Salikotal

The Daredevil's page

125 posts. Alias of Gnomezrule.


Full Name

Mathias Murdock "The Daredevil"

Race

Aasimar (Plumekith)- Scion of Humanity

Vital Stats:
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14

Classes/Levels

Gestalt- Slayer/Monk (Weapon Adept)8

Gender

Male

Size

Medium

Age

23

Special Abilities

Enhanced Senses, Blind Sense & He'll kick your tail!!!

Alignment

Neural Good

Location

Absolam

Languages

Common, Chelaxian, Varisian

Occupation

Barrister, Crimefighter

Homepage URL

Daredevil / Mathias Murdock

Strength 16
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 18
Charisma 12

About The Daredevil

Init +4; Senses Perception +14

==DEFENSE==
AC 25, touch 24, flat-footed 13 (+5 dex, +4 wis, +2 Monk Bonus, +1 Ring, +1 Armor, +1 Luck, +1 Dodge)
hp 88
Fort +8, Ref +11, Will +10 (Immune to Disease; +2 against poisons, sleep effects, paralysis effects, stunning effects, enchantment spells and effects)
Resistanceacid resistance 5, cold resistance 5, and electricity resistance 5.

==OFFENSE==
Spd 50 ft/x4
Melee Club +13/+8 (1d6+7) 20/x B; Power Attack +11/+6 (1d6+11)
Melee Siangham +12/+7 (1d6+4) 20/x P; Power Attack +10/+5 (1d6+8)
Melee Unarmed Strike +14/+9 (1d10+5) 20/x B; Power Attack +12/+8 (1d10+9)
Melee Flurry Unarmed Strike 10/+10/+5/+5 (1d10+5) 20/x B
Ranged Meteor Hammer +13/+8 (1d8+4) 20/x B
Dragon Style Bonus 1.5 Damage 1st strike/round

Sneak Attack +2d6:

At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer 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 slayer cannot use sneak attack while striking a creature.

Perfect Strike 8x/day:

At 1st level, a weapon adept gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites.
At 10th level, the monk can roll his attack roll three times and take the higher result. If one of these rolls is a critical threat, he can choose which one of his other two rolls to use as his confirmation roll. 
This ability replaces stunning fist.
Perfect Strike (Feat)- When wielding a monk weapon, your attacks can be extremely precise.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

BAB +8/+3, CMB +11, CMD +22 (+2 Against Trip)

Traits:

Enlightened Warrior (Aasimar)- Continue to train as a monk even if you are no longer lawful.
Heavy Hitter- You gain a +1 trait bonus on damage rolls made with unarmed attacks.

Racial Abiliities:

See Invisibility 1/day
School divination; Level alchemist 2, bard 3, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2; Bloodline aberrant 2
CASTING
Casting Time 1 standard action
Components V, S, M (talc and powdered silver)
EFFECT
Range personal
Target you
Duration 10 min./level (D)
DESCRIPTION
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Superpowers (Racial Point Buy):

All-Around Vision (4 RP)
Prerequisites: None.
Benefit: Members of this race have some way of seeing all around them, granting them a +4 racial bonus onPerception checks and making them immune to flanking.

Blindsense 30 Feet (4 RP)
Prerequisites: None.
Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Daredevil's Billy Club (2 RP)
Over the first few years of his career Mathias saved up money he took from criminals developing a handy and versatile weapon. While not as heavily enchanted as the fabled "Rod of Lordly Might" he hired a professor of the Korvosan Academy to help him develop a weapon for him.
At first brush the club in its normal form is simply a blind man's cane. It is not overly ornamented but there are several small buttons that activate the Club's various forms and abilities. In this form the club functions as a +2 bo staff (1d6, x2 Bludgeoning). Returning to this form is a move action the equivalent of drawing a weapon.
When button 1 is pushed a grappling cable shoots fourth up to 50 feet, allowing aid for climbing or swinging. Activating is a standard action.
When button 2 is pushed the cane takes the form of a pair (consider 1 weapon for attacking purposes "pair" is just fluff to mimic Daredevils fighting style in the comics) of +1 siangham (1d6, x2, Piercing). Activating is a move action the equivalent of drawing a weapon.
When button 3 is pushed the cane takes the form of a +2 meteor hammer, however the "hammer" is a cylinder rather than the usual ball. The "hammer" is swung/thrown with a range of (1d8 x2 Bludgeoning). Activating is a move action the equivalent of drawing a weapon

Slayer Abilities:

Slayer Talent: Combat Style Feat- Power Attack You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Slayer Talent: Combat Style Feat- Bludgeoner You can knock foes out cold with just about any blunt instrument.
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Slayer Talent: Hard to Fool- Once per day, a rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check.
Special: A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Favored Target (Ex)- At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action.

Track (Ex)- A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Stalker (Ex)- At 7th level, a slayer gains his favored target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

Monk Abilities:

Perfect Strike- At 1st level, a weapon adept gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites.
At 10th level, the monk can roll his attack roll three times and take the higher result. If one of these rolls is a critical threat, he can choose which one of his other two rolls to use as his confirmation roll. 
This ability replaces stunning fist.
Perfect Strike (Feat)- When wielding a monk weapon, your attacks can be extremely precise.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Unarmed Strike- At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed here.

Way of the Weapon Master (Ex)- At 2nd level, a weapon adept gains Weapon Focus as a bonus feat with one of his monk weapons. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites. This ability replaces evasion.

Maneuver Training- At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind- A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Magic, Cold Iron, & Silver)- At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
* At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
*At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
*At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
*At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
*Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
*Increase his speed by 20 feet for 1 round, or
*Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall 40 feet- At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump- At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body- At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body- At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Feats:

Dodge (1st Monk Bonus)- Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: 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.

Combat Reflexes (2nd Monk Bonus)- You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Deflect Arrows (3rd Monk Bonus)- You can knock arrows and other projectiles off course, preventing them from hitting you.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Weapon Finesse (1st)- You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: 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.
Special: Natural weapons are considered light weapons.

Shadow Dodge (2nd)- You use light and darkness to your advantage, confusing your enemies and confounding their senses.
Prerequisites: Dex 13, worshiper of an evil god.
Benefit: You are able to use the light around you to move back and forth from shadow to light again, and your sudden shifting dazzles your enemies’ eyes. By spending a number of feet (in 10-foot increments) when you use this feat to move from one square to another and back again, you gain a Dodge bonus to your AC. This bonus is equal to +1 for every 10 feet you spend moving like this. You do not provoke an attack of opportunity while using this ability. Enemies who do not use sight in order to pinpoint your location or who are otherwise able to locate you more precisely (such as creatures that possess blindsight, tremorsense, or true seeing) ignore this AC bonus. Likewise, this feat is ineffective in areas of darkness or bright light, where one cannot readily shift between light and shadow.

Dragon Style (3rd)- You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

Spider Step (4th)- Your physical mastery grants you an impossible stride.
Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.
Benefit: As a move action, you can move up to half your slow fall distance (maximum 50 feet) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface by the end of your turn or you will fall.

Skills:
Acrobatics +18 (Class +3, Ranks +8, Dex +5, Racial +2)
Appraise +6 (Class +3, Ranks +1, Int +2)
Climb +14 (Class +3, Ranks +8, Str +3)
Diplomacy +9 (Class +3, Ranks +4, Cha +2)
Escape Artist +9 (Class +3, Ranks +1, Dex +5)
Intimidate +9 (Class +3, Ranks +4, Cha +2)
Knowledge Dungeoneering +6 (Class +3, Ranks +1, Int +2)
Knowledge History +6 (Class +3, Ranks +1, Int +2)
Knowledge Local +6 (Class +3, Ranks +1, Int +2)
Knowledge Nobility +4 (Ranks +2, Int +2)
Perception +15 (Class +3, Ranks +8, Wis +4)
Profession Barrister +11 (Class +3, Ranks +4, Wis +4)
Sense Motive +15 (Class +3, Ranks +8, Wis +4)
Sleight of Hand +9 (Class +3, Ranks 1, Dex +5)
Stealth +12 (Class +3, Ranks +3, Dex +5)
Survival +8 +12 to Track (Class +3,Ranks +1, Wis +4)
Swim +7 (Class +3, Ranks +1, Str +3)

Equipment:

Tunic, Snakeskin
Aura moderate abjuration and transmutation; CL 8th
Slot chest; Price 8,000 gp; Weight 2 lbs.
DESCRIPTION
A snakeskin tunic is a tight, form-fitting shirt crafted from the scales of a giant snake. 
When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cat’s grace, delay poison; Cost 4,000 gp.

Jingasa of the Fortunate Soldier
Aura strong divination; CL 15th
Slot head; Price 5,000 gp; Weight 3 lbs.
DESCRIPTION
This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, divine favor, moment of prescience; Cost 2,500 gp.

Headband of Unshakeable Resolve
Aura moderate abjuration and transmutation; CL 8th
Slot headband; Price 5,600 gp; Weight 1 lb.
DESCRIPTION
This simple white cotton headband is decorated with a stylized imperial dragon coiled above the wearer’s forehead. The headband grants the wearer a +2 enhancement bonus to her Wisdom score. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Whenever the wearer suffers a fear effect, she may spend an immediate action to reduce the severity of the fear effect by one step. If the wearer would become panicked, she is instead frightened. If she would become frightened, she is instead shaken. If the wearer would become shaken, the effect is negated entirely. The wearer can use this ability up to three times per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, owl’s wisdom, remove fear; Cost 2,800 gp.

Amulet of Mighty Fists +1
Aura faint evocation; CL 5th
Slot neck; Price 4,000 gp (+1); Weight —
DESCRIPTION
This amulet grants an enhancement bonus of +1 to on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fistscannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1).

Cloak of Resistence +2
Aura faint abjuration; CL 5th
Slot shoulders; Price 4,000 gp (+2); Weight 1 lb.
DESCRIPTION
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Cost 2,000 (+2).

Ring of Protection
Aura faint abjuration; CL 5th
Slot ring; Price 2,000 gp (+1); Weight —
Description
This ring offers continual magical protection in the form of a deflectionbonus of +1 to +5 to AC.
Construction Requirements
Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring; Cost 1,000 gp (+1)

Slippers, Acrobat
Aura faint transmutation; CL 3rd
Slot feet; Price 3,000 gp; Weight 2 lbs.
DESCRIPTION
These supple gray leather slippers enable the wearer to keep his balance in precarious positions.
The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cat’s grace; Cost 1,500 gp.

Daredevil's Billy Club (2 RP)
Over the first few years of his career Mathias saved up money he took from criminals developing a handy and versatile weapon. While not as heavily enchanted as the fabled "Rod of Lordly Might" he hired a professor of the Korvosan Academy to help him develop a weapon for him.
At first brush the club in its normal form is simply a blind man's cane. It is not overly ornamented but there are several small buttons that activate the Club's various forms and abilities. In this form the club functions as a +2 bo staff (1d6, x2 Bludgeoning). Returning to this form is a move action the equivalent of drawing a weapon.
When button 1 is pushed a grappling cable shoots fourth up to 50 feet, allowing aid for climbing or swinging. Activating is a standard action.
When button 2 is pushed the cane takes the form of a pair (consider 1 weapon for attacking purposes "pair" is just fluff to mimic Daredevils fighting style in the comics) of +1 siangham (1d6, x2, Piercing). Activating is a move action the equivalent of drawing a weapon.
When button 3 is pushed the cane takes the form of a +2 meteor hammer, however the "hammer" is a cylinder rather than the usual ball. The "hammer" is swung/thrown with a range of (1d8 x2 Bludgeoning). Activating is a move action the equivalent of drawing a weapon.

1400gp

History:
Mathias Murdock born 13 years before the fall of Queen Ileosa and the events of the Bloodveil Plague (detailed in the AP Curse of the Crimson Throne). His parents Jachobi and Grace Murdock struggled to get by. Jachobi also known as "Battlin Jack Murdock" earned money working the docks by day and brawling in pugilist matches in the evening. At one point at the top of his game Battlin Jack was getting older and began taking fights with a fighting ring ran by the Fixer. Jack hoped to revive his career so his son would not just see him as some fishmonger boxer. Jack spent his money wisely. Mathias was to get a real education. He was taught to read, write and perhaps someday he could work as a scribe, magistrate or even a wizard if he showed aptitude.

The weeks of Queen Ileosa's reign were traumatic for most of the city but they were hard on the Murdock's in particular. On the night of the Death of King Eodread II riots broke out in the city. In the chaos an otyugh, used by the city to clean the sewers broke through the street Mathias was attacked by the aberration. No one knows exactly how or what happened. Several stout fighters were nearby and fought off the otyugh, some even said that these folk were the same band of adventurers that stopped Ileosa and the Dragon Kazavon (detailed in the AP Curse of the Crimson Throne). Mathias survived the attack however the sludge and otyugh slime that covered the beast seemed to have a horrible reaction on Mathias . . . Though he lived he could no longer see.

This was not the worst that occurred in the coming weeks. The king was murdered, Batman the masked hero had returned and a plague swept through the city. It was in these days that Mathias discovered that he was not just blind. At first he felt overwhelmed. His clothing itched, his food bitter or bland, the water had a touch of chalky mineral he never tasted before and hauntingly as the Plague spread through the city Mathias could hear the rattled breath of the sick before the cough took hold, he could smell the blood on the sick and he seemed overwhelmed by a new sense. At first he could not understand it but he became more and more sure of his surroundings. As the plague moved through the city Mathias knew when his mother returned from work. That she too had the Bloodveil. Grace died like many Varisians in the plague. It was learned that a Dr. Marah Devalias, called Bloodveil Murah by the bards after her role as the queen's plague-bringer was learned. In the weeks following the Bloodveil Plague the district of "Old Korvosa" fell to anarchy and the evil queen Ileosa placed it under siege. Prisoners in the lawless poverty stricken district Jack Murdock worked to keep his son alive. Jack never liked talking about how he made a living during that time. Mathias has heard rumor that Jack worked as an enforcer/thug for Wilson Fisque "Kingpin of Old Korvosa" who had established control over the besieged city district. Jack was ashamed of the work but the chaos of the times called for desperate measures during those tough times.

In the end a new King was named the Siege lifted and slowly order was restored. Battlin Jack Murdock was starting to make a name for himself again a comeback story in a city in need of a comeback. The underworld of Korvosa was controlled by the Cerulean Society a legally recognized thieves guild operated by a crime lord Devargo Owlsley sometimes called the "Owl" a powerful man in Korvosa later learned to be a lieutenant in the crime network of Wilson Fisque head of the "King's Pin" Trade Network. The Owl ran the fighting circuit that Battlin Jack was competing in. The Owl's right hand known only as the "Fixer" arranged a big pay out for Battlin Jack with one catch he had to lose the fight. Battlin Jack refused and turned up dead. Now an orphan young Mathias was forced to live in the ever shifting city above the city the Shingles a ramshackle shanty town which clings to much of Korvosa like parasite buildings.

The other street children and denizens of the Shingles gave strange blind boy the nick name Daredevil. He moved with a sort of recklessness now growing adjusted to his new senses. Mathias was willing to walk were only the most skilled shingle runners would go and he ventured into areas where he did not need to pay to sleep because many even the toughened residents of the Shingles avoided the colonies of imps that escaped their masters of the academy of magic. It was here that Mathias met a man he knows only as Stick. Stick was thought by many a crazed old blind man but he recognized something in Mathias. He began to teach Mathias how to hone more sharply his senses how to move, how to defend himself in these hard years Mathias grew into a young man he discovered his sense of touch he learned could read by detecting the ink on the page with his fingertips.

Now that he could again read and write Mathias looked for work in the hopes of improving his life. He took a job working for a barrister Franklin Nellsken. Korvosan justice is an oxymoron Mathias knew it was far more about order and control than moral ideals. Mathias had a knack for knowing who was lying and who was not. He began investigating some of Nellsken's cases on his own hoping to arrive at evidence that could not be ignored. Nellsken realized that Mathias was a strong aid to his case load. He was gaining notoriety as a solid prosecutor but also one who cut through the lies and corruption of the city and able to get real results for the people. Mathias was getting to close to the problems though. He knew as well as anyone that the loved ones of those who deal with criminals might end up targets. This meant bad things for Franklin and those of his family that have begun taking care of Mathias. In a city like Korvosa with a long history of the masked hero, The Batman, the answer was obvious take up a mask. He thought of his father looking at the deep red of "Battlin Jack's" robe. It was from the material of his father's robe that he made his first costume.

Daredevil Korvosa

His first investigations continued to bring success. Nellsken's law practice was doing well he knew due to Mathias. He began grooming Mathias to become a barrister in his own right. While investigating a business associate of the Owlsley he came to realize that he solved the mystery behind his father's murder. The M.O. was too similar another fighter put down. He tracked the Fixer down and in the fight that followed he killed his father's murderer.

Stick whom he still trained with noticed the change in the demeanor of Mathias and when Mathias confessed the killing Stick declared that he would no longer train him. The loss of his mentor hurt him but he learned the lesson. He would work to save life and bring even the most corrupt to justice. While Mathias and Nellsken's work by day in courts was one front the real war was the streets of Korvosa.

The stories the bards and the average person on the streets of Korvosa will tell is that Daredevil is so named because he earned the hatred and targeting of the Hellknights who were serving as Fisque's private army in Korvosa. After defying the Hellknights Fisque brought in assassins from the order of the Hand run by the notorious Bloodveil Maruh.

After years working in Korvosa fighting the forces of Fisque and his powerful allies they dealt a blow to Daredevil that truly made him reevaluate his life. Nellsken's niece Kyrin Paige who worked in the law practice with Murdock and Franklin was murdered by an assassin called known only as "Bullseye." Murdock abandoned the identity of Daredevil and entered a period of general despair. His grief over the loss of his love Kyrin and fear that his need for vengeance would again drive him to kill.

He continued to work within the law firm but without the excursions of the Daredevil the investigations lacked real answers. Becoming desperate himself Nellsken took on more and more dangerous cases and found himself a target of the assassins of the Hand. He pulled some strings of his own and landed himself a position as envoy in the city of Absolam. His household moved with him and he offered a job in the new city to Mathias. Seeing little else for his future Mathias moved with him to Absolam.

Absolam was an exciting city larger than Korvosa. His position with Nellsken forced Mathias to learn Absolam law. As he studied he was encouraged to see that corruption certainly still present in Absolam was not openly tolerated as it was in Korvosa whose thieves guild was an institution of government. He noted that most of the crime was limited to three major districts of the city "The Precipice," "The Docks" and "The Puddles" the bowl shaped bay gave rise to the nickname to these three district "Hell's Cauldron." After a few months in Absolam during a conversation about the law of the Absolam and the depressed direction Mathias' life had taken Nellsken made an off handed remark revealing that he knew Mathais' secret identity, "Every Hell needs a Devil, don't you think Mathias." It was just the shake he needed. Mathias returned to the law with renewed vigor and by night he stalked the shadows of Hells Cauldron working out justice for those who could not always pay for it. He donned a new deep blood red costume. He has recently run afoul of emissaries of his old enemy Wilson Fisque, including the Owl whom Murdock had exiled from Korvosa, perhaps here at the center of the World he can expose the King's Pin and settle with the man that ordered his father's death.

Daredevil Absolam

Previous Meeting with Selena Kyle AKA Catwoman:
Korvosa is city who has made corruption part of its judicial system. Rather than competing with Falconi's mob, Fisque's trade company which includes the Cerulean Society. Imagine a city where a known thieves guild agent walks the streets in the trademark blue collecting protection money in the open. When caught significant legal protections and lessor sentencing kicks in. That is Korvosa.

Mathias Murdock a journeyman barrister working with his master Franklin Nellsken volunteers for a case in the legal defense of a young hard edged woman, Selena Kyle. Kyle a locally famous burglar is being denied the softer treatment by the law that normally extended to her. It seems as Murdock has explained that her employer is prepared to burn her and let her suffer the full extent of the law. Despite her predicament she refuses to do as council directs, rejecting an offer of lighter sentence to testify against her employer. Despite Murdock's pleas for her not to be the stooge she stood firm. Throwing his efforts back at him mocking his idealism. She made a pass at him. He saw it as her way of ending the discussion. Though he was sorely tempted.

Selena though sentenced an extended time in prison was able to break out. Using a distraction among other prisoners arranged by her likely. She looked up Mathias Murdock at home intrigued by him. Thinking a blind administrative type an easy target. Mathias woke suddenly and an altercation ensued. Shocked by the fighting skill of a blind man Selena fled.