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Agath

Peregrine Fetch's page

180 posts. Alias of J. Cayne.


About Peregrine Fetch

Male Human Wizard 1 (Diviner - Foresight subschool, Opposition Schools: Evocation, Necromancy)
LN Medium Humanoid
Init +7; Senses perception +1
Hero Points ?
XP 0/2000
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+1 dex) [AC 16 with Mage Armor]
HP 8/8
Fort +3, Ref +2, Will +3
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OFFENSE
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Speed 30ft
Melee Dagger +0 (1d4 19-20/x2)
Ranged Dagger +2 (1d4 19-20/x2), Crossbow +2 (1d8 19-20/x2)
Space 5, Reach 5
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STATISTICS
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Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus (Conjuration), Improved Initiative
Traits Focused Mind, Rostlander
Skills Knowledge (Arcana) +8, Knowledge (Geography) +8, Knowledge (Local) +8, Knowledge, (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Spellcraft +8
Language Common (Taldane), Skald, Draconic, Abyssal, Infernal, Celestial
Favored Class Wizard
Abilities
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 f lat-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.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Bonded Item (Ring)

Prepared Spells
0th (3) Detect Magic, Acid Splash, Daze
1st (2+1) True Strike, Sleep, Color Spray

Spellbook
0th Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st Identify, True Strike, Sleep, Charm Person, Color Spray, Silent Image, Obscuring Mist

Gear:

Cold Iron Dagger
Light Crossbow
-20x Crossbow Bolts
-10x Cold Iron Crossbow Bolts
Scholar's Outfit
Masterwork Signet Ring (Bonded Item)
Backpack
-Bedroll
-Blanket
-inkpen
-Vial of Ink
-Spellbook
Scroll Case
Belt Pouch 1
-Chalk
-Flint & Steel
-Signal Whistle
Belt Pouch 2
-6gp 7sp 9cp
Spell Component Pouch


Background:

House Fetch is a minor House that came with Choral the Conqueror to Brevoy, and for many generations they were loyal retainers to House Rogarvia, serving as advisers and court magicians, information gathers and spies. Being born to this family, Peregrine was expected, and raised, to play that role. At the age of ten, some 15 years ago, he was sent away to be apprenticed to his uncle Igorius Fetch.

Igorius was a cold and cruel master who punished every mistake or deviation from instruction harshly, indeed he had devised a simple spell that caused small but painful lacerations for just that purpose. The apprenticeship was an awful, unpleasant time in Peregrine's life, but he knew that one day he would serve House Rogarvia, just like his father, and his father's father, and so on, and because of this he was able to bear up under this treatment, though not unchanged. The terrible lessons of Igorius Fetch were designed not just to teach esoteric facts and arcane formulas, but to create the sort of man who could do whatever was necessary in service of his House.

There had been a purpose to it all, and then one day House Rogarvia simply vanished, utterly and completely, and Peregrine's own father and grandfather, along with them. The remaining Fetches reeled under this calamity, but quickly found their footing again, Igorius becoming acting head of the family. Their purpose was now either to reestablish their old position, or find a a new one. Peregrine finished his training, because it was what must be done, and now, though there is no love lost between them, he is acting as his uncle's agent.

House Fetch is extremely uncomfortable with Surtova rule given their former position, so a great deal of their effort has been put toward keeping their heads down and not giving the Surtovas an excuse to have a go at them. The Fetches have been quietly trying to figure out what happened to House Rogarvia and consolidate their own power enough to keep themselves safe.

Recently House Fetch has come to suspect that the vanishing might have something to do with the First World. When they heard about the commissions to go into the stolen lands, it seemed like a chance to kill two birds with one stone, to study where the veil between the worlds was thin, and establish themselves in the likely event their former masters could not be returned. Peregrine was selected by the family to seek the charter and represent their interest in the Stolen Lands as he deemed fit.


Personality:

Peregrine has become altogether more like his uncle than he would care to admit. He is an exacting man with high expectations for himself and others. He very much believes the means justifies the ends, as long the cost is not greater than the result. He believes in order and law, though he is not above manipulating or bending them as necessary. Though they should never be ignored altogether. Loyalty is very important to him, more so than love. Peregrine approaches things logically and has little patience for irrationality, however he sees the value in getting along with people and in keeping the peace, fighting with allies after all does him, or his causes, little good in the long run.

Appearance:

Peregrine is a thin, sullen man who favors dark clothes. He is not particularly handsome with his aquiline nose and slightly pitted pale face framed by shoulder length black hair. He usually wears black leather gloves, they cover hands that are heavily crisscrossed in fine scars as if they had been cut countless times by something small and sharp.


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