 9th)
1/day - suggestion
Space 5 ft; Reach 5 ft
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STATISTICS
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Str 13 (+1), Dex 18 (+4), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 14 (+2)
Base Atk +7/+2; CMB +8 (+9 on disarm checks); CMD +22 (+23 vs disarm)
Feats Combat Expertise, Combat Style Master, Crane Style, Deific Obedience, Dodge, Extra Traits, Improved Feint, Swordplay Style, Weapon Finesse, Weapon Focus (rapier)
Traits Ease of Faith (+1 to Diplomacy; Diplomacy as class skill), Holy Schemer (+1 to Sense Motive; Sense Motive as class skill), Reactionary (+2 trait bonus to initiative checks), Unhappy Childhood: Tortured (+1 to Reflex saves)
Skills Acrobatics +16 (+21 when jumping), Bluff +17 (+18 to feint or create a diversion to hide), Climb +7, Diplomacy +21, Disable Device +12 (+14 using masterwork thieves’ tools), Disguise +8, Knowledge (local) +12, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +5, Perception +13 (+15 to locate traps) (+14 to avoid being surprised by a foe), Sense Motive +17, Stealth +10, Use Magic Device +6
Languages Comman, Elven, Shoanti, Varisian
SQ aligned class, combat expertise, danger sense, debilitating injury, deceptive strike, deific obedience, divine boon, dodge, elusive, evasion, finesse training, protective grace, rogue talent (combat trick [improved unarmed strike], fast stealth), skilled (bluff & knowledge (local)), trapfinding +2, uncanny dodge
Combat Gear 2 spring loaded wrist sheathes (masterwork dagger left, wand of charm person on right) (2 lbs), smokestick (20 gp, 0.5 lbs) [in right belt pouch], shards of broken glass from two glass potion vials [in left belt pouch], sharpened combat scabbard (1 lb) (on +1 silver rapier); Other Gear 2 belt pouches (2 gp, 1 lb), common backpack (2 gp; 2 lbs), 3 masterwork daggers (3 lbs), masterwork thieves’ tools (100 gp, 2 lb), traveler's outfit (free, 5 lbs; currently wearing), elixir of vision, 2 smoke pellets, boots of striding and springing, Il Pungiglione del Bacio (+1 human bane rapier) (2 lbs), +1 silver rapier (2 lbs), wand of charm person (37 charges remaining), 11 tindertwigs, black lion mask, small padlock, potion of barkskin, potion of cure moderate wounds, eversmoking bottle (1 lb), +1 mithral shirt (10 lbs; currently wearing), a deep black cloak emblazoned with an exquisite rose in the very center (1 lb), a variety of brightly colored Varisian scarves, and beautiful jewelry These gifts total a value of 250 gp, scabbard of vigor (3 lbs) (on +1 human bane rapier), whip feather token (1 lb), Night stalker’s tonic, stalker’s oil, flash powder, potion of cure serious wounds, Vencarlo's Blackjack bag (bag of holding 1) (15 lbs; carrying 59 lbs) [carrying 33.5 lbs]

For Easier Reference

Money: 0 gp (Sail), 38 sp (Shield), 17 cp (Pinch)

Lantressa is currently holding Zellara’s Harrowing Deck

Potions Carried
- Elixir of Vision
- Potion of Barkskin (+4)
- Potion of Cure Moderate Wounds
- Potion of Cure Serious Wounds

In the lockbox: 2 gold sails, 6 silver shields, and 2 copper pinches, and 2 silver coins of Chelaxian mintage (these might be diseased). There's also a silver tooth and a gold key in the shape of Abadar's holy symbol, inscribed with the number 261 (used key to open deposit box)

At Rosa in Fiore: Key, Lamm's Keys, very realistic figurine ivory figurine of two entwined succubi (0.5 lbs) (used as decoration for night stand), grooming kit, gatorskin boots, Toystore owner's ring of keys, a sheaf of papers that look like sketches or diagrams of toys, courtier's outfit (6 lbs), jewelry (several gold rings and gold chain necklace), swim fins

In bag of holding: black masks, 12 masterwork daggers (12 lbs), +2 slick leather armor (15 lbs), cloak of elvenkind (1 lb), boots of elvenkind (1 lb), gloves of swimming and climbing, +2 keen mithral rapier (2 lbs), amulet of protection against detection and location, iron caltrop bead (2 lbs), and 2 cold iron caltrop beads (4 lbs), silence dust (1 lb), fuse grenade (1 lb), cold iron pellet grenade (1 lb), silver pellet grenade (1 lb), slime grenade (3 lbs), tangleburn bag (5 lbs), 4 vials of alchemist's fire (4 lbs), 3 illustrated books on Varisian folklore (3 lbs), masterwork club (3 lbs)

Money Put into Pash's search 50 gp for 1st month, 50 gp for 2nd month
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SPECIAL ABILITIES
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Aligned Class Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. [Fighter (Free-hand Fighter)
Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Combat Style Master You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.
Crane Style You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Danger Sense At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a maximum of -8).

Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a maximum of -8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Deceptive Strike At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.
Deific Obedience Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the god to whom you performed the obedience.

Milani: Spend time meditating among roses you have planted yourself, so you can inhale their sacred scent while offering prayers to Milani. If no such roses are available, you can instead brew tea from herbs and rose petals and share the tea with close friends or neighbors. Preferred topics for conversation during this teatime include hopes for the future and preparations for times of need, but the act of sharing is itself enough. During times of war or conflict, though, you must instead spend time sparring, preferably with friends or neighbors whom you plan to fight alongside during the conflicts to come. If you are imprisoned and unable to spar, you can instead sing any song of hope or resistance in unison with one or more fellow prisoners. You gain a +2 sacred bonus on all saving throws against charm and compulsion effects, and a +2 sacred bonus on all rolls made to dispel or remove such effects from others.
Divine Boon As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. When a divine boon grants a spelllike ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Elusive At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load. This ability replaces armor training 1, 2, 3, and 4.
Evasion At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Eversmoking Bottle This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally. a moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.

Fast Stealth This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Training At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Gift of Tongues At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language f luently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues. (Choosing Varisian)
Improved Feint You can make a Bluff check to feint in combat as a move action.
Obedience In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity.
Protective Grace The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Scabbard of Vigor Once per day, as part of the action of drawing forth the weapon held by a scabbard of vigor, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon. +4 = 1 round, +3 = 3 rounds, +2 = 5 rounds, +1 = 10 rounds
Silver Tongued Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, the can shift up to three steps up rather than just two. This racial trait replaces skilled.
Skilled Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Style Feats As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a swift action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. By using another swift action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite.
Suggestion You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
Swordplay Style Choose one weapon from the heavy blades or light blades fighter weapon group (rapiers). While using this style, wielding the chosen weapon, and fighting defensively or using either the total defense action or the Combat Expertise feat, you gain a +1 shield bonus to your Armor Class. In addition, you do not take the penalty on melee attacks from Combat Expertise on the first attack roll you make each turn. You still take the penalty on additional attacks, including attacks of opportunity.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Weapon Finesse With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (rapier) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Uncanny Dodge At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


Magical Items

------------------------ (Belt Slot)

------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
boots of striding and springing (Feet Slot)
------------------------ (Hands Slot)

------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)

------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)

------------------------ (Ring Slot 1)

------------------------ (Ring Slot 2)
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PHYSICAL DESCRIPTION
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Age: 19
Height: 5’8”
Weight: 147 lbs
Skin Tone: Olive
Body shape: Slightly lanky
Hair Color and Style: Onyx colored; hair is slicked back into a ponytail that reaches mid-back
Eyes: green
Scars: His back is marred from scars from a whip. In between his shoulder blades, he has a particularly nasty scar from Gaedren stabbed him with a dagger before tossing him into the trash heap. His chest has a few slash scars running diagonally. Two scars run from his left cheek, down the left side of his neck, and ending at his left bicep. On his right lower leg, he has scars from Gobblegut biting down and nearly ripping it off.
Outfit: magical boots, black wool breeches, sturdy black belt, goldish yellow shirt, leather armor, light brown trench coat, a huge tattoo of Calistria’s holy symbol and wasps on his chest, tattoos of Shelyn’s holy symbol and roses on both of his entire forearms, and a gold and black bandana wrapped around his head, two gold rings (one on each middle finger), 4 silver ring piercings (two in each ear), and a gold chain necklace with a ruby pendant
Courtier's Outfit: nice, finely embroidered white collared shirt (open a bit, showing off the small part of his chest tattoo that has the symbol of Calistria), nice black pants (embroidered with gold designs), several gold rings and gold chain necklace, no bandana and hair tie, his hair loose, flowing, and adjusted to not go into his face, and light brown trench coat
New Appearance: He is wearing his mithral armor, magic boots, and regular clothes. He wears both his rapiers on his left hip. His daggers are in their usual places. He still wears the gold necklace with a ruby pendant, the two rings on his hands, and the wo earrings in each of his ears. When you look at his hands, he seems to have gotten two new tattoos. On the back of his hands are tattoos of a very stylized rose. However, there are two things that definitely stick out. His trademark trench coat is gone, most likely in the backpack he has. In its place, he wears the rose emblazoned black cloak he got from the party. The other baffling thing is that his hair… has been cut. And not to a shorter ponytail. The ponytail is gone, replaced with shoulder length black hair. It does look uneven in some areas. His yellow and black bandana is still tied around his head.

New Scars/Marks:
Left leg: Gobblegut's recent bite scars
Left side of chest: bite scar from one of the skeleton snakes, scar right over ribs from a sword wielded by a skeleton
Left hand: scar on back of left hand due to imp's sting
Left shoulder: scar from crossbow bolt, scar from a wererat bite
Left arm: Pretty nasty scar from a shark bite
Left side: scar from a spear lancing the flesh (just under ribs)
Left foot: bite scar from a dire rat
Right leg: scar from a spear piercing thigh
Right hand: bite scar from a wererat bite
Right shoulder: scar from a gash from a spear
Right side: stab scar from a rapier (by naval), scar from crossbow bolt
Nose: was punched (may have been broken)
Stomach: scar from a spear stab
Knuckles: small scars from punching a wall
Back: scar from a sword slash
Head: scars from a zombie's claws to the side of head
Throat: scars from a skeleton's claws
Chest: Scythe Claw scar horizontally

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BACKSTORY
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Korriban grew up from birth without any parents or loved ones. The only connection to his past is his first name. He grew up in a local orphanage. However, an unexpected fire burned the building down, forcing him to live on the streets. At the young age of five, he met the man who would unknowingly change his life: Gaedren Lamm. Lamm offered Korriban a home. A place where he would have food and shelter; a place without fear. Desperate, Korriban agreed. The next four years with Lamm could be described as hell. Korriban always seemed to mess up in some way, earning him severe punishments. Eventually, Lamm couldn’t handle it anymore. He invited Korriban into his office with a facade of peace, forgiveness, and understanding. However, to Korriban’s shock, Lamm beat him to the point of near death, chucking his body into a rubbish pile. Korriban refused to die, limping out of the rubbish, seeking help. The only person who stopped to help him was a prostitute, Lialda Balros. Ever since that day, Lialda has taken him in, raising him and teaching him. The others who reside at the Rosa in Fiore had a hand in raising him. When he turned 13, Korriban began training in the ways of the courtesan and the rogue.
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PERSONALITY
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Korriban tends to come off as a bit arrogant and self-absorbed. He’s laid back, cocky, and kind of a wisecracker, always making jokes, slinging witty insults, and (for the most part) looking on the bright side of things while wearing a smirk on his face. When it comes to women, he tends to be flirty towards them. Being raised in a building where the vast majority of people were women, he has a bit more knowledge on the opposite gender. For example, if a woman turns down his flirting or is uncomfortable by it, he will respect their wishes and stop his advances. He can be a bit dramatic at times, blowing some things out of proportion. However, despite all of this, he shows the markings of a good teammate. He shows respect to those who deserve it (in his own way of course), is vastly loyal to those he fully trusts (due to his past), and is willing to aid anyone he can.

Gods of Worship: Milani, Calistria, & Shelyn
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GOALS
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- Finding out who his parents are
- Killing Gaedren Lamm DONE
- Inheriting the brothel

First Meeting with Gaedren Lamm:
The young boy sat against the brick wall, weak from hunger and exhaustion. People just walked by, ignoring the youth. A shadow desceneded upon him. The boy looked up to the sight of a raggedly dressed old man, a large hat on his head. The man looked down and smiled.

“Hello, young man. What is your name?”

“K-Korriban, sir.”

The old man crouched down to get a closer look at the boy. Still continuing his smile, he said, “Where are your parents, Korriban?”

“I don’t have any, sir.”

“That’s a shame. You’ve been living on the streets all your life?”

“Yes, sir.”

The man chuckles as he says, “Well, son. A child like you shouldn’t live like this. I can give you a home. Where there’s a lot of food and shelter. That it is, if you want.” He reaches into his robes and pulls out of loaf of bread. Korriban immediately grabs the bread and devours it. When he’s finished, he looks up and says, “Okay!”

Clapping his hands and laughing in joy, stands up and stretches his hand towards the boy, while saying, “Then let’s be off, my child.” The boy, taking his hand, says, “Who are you?”

“My name... is Gaedren Lamm.”

Four years later...

Giggles shoves the nine year old Korriban into the dimly lit room. Gaedren sits in front of them. Korriban looks at the old man. Gaedren’s face is a visage of neutrality. “Well, Korriban. You seemed to have failed to bring anything of interest... again.” The young boy looks at him, fear in his eyes as he thinks of his previous beatings. “Please, sir. It was a mistake. I’ll bring something nice next time, I promise.” Gaedren gives a comforting smile and stands up. He walks over to Korriban and kneels down to his height. Gaedren wraps his arms around the lad in a comforting embrace. “There, there. I know you can do better.” Korriban smiles before his face becomes twisted in pain. “Unfortunately, you won’t have the opportunity.” Gaedren removes the knife that he stabbed between Korriban’s shoulder blades. He then slashed at him more, from face to arm, across the chest. Korriban fell, writhing and screaming in pain. Unfortunately for him, his agony attracted the attention of Gobblegut. Gaedren, with a vicious grin, says, “Go, Gobblegut. See how he tastes.” The large alligator then bites into his leg. Korriban screams and blacks out. When he awakens, he finds himself in a rubbish pile. Slowly and carefully, he limps from the trash, cursing Gaedren all the while. He eventually collapses. Before he blacks out again, he sees a lewdly dressed woman running to him...

Korriban opens his eyes. He lies in his bed. He sits up and runs his hands through his long hair. ‘That dream... that memory.’ He gets out of bed and opens the window. It is early morning, the light wind cooling the sweat on his naked upper body as he leans out the window. People run through the streets, working on the preparations for the festival. ‘It has been ten years, Lamm. Far too long for you to continue your life. I swear to you, I will find you. I will meet you again. And when I do...’ he slowly gains a near crazed grin. ‘I will kill you. And your gator, too. You’ll pay for what you did to me. To my mother. I swear to Calistria.’ He then stretches and gives a huge grin. ‘But enough of that, I have to help get the Rosa ready for the Festival.’ He grabs a new set of clothes and runs downstairs to meet the day.

Rosa in Fiore
“The Finest Brothel in all of Bridgefront!”

Services: Brothel
Ownership: Owned by Balros family for 50 years (current owner: Lialda; next in line: Korriban)
Residents:
Head of Rosa in Fiore: Lialda Balros (CG female half-elf expert 1/rogue 2/cleric (Calistria) 1) [important skills: Diplomacy, Bluff, Profession (courtesan), Disguise, Perception, Sense Motive, Use Magic Device, Stealth] (office and room on second floor)
Youngest Resident: Korriban Balros (has room on second floor) (acts as help; does cleaning, sweeping, runs errands, etc.)
Head of Security: Falko of the Sklar-Quah (LN human (Shoanti) fighter 3) [leads a small group of bodyguards] (has room on second floor)
Bodyguards: 8 neutral human warriors level 1 (live in first floor bunks)
Brothel: 10 prostitutes (N female expert 1/rogue 1) (races vary) (live in second floor lodgings)
Other: 2 cooks (N human expert 2) (live in first floor bunks)

Structure:
First Floor: Bunks, Common Room, Kitchen, Laundry, Lavatory, Sitting Room, Storage
Second Floor: Bath, Korriban’s Bedroom, Falko’s Bedroom, Lidda’s Bedroom, Lialda’s Bedroom (includes Altar, Bath, and Furnishings Augmentation), Lodging, Lialda’s Office

Information on Important Residents:
Lialda Balros - age: 39; current owner; adopted Korriban when she was 29; has own personal grudge against Lamm (Lamm tried to take advantage of her when she was 17; she resisted and Lamm stabbed her; she didn’t die but was left unable to have children); loves her son like her own child Appearance
Falko - a 40 year old Shoanti who serves as the main bouncer/bodyguard of the Rosa in Fiore; was rescued by Lialda from a mob of “Anti-Shoanti” Varisians about six months after Lialda took leadership; since then Falko has sworn his loyalty to Lialda and the Rosa in Fiore; acts like a vassal; often refers to Lialda as “Mistress” and Korriban as “young Master” Appearance
Lidda - A young halfling that was taken in from the streets who works for the family run brothel; works as bard, providing entertainment (through her lute, voice, and other services), as well as picking up any beneficial information for Lialda (CN halfling bard 2) Appearance

Other Family (don't know why I'm doing this. But, why not?):
Kazallin Balros - Mother of Lialda, Adopted Grandmother of Korriban, Priestess of Calistria, and Founder of the Rosa in Fiore. Originally hailing from Kaer Maga, she moved to Korvosa at 151 years old to expand her goddess's teachings and to make her fortune. While there, she met the man who would capture her heart. She knew Korriban for a few years before passing away when he was 14. (CN Elf cleric (Calistria) 15 [Lust and Deception Subdomains]) Appearance
Andrezi Balros - Father of Lialda, Adopted Father of Korriban, and former pirate of Riddleport. Used to work for Captain Ora Sutharla, but eventually left to make his own fortune. He decided to make his way to Korvosa. At some point, he met Kazallin. They eventually fell in love, married, and had Lialda. For some odd reason, he became quite the critic of the government. He died when Lialda was still fairly young, though the circumstances are still shrouded in mystery. (CN Human rogue (knife master) 16) Appearance

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