iron weapon 8x/day; cold iron
dance of the blades: +10 move spd
Two-World Magic - Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list - prestidigitation
Eyes and Ears of the City - Benefit You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
amulet of natural armor +1
ring of prot +1
headband of cha +2
3 potions of enlarge person
wand of CLW 49/50 charges
lucerne hammer, +5 to hit, 1d12+3 dmg (3d6+3 w/ lead blades), x2, P/B, reach, brace
earthbreaker, +5 to hit, 2d6+3 dmg (3d6+3 w/ lead blades), x3, B
great sword, +5 to hit, 2d6+3 dmg (3d6+3 w/ lead blades), 19-20/x2, S
longbow, +5 to hit, 1d8 dmg, 20/x3, 80', P
0 - det magic, light, purify food/drink, spark, create water, mending, prestidigitation, mage hand, ghost sound
1 (6/day) - lead blades, CLW, liberating command, sun metal, shield of faith 4/6 remaining
2 (5/day) - heat metal, CMW, grace 5/5 remaining
Varian Forrester was born the second son of Samael and Vivian Forrester. His parents, members of the Forrester merchanting clan, moved their family to Magnimar to head up the family trading house in that city. But even early on, young Varian showed little interest or aptitude in the family business, fascinated instead with the swordsmith Rafael Artrasian, whose forge was not far from Varian's home. He spent most of his childhood hours talking to and observing Rafael and his sons, and eventually informally apprenticing himself to them, doing odd jobs around the forge.
When he was twelve, his parents discovered where and how he was spending what should have been school and playtime, and they sent him back to Korvosa to the family to be properly schooled. But the seeds of his proclivities were planted and he was not to be deterred.
When he was 17, he felt the calling to follow Abadar, and the family couldn't fault him for that, after all, Abadar was the god of merchants. But rather than serve the family, he opted to join a band of adventurers. After several wild adventures, the band ran afoul of a blue dragon and all were slain except Varian, who barely escaped with his life. He had nothing left to his name and he limped back to the nearest town.
Devastated by the loss of his companions and his inability to protect them, he returned to Korvosa to the family for a while. But his interests just didn't lie in helping to run a merchant empire. He was more interested in being out on the road and managed to convince his uncle Bertram to send him with a caravan, which he could help to protect.
The caravan was beset by Duergar bandits. Varian managed to head off the main force of Duergar so the caravan could get away, but he was separated from the other defenders and quickly overrun and captured.
Varian is a generally happy person, who has a tendency to see the good in all people until proven otherwise. A bit gullible maybe at times, but open and friendly, willing to accept people at face value until they show him they are bad folk in some way.
He learned a lot from his family growing up about merchanting and haggling, and is an excellent negotiator. Talking out differences is far preferable to him than just jumping in with a fight initially. He loves to talk. Even just chatting and learning about new people and new places is a source of great joy for him.
He is highly protective of those he calls friend and will use his abilities with weapons to guard anyone in his circle. In fact, he considers this to be why Abadar has granted him the powers he has. Varian sees evil in the world as a bad thing, and worthy of his attention to fight it, though he considers chaos and unlawfulness an even greater blight on the world.