
ubertripp |

Okay, house rule discussion time, yay!
The first one is simple. I like to give PC's incentive to have mechanical stuff to reflect their background. To this end I like to grant a single extra skill point that must be spent in either a Craft, Perform, or Profession. All the same, it should be a part of the character and who they were before reaching adulthood and becoming an adventurer.
The second one is purely for flavor, and is even optional to each player (as in even if the group agrees on it, not everyone has to do it). I like to add a comeliness roll (the good/bad looking level from back in the 1E days). If you decide to use it, roll 4d6, and add your Chr modifier (personality goes a long way). It will rarely come up, but I think it's fun to have a score to determine if you're good or bad looking. Most people hate to saddle that in Chr "you can have a low Chr and still be attractive"
third rule up for debate, and this is where the conflict tends to come up more often than not. Skill usage. This has two parts to the rule.
First, skills neither auto-succeed or auto-fail. I use a rule where a nat 20 is an additional +10 to a skill check, and a nat 1, is an additional -10 to the skill check.
Second, I hate, and I mean vehemently HATE the take 10, take 20 rules. How is it that when people actively try to do their best, they average at a roll of 10, but if they just try to do their plain old average, they also get a roll of 10? If trying your hardest is a 10 average, then doing just enough to get by should be either a 5 or 0. I would like to remove the rule of taking 10/20 out all together.
If taking it out is not an option, I would like to reduce it to taking 5/10, and if that's completely unacceptable, I would like to make it only useable if you are trained in the skill you're trying to take 10/20 in.
I have no problem with any of these. I'll play whichever way folks decide.

Aardvark DM |

OMG, Ubertripp those scores are INCREDIBLE!.... Man, I REALLY hate to have to do this.
If you look at the rolling rules, there is also a cap on scores. Up until now, we had the highest at +12 total modifier, and 38 point-buy.
You just rolled a +17 total mod, at a 62 point-buy.
Much the same way I hated to have to tell Leinathan he had to take the 5 he rolled (which I ended up being wrong). I hated telling Shalafi that his 'mostly average' scores (highest was a 15) met the requirements.
I hate to have to tell you that those amazing scores are too high, and far outshine anyone else in the group. As the only one invited as a player from one of my other campaigns, I'm sure you are aware I try to be absolutely fair across the board (LLLN with good tendencies here), I'm going to have to ask you to reroll those scores until they fall within the parameters of the rolling method.
Seriously, I really apologize, as those scores are phenomenal. As such, it could cause problems making the others feel like sidekicks or hangers on to the amazing PC those scores could make.

Aardvark DM |

RE: Campaign Traits and Surnames
I made up a surname because I looked up all the families listed in the player's guide and they're all humans. There are loads of noble houses though, so I figured we could just be from one of the slightly more minor houses.Maybe the family sent Elrawien and Faedrin away to some prestigious academy to pursue their arcane studies. When the siblings returned to Magnimar, they found the family on hard times. After a few years, the family's on the verge of losing everything and the two decide to band together, join the Pathfinder Society, and waltz into a windfall that will restore their family's position, comfort, and security? How's that sound?
Only one problem with this backstory of the family. As an Alabaster Outcast, it is not the city or society that has cast you out. It is your family. You are disowned and disinherited from a prominent Magnimaran family, and the way it reads, the conflict is on both sides of the table. So the question is, what did you and your sister do to be cast out from the family, and what do you want to prove to them (e.g. You don't need them, are better than them, etc...)?
On a side note, for anyone walking the neutral line, tread carefully. Just to one side of it is the way of evil, balanced precariously on the edge, falling over it could cause too much conflict to be conducive to the group.
I do not really like CN as an alignment, as SO many people use it as a free reign springboard to dance with chaotic evil. If you are CN, please give me some insight as to how it affects you. Duboris and Lein, I know Kori actually goes against a lot of the things I don't like (like CN, Barbarians, and Drow), but that's the greatest challenge to playing it.

Dal Selpher |

Shalafi and I were brainstorming and came up with an Alabaster Outcast background we both like. The family sent us both off to some non-Korvosan academy to study the arcane. But, like the entitled and spoiled so-and-so's we were/are, we lived way beyond our means by leaning on the family's name and coffers. We returned to find the family furious with our spurious spending and an ultimatum was leveled that we'd have to earn back what we squandered abroad. So, the siblings sign on with the Pathfinders out of spite, intent to walk into an old ruin, walk out with a priceless relic, an recoup 10 times what the family is demanding. That'll show them!

Duboris |

I'd like to personally state that I have no problem with ubertrip's stats, as he's not actually going to outshine anyone in their proper field. Example: He's never going to be as dextrous or stealthy as me. Sure he's going to be a better jack of all trades, but as far as casting a shadow on anyone, I don't think any of us would really mind.
He's like, the only wisdom guy here, isn't he?

ubertripp |

Aard:
No worries, I don't mind. The character concept I have isn't too stat dependent. I'm assuming I should re-roll, rather than just shave.
4d6 ⇒ (1, 6, 2, 3) = 12 - 1 = 11
4d6 ⇒ (5, 6, 3, 6) = 20 - 3 = 17
4d6 ⇒ (4, 2, 2, 4) = 12 - 2 = 10
4d6 ⇒ (2, 1, 2, 6) = 11 - 1 = 10
4d6 ⇒ (4, 2, 2, 2) = 10 - 2 = 8
4d6 ⇒ (1, 2, 4, 2) = 9 - 1 = 8
4d6 ⇒ (1, 1, 4, 1) = 7 - 1 = 6 (drop)
I'm out of time this morning, but I'll go back and look at the rules. I think this one is officially too low? I'll get it worked out.

Shalafi2412 |

What Dal said.
She is CN because of the goddess that she worships. Being an elf she tends towards C anyway and N because she kinda only cares about herself and her brother because she has not really had to care about anyone else.

ubertripp |

Aard:
No worries, I don't mind. The character concept I have isn't too stat dependent. I'm assuming I should re-roll, rather than just shave.4d6 - 1 = 11
4d6 - 3 = 17
4d6 - 2 = 10
4d6 - 1 = 10
4d6 - 2 = 8
4d6 - 1 = 8
4d6 - 1 = 6 (drop)I'm out of time this morning, but I'll go back and look at the rules. I think this one is officially too low? I'll get it worked out.
Ok, so re-reading the rolling rules, as corrected, I can re-roll if result is less than a 15-point buy or if total mods are less than +5. Set above has net mods of +1. So, I'll re-roll again.
4d6 ⇒ (3, 2, 6, 4) = 15 - 2 = 13
4d6 ⇒ (1, 3, 6, 2) = 12 - 1 = 11
4d6 ⇒ (1, 4, 6, 2) = 13 - 1 = 12
4d6 ⇒ (6, 3, 3, 6) = 18 - 3 = 15
4d6 ⇒ (4, 2, 4, 1) = 11 - 1 = 10
4d6 ⇒ (5, 2, 1, 4) = 12 - 1 = 11
4d6 ⇒ (2, 2, 1, 4) = 9 - 1 = 8 (drop)
Total mods +4, but I think I'm just going to take this guy and start building.

Duboris |

Male Human Rogue 1
N Medium Humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 8 (1d8)
Fort +0, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+1/19-20/x2) and
. . Dagger +5 (1d4+1/19-20/x2) and
. . Gladius +5 (1d6+1/19-20/x2) and
. . Sap +5 (1d6+1/x2) and
. . Unarmed strike +5 (1d3+1/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 11, Int 16, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 16
Feats Skill Focus (Stealth), Two-weapon Fighting, Weapon Finesse
Traits Stealthy Escape, Watchdog
Skills Acrobatics +9, Appraise +7, Bluff +4, Climb +5, Craft (clothing) +7, Disable Device +12, Escape Artist +9, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +6 (+7 to locate traps), Sense Motive +7, Stealth +12, Use Magic Device +4
Languages Common, Elven, Thassilonian, Varisian
SQ trapfinding +1
Other Gear Dagger, Dagger (4), Gladius, Sap, Artisan's tools (Craft [clothing]), Bedroll, Blanket, Ceramic Mask, Thieves' tools, masterwork, Wrist sheath (empty) (2), You have no money!
--------------------
Special Abilities
--------------------
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Groveling in the dirt in the shade of the giant bridge, as well as that of the other districts, Oswald stole to survive, though, rarely anything more than a loaf of bread. For a very long time, he loathed the pathfinders that gathered at the lodge, more out of envy than blatant disregard for the needy.
Despite this, he still wished to be one, if only to join the Shadow lodge, the only faction that he seemed to mesh well with, but he figured he'd need something to bring to the table. That said, he spent his time honing his innate agile prowess, and learned to eavesdrop and spy on others. While not the greatest, his potential is grand.
At one point, he found something ridiculously juicy, a Sczarni meeting. Needless to say his eavesdropping didn't particularly go well, and the sczarni weren't exactly known for their friendliness. Fearing for his life, Oswald managed to escape and never be heard of in Magnimar for quite some time, a time he spent refining his dexterity and knowledge. While Oswald doesn't use his old name anymore in fear of the fact that the Sczarni might still be looking for him, he refers to himself simply as O, and has become a common, shady member at the local lodge, sleeking in corners and simply listening. He's most known for his lengthy, body-encompassing cloak and ceramic mask, something he went through great pains to fashion, learning he had a knack for clothing in the process.
He's been biding his time for quite some time now, but his intuition says something rather eventful is on it's way, and as a full fledged, albeit mysterious, pathfinder, he's going to blaze a trail and report back... provided there's enough darkness on the way, of course.
Oswald avoids having his flesh seen, and his clothing is made to reinforce that idea, as it is merely a lengthy, jet-black shroud that completely covers his body. It clings rather nicely, as well, and doesn't hamper his motor skills in the slightest. A cape made of the same cloth encircles around him on top of this, aiding his ability to conceal weapons on his person.
The only visible part of Oswald's body are his eyes, which are both an odd gold. His weapons are concealed in pockets along his outfit.
Oswald avoids the use of armor, as he believes that any kind of it would hamper his near-flawless dexterity.
How's that? I didn't use a trait from the campaign helper, but I grabbed the "Watchdog" trait from PFS, as well as stealthy escape.
He's a member of the Shadow Lodge

Dal Selpher |

I'm slammed at the office today, but just wanted to hop in quick and say that I'm 70% on board with switching over from kensai to spell dancer. Regardless of the archetype I settle on, I'm really, really happy with what we've come up with for the Alabaster Outcast background.
And I hope you roll your channel d6's like you rolled that first set of attributes, ubertripp! I've never SEEN rolls like that before - just amazing!
Also looking forward to seeing what Furiariot has in mind for his character. I think we've got a neat, nuanced and yet solid group spread across the characters so far. Lots of potential in this group!

leinathan |

I think he is mechanically a pretty typical rogue. It may create some conflict that you are part of the Shadow Lodge, which is not necessarily a bad thing, but you ought to be careful of it. Additionally, his backstory seems just a bit arbitrary, although I do understand the point that you were making.
Why did he think spying on people is practice that he would be needing to join the Pathfinders?

leinathan |

It's certainly interesting. I'm more interested in the character development that occurs in-game, as that's the kind of thing that typically lasts.
I have a question, GM - If I take the "Death from Above" feat, will you allow it to apply whilst I am on horseback? If I charge whilst on horseback, after all, I am above the opponent, and I do have the high ground.
you use the spoiler command.
Like this [spoiler=Stuffstuffstuff][/ spoiler]
omit the space between the / and the second spoiler, and put stuff in between the two bracketed sets of words. The words in the first pair of brackets will be the title of the spoiler.

leinathan |

OH, you meant my defenses spoiler, huh?
When you make an alias for your character, in the line marked "class", you put a spoiler. I put the defenses in so that the GM only has to hit a button to see whether their attacks hit me, rather than open up a new tab.

Aardvark DM |

Duboris, I can't find the watchdog trait anywhere. Do you have a link to it somewhere?
I also just had to do a research skim to even see what you are talking about with the shadow lodge. They seem to be a disruptive branch of the lodge, more concerned with keeping tabs on the lodge, than acting like Pathfinders.
The player's guide says "Characters designed for this campaign should plan to be residents or new arrivals to the city of Magnimar. They should also either be members of the Pathfinder Society or nonmembers who have an interest in joining up at the local Pathfinder lodge."
The shadow lodge says "Most Pathfinders claiming membership in the Shadow Lodge have a personal grudge against the Decemvirate. Whether they themselves were victims of the Ten's apathy regarding their well-being or saw friends or relatives suffer because of the Society's inaction, tragedy and resentment push most Shadow Lodge members into the organization's ranks. But while Shadow Lodge Pathfinders may not like the Decemvirate very much, they nevertheless want the Society to prosper, and do what they must to assist their fellow agents, especially when the Ten send them into harm's way."
So, here's the deal. I will allow the connection to the shadow lodge, under the restriction that you follow that last sentence of the lodge quote. Primarily the part that says, "...want the Society to prosper, and do what they must to assist their fellow agents,..."
Also, do you mind if I ask the connection with the very rare gold eye color? Is this a holdover from the rogue/sorcerer idea you had considered before? If you want you can PM it to me, if it's something you have planned down the road.

leinathan |

Scroll down to the Shadow Lodge section under factions. It's on page 13-14.
LEINATHAN KNOWS ALL.

Aardvark DM |

Shalafi, I don't know if you are putting together a profile, but I would like to see one built before we start.
Dal and Shalafi, I like the new backstory. Spoiled kids that take the family for granted, incur debts that ruin the family, then get upset at the family for expecting you guys to have to fix it. This definitely sounds like spoiled kids.
Oh, forgot to mention, Duboris. The Lodge in Magnimar is fairly new, only a few years old, starting some time a little after RotRL (so only about 5 yrs old).
Ubertripp, I hate to take your great scores, then have you so ready to settle for a less than adequate score. I'd rather you roll again for scores within the limits, but if you're really gonna fight it, at least swap the lowest score from your 1st set, with the lowest from your current set (so drop the 10 and make it a 14).

Dareon Niroden |

I elongated my character's backstory, Aardvark. Take a look and tell me what you think, it's pretty basic.
Also, y'all should make aliases and we should start relatively soon. Character creation is largely complete.
Lemme know if there's anything I need to do with my guy, Aard, and I hope that source is helpful. I'll be back in anywhere from a few hours to tomorrow morning.

Duboris |

I can assure you, as a true neutral, while Oswald might not care much for the decimverate's nitpicking, he does care for the society as a whole, but prefers to further it's goals from the shadows, as does the lodge.
As for it being around for a mere 5 years, he's a rogue. He was like 15 at the time it got around, which is plenty enough of time to enjoy it's existence, wouldn't you say?
I'm not going to pull a Viluki and be like "YAY! I TAKE OVER THE SOCIETY BECAUSE I WANT TEH POWER" And then just turn into a potato and fly away.
As for the gold eyes, Oswald does still have the Shadow sorcerer bloodline, but it just hasn't shown up yet. His first rogue talent is actually going to be minor magic, to give that a heads up, where he'll take an interest in that sort of thing. He's still going to keep true to his roots, however.

![]() |

Oh, and this is done. Figured "O" was just as silly as "Oo" so I'll just stick with Oz. It makes more sense anyway. Also let me just take a moment to point out that this is the only profile in the whole database that uses a ceramic mask-esque thing of any sort.
It's a Shae.

leinathan |

Duboris, to be a sorcerer, your cha is rather low. there are, however, bloodlines that allow you to use your int and wis modifiers instead, (maestro and sensei bloodlines respectively) and I recommend these if you are to take sorcerer levels.
shalafi, she means an alias, I think. make an alias for your enchantress.

Aardvark DM |

She? I hope that was a typo? Or are you just more familiar with me as Kori?
To clarify, I am not a she.
And yes, I meant an Alias with all the PC info in it.

Aardvark DM |

I'm not sure if there is more to your question. What do you mean how will I handle them? As in, do I have any special rules, or house rules for it?
I plan on using the rules from straight out of the book, but I don't use them often so I don't know if there is a specific issue that people have with them. You can do it as long as you have the abilities, and the money, and (based on the party's plans) the time.
I have no real info on the cleric's PC beyond what he's posted here.

Aardvark DM |

Yes... BUT, bear in mind that with the house rule of nat 1's on skills (equaling -10), there is a chance that it could be cursed....and without a detect magic and DC 26 spellcraft, you wouldn't know.

ubertripp |

Here's the character fluff for me. Let me know if there is anything you don't like here, Aardvark
Tanjvats, half-orc cleric 1 of Desna
Concept: Blessed by Desna, cursed by Lamashtu
Tanjvats (“Tanj” to most) was born and soon abandoned by his human mother in the tiny costal village of Sandpoint. There he eked out a living as one of “Gorvi’s Boys” cleaning the streets and gutters and carting the filth to Junker’s Edge. He suffered the predictable struggles of a poor half-orc in a mainly human town working in a lowly profession.
However, unlike many of his friends and co-workers, the oppressive contempt never drove his soul towards anger, violence or evil. He once joked (shyly, through is over-large fangs) that the occasional, violent insults at least broke the monotony of being unseen and unremarkable. His co-workers failed to see the humor, and his friends remained few.
Tanjvats liked Sandpoint, especially the small chapel with its shrine to Desna. The stories of hope, luck and adventure that covered its walls, or were shared by its itinerant priests, were a source of joy and succor to the young urchin. He would often spend the early evening (before darkness fell and his street-sweeping duties would begin) gazing at the Lost Coast Road and imagine walking it someday as a free priest of Mother Moon. So, when he experienced his first bout of good fortune, his mind immediately turned to Desna.
One rainy night, when shoveling horse manure down on Water Street, Tanj heard the sound of strange singing, interspersed with retching, coming from the dock behind the Hagfish tavern. He peeked around the corner and saw a large Shoanti man bent over a piling and emptying his stomach into Sandpoint Harbor. Tanj was shocked at what seemed to be gallons of vomit coming out of the man. Concerned (and not a little impressed) he moved forward to help, just in time to see the man slide sideways off the piling, bounce on the wooden planks and roll ignobly into the filthy water.
Yelping, he moved to help. After a struggle he got the unconscious man to the shore and called for assistance. Father Zantus eventually revived the drunk, who gratefully turned over a sack of coins won that night in a tavern bet.
Tanj spent a few of these coins on a book at The Curious Goblin (a missive by some Patherfinder-hopeful), but the remainder he left as a gift to Desna, thanks for his good luck. From that point on, he was determined to help others through the worship of Desna, and to travel open roads.
Father Zantus was an excellent teacher (if a bit preoccupied with his own adopted daughter) and Tanj proved an apt pupil. He quickly learned the basic skills of an acolyte and took a new job as a low scribe, catering to the merchant class of Sandpoint. He had a good fist for letters, a decent head for numbers, and a love of books and reading. All seemed to be going well, and he hoped his dreams might soon come true.
But then the nightmares began. The first was bad, and he awoke in a cold sweat and felt an immediate need to pray. He’d dreamt that he was back cleaning the streets for Gorvi and was pushing a severed dog’s head along the dusty roads with a broom. The dog’s eyes were still open, and it was whispering terrible secrets to him. Tanj tried as hard as he could to ignore the whispers, but he kept recognizing the words. When he finally realized what the dog was saying, his own belly began to swell. It grew and grew until he began vomiting all over the dirt road. The vomit kept coming and coming until it ran like foul sewage through the streets of Sandpoint. As this filth touched the boots of the townspeople, they turned to look at him in fear and horror.
The nightmares came frequently after that, and they took their toll on his demeanor, confidence and faith. He’d begun to learn the basics of divine magic. And while the unrelenting night terrors caused him to redouble his devotion to Desna, there was a part of him that worried that it wasn’t Her, but some other power, that was granting his powers.
Doubt and fear crept into his mind. There followed the Sandpoint Fire, and Chopper’s Spree and the ruined Swallowtail Festival, and the attacks by giants and a dragon. His heart hoped for the courage to face these evils, to help his home town, to prove his own worth. But his mind doubted, weakened by horrific visions, and he hid himself in the cold stone walls of Sandpoint’s new cathedral.
One night, awakened by another nightmare, he walked the streets alone. He came to a sinkhole that had recently opened next to the garrison after an earthquake. He looked into that abyss and could hear again the sinister whispers of his dreams. But this was no dream. The whispers confirmed what he secretly feared: that he didn’t belong here, that his true nature came from darkness and for all his faith, and dreams of open roads, he only deserved dark holes like this one. He wept, and fled.
He arrived soon in Magnimar, able with effort to maintain coherent thought and fight off the brutal visions of his now-waking dreams. He actively sought out dark places, from filthy sewers to dank catacombs, exploring them for rusty coin and to escape the shame of the sunlit world. But even here divine fortune didn’t abandon him. His skills were of use to a local Pathfinder who, taken by his devotion to Desna, sponsored him in the local lodge.
But Tanj knows he’ll never be a real Pathfinder. Not like the others, with their heroic uncovering of long-lost mysteries. But he hopes that he’ll be able to help those who do deserve to have their stories told. He hopes that he’ll be able to capture at least some portion of his lost dreams by aiding those who are better than him. And he hopes that he’ll be able to thank Desna for the grace she has shown an unworthy and troubled soul.
He remains blessed by some remarkable luck, a fact that grants some comfort during his extended periods of coherence. But open roads are now just rutted paths between the rank pits he must call home. Maybe someday he’ll be strong enough to find the peace that comes so easily to others, and to finally be free of the whispering dark.
Ok, a 10 is a 14, per Aardvark's suggestion. I'll have a 14 Cha, so a +2 mod.
Comeliness: 4d6 ⇒ (1, 5, 5, 1) = 12 - 1 + 2 = 13
Now I'll work on profile, avatar and all the crunchy bits.
Obviously, I'm going for the domains of Luck and Madness.

Aardvark DM |

13? If you have all the requirements "The DC to create a magic item is 5 + the caster level for the item.". So a 1st level scroll should be a DC 6.

Tanjvats |

Tanjvats is a half-orc cleric with the Luck and Madness domains.
He has taken the Toothy and Cavewight alternate racial traits (APG)
He has taken the Focused Mind (Magic) and Outcast (Racial) traits.
Feat is Scribe Scroll.

Aardvark DM |

Uber, one of his traits should either a Campaign or Pathfinder Society trait. I was thinking the ones in the player's guide "... of the Society", but I guess there are the faction ones from actual Society play that will work.
EDIT: Also, I don't know how you are gaining access to Madness if you are a Desnan. Is it an archetype?

ubertripp |

I didn't feel that any of the Campaign or Pathfinder Society traits matched my desired back-story. Of course, I can take one of them, if you are ok with me changing the flavor text.
For instance, I'd drop "Outcast" and instead take "Exalted of the Society" as long as you're ok with me taking that even though my guy's never been to Absalom. We can make up some flavor text that justifies the +1 channel per day benefit, right?
As for the domains, I look at it this way: clerics can choose any two domains if they don't specify a deity. That's what I'm doing. The worship of Desna is mainly just flavor.

Duboris |

I don't much like the idea of picking any domains you want? I also dislike this part:
As for the domains, I look at it this way: clerics can choose any two domains if they don't specify a deity. That's what I'm doing. The worship of Desna is mainly just flavor.
That's like saying "I picked Madness and Evil, but I'm gonna worship Sarenrae."
That just rubs me wrong XD is that bad?

Aardvark DM |

What about the traits included in the link Leinathan added above? For the way the backstory read, the Silver Crusade, sounds like the faction possibly best for Tanj (as he wants to do good but feels unworthy of accomplishing it as I understand the PC).
Ummm, I think I can handle the no real deity, but he just sounds a lot like he has chosen a deity wholeheartedly. I can kind of see him being torn between the two deities, as in they are actually fighting to maintain their own control over him. In that same regard, I feel he would need to be not fully settled on a deity (torn between the two). Or maybe something like not really knowing the gods, only that the church (or his own luck) is the only place/way that helps keep the nightmares at bay. Not realizing what he does is the purview of the gods. Just spitballing, throwing out ideas, not expectations.

Dal Selpher |

The madness domain might work with the Separatist archetype we'd discussed earlier. No need to stress the variant theology in the archetype, but just use it as a vehicle for mechanically getting the character where you want him.
And speaking of archetypes, I've ported Faedrin over to the spell dancer archetype. I should have his background and fluffy stuffs typed up shortly.