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I'm still making some edits and additions, but here is my suggested character:
5d6 ⇒ (6, 6, 3, 1, 6) = 22 = 18
5d6 ⇒ (1, 2, 5, 5, 1) = 14 = 12
5d6 ⇒ (1, 5, 5, 3, 4) = 18 = 14
5d6 ⇒ (5, 5, 5, 6, 4) = 25 = 16
5d6 ⇒ (5, 2, 6, 4, 4) = 21 = 15
5d6 ⇒ (6, 5, 5, 3, 3) = 22 = 16
LG Medium Humanoid (human)
Init +2; Senses Perception +5
Str 18, Dex 15, Con 16, Int 14, Wis 12, Cha 18
Base Atk +0; CMB +4; CMD 16
hp 12 (1d8)
Fort +3, Ref +4, Will +3
Languages: Varisian, Common, Abyssal
Melee Great Axe (1d12+6, x3)
Ranged Shortbow (1d6 /x3)(Ammunition:40)
Martial Weapon Proficiency (Greataxe)
Unhappy Childhood (Religious): +2 Concentration
Acrobatics +5
Bluff +8
Climb +7
Diplomacy +9
Intimidate +12
Knowledge (local) +7
Perception +5
Perform (sing) +8
Sense Motive +5
MINOR SKILLS
Appraise +2
Disguise +4
Escape Artist +1
Fly +1
Heal +1
Ride+1
Stealth +1
Survival +1
Swim +3
Favored Enemy Human +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival. +2 Attack Roll and DMG.
Detect Magic (0th)
Light (0th)
Lullaby (0th)
Mage Hands (0th)
Delusional Pride (1st)
Grease(1st)
Paladin’s Kit (Backpack, Bedroll, Beltpouch, Cheap Holy Text, Flint and Steel, Iron Pot, A Mess kit, Rope, Soap, Torches (10), Trail Rations (5), Water Skin, Holy Symbol)
Studded Leather Armor
Musical Instrument (Wardrum)
Money (57gp)
Nostrum was born and raised in Korvosa, although ‘raised’ is largely a misnomer. His parents were both long standing members of wealth and class in Korvosa, his mother the daughter of a merchant family and his father a confidant and commanding politician. However, their public good standing masked a darker truth: both parents were ardent worshippers of Rovagug, the diabolical deity of Wrath, Destruction and Disaster. They used the wealth and power they were born into to bring suffering on the weak and poor of the city, and this hatred for weakness was most apparent in their home.
As a young child, Nostrum showed little aptitude for destruction, and indeed seem to express joy in creation. In particular, he showed a great talent for singing, which his parents attempted to beat out of him. Nostrum was often locked in the basement of the house for days, scalded with hot irons and things far worse and best left unsaid. All this was done to draw out Nostrum’s darkside (or just for his parents own enjoyment) and the physical damage wrought untold damage to his psyche. Finally, at the age of 7 his parents were convinced that Nostrum was never likely to be of benefit to them. They promptly sold him to the highest bidder: Gaedren Lamm, for a price of 14 silver pieces.
(NOTE: The majority of the first seven years of Nostrums’ life have become fragmented memories. This is largely due to the trauma his parents inflicted, in conjunction with Gaedren’s later actions. For this reason, he does not remember his own parent’s names.)
Part II: Lamms To The Slaughter
Life under Gaedren did not show a marked improvement. As a young and weak child still in trauma, Nostrum was initially trained as a pickpocket (for which he showed little talent). Eventually, Gaedren realized Nostrum’s talent for performance - both as an actor and a singer – and trained him to work as an entertainer in both seedy pubs and brothels. Whilst Nostrum could now express himself in something he loved, he was brought into contact with more and more vicious and sadistic people, and he did not get by unscathed.
Throughout his formative years Nostrum tried several times to escape, but was repeatedly captured and tortured. As he reached his teenage years, Nostrum finally outgrew his youthful weakness and rapidly started to exceed Gaedren’s ability to discipline. As a counter measure, Gaedren took to force-feeding Nostrum a cocktail of alcohol, poppy and Shiver, which simultaneously dulled the mind, weakened muscle and caused great hallucinations. Although they were small doses, the repetitive intake of the concoction over multiple years caused further damage to Nostrum’s memories.
Part III: Rebirth
Nostrum’s life of misery continued until a fateful day in his 13th year of life. Whilst on his way ‘home’ from another performance – mind still doped on Shiver – Nostrum tripped over a pamphlet on the ground. It was a brightly coloured tract for the “Brethren of the Benevolent Unmaker”, welcoming any and all to a meeting that evening. For reasons unknown, the symbol on the tract resonated with Nostrum and despite his cloudy mind he knew he had to attend the meeting. By luck, fate or divine intervention, he managed to wander to the meeting place without getting distracted or lost. Once there, he heard the joyous news of a deity that loved all of creation, and wanted to “bring an end to all in pain, suffering and sadness.” Nostrum was hooked. Over the next few months, he managed to sneak away to multiple meetings to learn more about this wonderful deity.
Eventually, Gaedren caught Nostrum in the act of sneaking out with his holy symbol. Enraged that Nostrum would continue to disobey him after all the drugs invested in him, Gaedren set up him. He managed to wrestle the holy symbol away and broke it underfoot. Whilst still under the effects of the drugs, this action set Nostrum’s soul aflame: He struck out at Gaedren, landing a sharp blow to his head. Gaedren crumpled, and Nostrum fled into the night. He managed to make it to the Brethren, where he was taken in and cared for until the present day.
Part III: The Good Faith
For the past ten years, Nostrum has devoted himself to the holy texts of the Brethren. He devoutly worships and follows their deity: Rovagug, “He Who Hugs the Fallen”. His prowess at both singing Rovagug’s praise and clearly explaining his edicts has made Nostrum a stand out follower. Due to this, the Brethren have decided that it is time: Nostrum should go out on a pilgrimage into the world, to share the word of Rovagug.
- ‘Cycle Of The Beast’, an actual text describing the true horror of Rovagug. This is considered the word of Rovagug.
- ‘The Embracing Purge’: The main text of the Brethren. This text is an analysis of ‘Cycle of the Beast’ that treats almost every verse as an in depth metaphor of Rovagug’s love and care for creation. Destruction is considered a blessing and part of the passage from this world into the loving embrace of Rovagug in the life beyond. The text was written by Brother Philoxasis, who died at the age of 31 when he attempted to saw his own head off to escape the chicken that lived in his attic.
- ‘The Path to Destruction’: A further departure from reality, this text outlines the rules and tenets of living a life according to Rovagug.
Holy Symbol : This is the holy symbol of the Brethren, and the symbol that Nostrum found whilst enslaved by Gaedren.
Examples of Scripture:
[13]“As the Unmaker proclaims, “I shall wipe away all, from origin to eternity”. Therefore, the devout shall wipe away all and shalt not tolerate filth: [14]cleanliness is next to Rovagugliness!” - The Path To Destruction, Chapter 3, Verse 13-14
Short-term goal: Nostrum’s short-term goal is to find Gaedren. He is thankful for the part Gaedren had in bringing him to a true knowledge of the faith of Rovagug, and wishes to share the rapture of true faith and repentance for his past actions. Nostrum will only be satisfied when Gaedren comes to know Rovagug, regardless of whether it’s enlightenment through words or enlightenment through an axeblade…
Long-term goal: Nostrum’s long-term goal is to spread the life-sustaining faith of the “Brethren” as far and wide as possible. He wishes to lead by example, and show how faith in Rovagug can bring about a better world.
My Goals:
- I really want to explore the concept of a Lawfully Good “Heart Of Gold” hero who has a totally warped understanding of his own belief system. I’d like his character to develop from the first level Bard into either a Paladin or a Cleric. Unfortunately, he can’t technically be a Cleric of Rovagug as the alignments are totally opposite, but with GM permission, I’d like him to have divine powers manifest due to his sheer strength of faith. If not, I’ll just push down the Paladin route.
- My other main goal is to play with the concept of both Nostrum’s repressed memories and the real Rovagug’s impact on his mind. This could come about with him being excessively brutal in persecuting Evil actions, or in how he utilises Intimidation.
- I really want to make Nostrum a fun character for other players and NPCs to interact with. To this mean, I want to make sure that the songs he sings, the chants that he cries and the scripture that he quotes are both inspiring for his companions, but at the same time REALLY REALLY creepy.
(1) Trained to sing the praises of Rovagug, Nostrum will take any opportunity to bring music. His songs range from roaring praise of Rovagug’s might to soul-shattering dirges that hint at the ache Nostrum has been through.
(2) Due to the brutality of his childhood, the shiver and his time with the brethren, Nostrum sees the world in terms of absolute black and white. He will not tolerate acts that are absolutely ‘Evil’. However, Nostrum has a great understanding of good in the long run, and so will tolerate acts by ‘non-believers’ that he disagrees with in the short run if Nostrum thinks he can use it as a means to bring about greater good, or as a means to evangelize to others.
(3) Nostrum believes that real followers of Rovagug are “heretics”, and will persecute them with brutality that is disproportionate to their actions. This is actually his subconscious fighting against the suffering he received from his parents. This subconscious may shine through in other ways.
(4) As all the ‘Brethren’ are as gullible as Nostrum, and due to sheer fortune are all males, Nostrum was raised with no real understanding of romance or of women. He will likely treat males and females exactly the same, but will totally misunderstand the concept of romantic interest (let alone the concept of sex).
Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
(Ally) Brother Jael : The member of the “Brethren” who first welcomed Nostrum and later gave him sanctuary after his escape. An elderly man with a kind face and a receding hairline, Jael has spent his whole life as a humble fisherman. He used to have a wife and children, however they all perished in an house fire. Jael later discovered the fire was started by the lackey of a druglord trying to burn down the house of a rival distributor, but lighting the wrong house. In persuing this druglord for revenge, Jael was mugged and received a severe headwound. To help with his recovery, Jael took to reading and soon found the texts of Rovagug in an antique store. The more he read of them, the more he was convinced of their validity. Vowing forgiveness of those who wrong him, Jael took to teaching others of Rovagug’s holy ways.
(Ally) Brother Heshuphet: Nostrum’s closest friend. Osirion born, Heshuphet is a relatively new member of the ‘Brethren’. When he first arrived in Korvosa, Heshuphet developed a strong addiction to shiver. He would have likely died of overdose if Jael + Nostrum hadn’t saved him. Very intelligent, but ultimately quite unwise, Heshuphet is mostly sceptical about the validity of the Brethren’s teachings. However, he cannot deny the many stories that he has been told of Rovagug saving and as such continues to try to understand the religion of his friends.
( Neutral) Parents: As was mentioned, Nostrum cannot remember his childhood and as such only remembers his parents as fragmented flashes of childhood. He connects them with the concept of both opulent pleasure and bone-shaking terror, both phantasms of hope and horror. He cannot remember their names or faces, but if he encountered them he is sure he would know who they are.
(Enemy)Cheena: A fellow Lamm who grew up with Nostrum, Cheena was sly and self-interested pet of Gaedren. She frequently informed Gaedren of Nostrum’s escape attempts to gain favour for herself. Although Nostrum has vowed to foremost seek peoples’ salvation, for Cheena he might just make an exception…
Impossing in stature, Nostrum is 6'2" and broad of shoulder. His red hair is well-kept and his face clean shaven. He almost always joyful, as every day life constantly reminds him of the blessing Rovagug has rained down on him. He tends to wear clothing that is cheap and simple, that he may contribute more of his money towards fellow brothers.
2300 words... the most I think i've ever written for a character before even playing them

Rickmeister |

5d6 ⇒ (3, 4, 6, 1, 3) = 17 >> 13
5d6 ⇒ (2, 1, 2, 3, 3) = 11 >> 8
5d6 ⇒ (5, 6, 4, 4, 2) = 21 >> 15
5d6 ⇒ (3, 3, 3, 1, 2) = 12 >> 9
5d6 ⇒ (5, 4, 6, 6, 5) = 26 >> 17
5d6 ⇒ (1, 1, 2, 2, 4) = 10 >> 8
Holy crab!
I'll make something with this, be posting back here later on.
Experience: Been doing this for close to 5 years now, I reckon. GMing mostly, since apparantly that's what I am made to do (according to my players).
CotcT: No experience, but damn interested! ;)

Rickmeister |

This is my character.
Will make an alias if he gets chosen :)
Male Human Fighter (Archer) 1
N Medium Humanoid (human)
Init +4; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
. . Shortsword +2 (1d6+1/19-20/x2)
Ranged Longbow +5 (1d8/x3)
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 15, Int 9, Wis 8, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats Deadly Aim -1/+2, Point Blank Shot, Precise Shot
Traits Deft Dodger, Missing Child (Son or Daughter)
Skills Acrobatics +3, Climb +4, Escape Artist +3, Fly +3, Handle Animal +3, Intimidate +3, Ride +3, Stealth +3, Swim +0
Languages Common
Other Gear Studded leather armor, Dagger, Longbow, Shortsword, 88 GP
--------------------
Special Abilities
--------------------
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
As far as background, I'll fill it out more if you want, but basic version:
He is a drunk, and a run-down has-been adventurer. His brother took him in because there was nowhere else to go.
He followed his nephew Albert and niece Krissa to the market, because it was dangerous to go alone, and he lost Krissa. His brother is furious and dissapointed, and he has sword to bring her back, even if it's the last thing he does... And he means it!

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Justin Sluder wrote:I think I'll toss something into the ring for this.
5d6=17
5d6=14
5d6=12
5d6=15
5d6=15
5d6=13Nice scores, works out to be 37 points.
leinathan: Was the Varisia players companion omitted from allowed sources for a reason, or was it simply an oversight? Also, why no cavalier?
It was oversight XD You can use other sources as well, just run them by me first.
Also, no cavalier mostly for ease of play. This isn't a campaign in which you can really take much advantage of your horse.
This brings me to my next question. If you have the Animal Archive, would you allow a Huntmaster (Cavalier Archetype)? What about the Mad Dog (Barbarian Archetype)?

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Hmmm, curiouser and curiouser.
Stats: 5d6 ⇒ (5, 4, 3, 4, 5) = 21 = 14
Stats: 5d6 ⇒ (3, 5, 5, 6, 2) = 21 = 16
Stats: 5d6 ⇒ (3, 3, 3, 5, 1) = 15 = 11
Stats: 5d6 ⇒ (6, 2, 1, 3, 2) = 14 = 11
Stats: 5d6 ⇒ (1, 6, 6, 2, 1) = 16 = 14
Stats: 5d6 ⇒ (2, 1, 5, 6, 1) = 15 = 13
Not a bad array. I might put together a Sable Company Marine archetype for the Ranger, who was kicked out when his addiction became too severe. He's finally found his way back to sobriety, but now he sees Lamm as the reason he lost so much, and thinks if he can take him down, he stands a chance at rejoining the Marines.
Okay, here's the stats:
Thaven Jack
N Human Male Ranger (Sable Company Marine) 1
Init +4; Senses Perception +6
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DEFENSE
------------------------------------------------------------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
hp 12 (1d10+1+1 FC)
Fort +4, Ref +6, Will +2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee Longsword +3 (1d8+2)
Ranged Longbow +5 (1d8)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 14, Dex 18, Con 13, Int 11, Wis 14, Cha 11
BAB +1; CMB +3; CMD 17
Feats (2) Point Blank Shot, Precise Shot
Skills (7 skill) Handle Animal +4, Heal +6, Knowledge (local) +4, Perception +6, Ride +8, Stealth +8, Survival +6 (+7 vs tracks)
Special Abilities: Track, wild empathy +1, favored enemy (humans)
Traits: Personal Addiction, Armor Expert
Possessions (175 gp) longsword (15 gp), longbow (75 gp), 40 arrows (2 gp), 2 daggers (4 gp), studded leather (25 gp), pathfinder's kit (12 gp), 2 gp
------------------------------------------------------------------------
Stat Math:
Str 14
Dex 18 (+2 racial)
Con 13
Int 11
Wis 14
Cha 11
Thaven Jack wanted to be a Sable Company Marine for as long as he can remember. His grandfather was one. His father was one. Until the accident, when he was killed during an aerial chase when his mount snagged a hoof and flipped head over tail, landing hard on the cobblestones. Thaven's father was killed instantly and buried with full honors as a fallen hero. Thaven used to wear his replacement armor every night, drilling with a wooden rod as he'd seen his dad drill with a real sword. He carried himself with the same discipline as his father, and when he was old enough, he presented himself to the Academy for training.
As the Headmaster said, "It's a sad day in Korvosa when a Jack isn't in uniform."
But the Academy proved more difficult than Thaven imagined. Hard work, academics coupled with the stress of seeing his father's broken body every day in the faces of his teachers and fellow students drove him to distraction and his grades suffered. One night a kindly old man in the inn near the Academy offered him a taste of something he said would 'take the edge off, lad and let ye be yourself.'
Thaven took his first dose of Shiver. Soon he was hooked.
But Shiver is an expensive drug and only the first couple hits were free. Jack found himself selling his belongings, stealing from his mother and finally was caught stealing the day before his final tests. He was quietly drummed out, out of respect for his father and his family's legacy of service. He was told to clean himself up and he may be able to redeem his legacy.
Getting clean was harder than it sounded. For six months he struggled, relapsing several times. Each time, it was only a force of will that lead him to try again. Force of will and hatred of that old man and his damned drug. He swore he'd have revenge. He swore he'd make him pay for the hell he went through.
Yesterday he woke up without the shakes. He bathed and put on his father's old armor, and pulled his father's sword and bow out of storage. It's not going to be easy, but Gaedram Lamm must die.
I have a lot of PbP experience, and I'm actually running this same AP as a PbP right now. I can assure you that I will be able to keep DM and player knowledge separate if chosen.

YoricksRequiem |

So with the realisation that we didn't have anyone throwing in to be a healer yet, I decided to do something a little... different.
I've drafted up two different character options for myself: One a Tiefling Magus, and one a Human Oracle. I'd rather play the Magus, but I don't really mind doing either.
And, because it was interesting to me, I tied their backgrounds together.
I'll probably end up making a few more small tweaks, but I wanted to at least get them in on time.
Raijin (Tiefling Bladebound Magus Kensai)
Attributes
Strength 16
Dexterity 17 (+2 Racial) = 19
Constitution 16
Intelligence 17 (+2 Racial) = 19
Wisdom 16
Charisma 7 (-2 Racial) = 5
Stats
Alignment: Lawful Neutral
Hit Dice: 11 (D8 + 3)
Base Attack Bonus: +0
Fort Save +2 (+3 Con) = +5
Reflex Save +0 (+1 from Unhappy Childhood / Tortured) (+4 Dex) = +5
Will Save +2 (+3 Wis) = +5
AC = 10 + 4 (Dex) + 1 (Int)
Skills (2 + 4 Int) = 6
Acrobatics (Dex) = +1
Fly (Dex) = +4 (Racial)
Knowledge Arcana (Int) = +1 +3
Perception* (Wis) = +1
Spellcraft (Wis) = +1 +3
Spells
Level-0 = 2
Level-1 = 1
Level 0 Spells
Mage Hand - Move an object at will from a distance.
Open/Close - Open and Close doors, chests, boxes, windows, bags, pouches, bottles or other containers from a distance. Can only open and close things weighing 30 pounds or less.
Level 1 Spells
Shocking Grasp - Melee touch deals 1d6 points of electricity damage per caster level. Gain +3 to Attack rolls if opponent is wearing metal armor or carrying a metal weapon.
Feats
1. Weapon Finesse - Use Dex instead of Str on attacks with light weapons.
1. Weapon Focus - +1 Attack Rolls with Scimitar. (Bonus from Kensai)
Special Abilities
Bladebound: Nothing special until Level 3rd
Kensai: Lose armor proficiency. Gain a martial or exotic weapon proficiency. Cast 1 fewer spell of each level. Gain Canny Defense. Gain Weapon Focus.
Canny Defense (1st Level) - When a Kensai is wielding his chosen weapon, he gains +1 point of intelligence bonus per class level added to Dexterity bonus to modify Armor Class.
Magical Lineage (Shocking Grasp) - When using a Metamagic feat with Shocking Grasp, reduce the final spell level by 1.
Arcane Pool (1st Level) - Arcane Pool is ⅓ Magus Level + Intelligence Bonus. (1 + 4) = 5. Spend 1 point to give my weapon +1 to hit for 1 minute (10 rounds).
Equipment
Starting Gold: 200
Total Spent: 59gp 1sp 10cp
Carrying Capacity: 16 Strength is 76lbs light load, 77-153 medium, and 154-230 heavy.
Total Carrying: 38 lbs
Weapon: Scimitar (15gp)
Attack: 1d20 + 0 (BAB) + 3 (Strength) + 1 (Weapon Focus)
Damage: 1d6 + 3 (Strength)
Crit: 18-20 / x2
Backpack (2gp / 2lbs)
Bedroll (1sp / 5lbs)
Caltrops x5 (5gp / 10lbs)
Candle x10 (10cp)
Fling and Steel (1gp)
Grappling Hook (1gp / 4lbs)
Rope, silk 100 feet (20gp / 10lbs)
Spellbook (15gp / 3 lbs)
Kejal (Human Oracle)
Attributes
Strength 16 (-1) = 15
Dexterity 16 (-1) = 15
Constitution 17 (-1) = 16
Intelligence 16 (+1) = 17
Wisdom 7 (+1) (+2 Human) = 10
Chaisma 17 (+1) = 18
*Middle Aged. Kejal loses 1 to Strength, Dex, and Con, but gains 1 to Int, Wis, and Cha.
Stats
Alignment: Lawful Neutral
Hit Dice: 11 (D8 + 3)
Base Attack Bonus: +0
Fort Save +0 (+3 Con) = +3
Reflex Save +0 (+2 Dex) = +2
Will Save +2 (+0 Wis) = +2
AC = 10 + 2 (Dex) + 6 (Armor & Shield)
Skills (4 + 3 Int + 1 Human) = 8
Diplomacy (Cha) = +1 + 3 (+4)
Heal (Wis) = +1 + 3
Knowledge History (Int) = +1 + 3
Knowledge Religion (Int) = +1 + 3
Perception (Wis) = +1
Sense Motive = +1 + 3
Spellcraft = +1 +3 (+4)
Spells
Level-0 (4 known)
Level-1 (2 known - 4 per day)
Feats
1. Extra Revelation (Life Link)
1. (Human) Spell Focus: Conjuration
Mystery: Life
Bonus Class Skills: Handle Animal, Knowledge (nature), and Survival
Bonus Spells: detect undead (3rd), lesser restoration (5th), neutralize poison (7th), restoration (9th), breath of life (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).
Revelations:
Channel: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Life Link: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Curse:
Haunted - Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Equipment
Heavy Mace (1d8, 12 gp, 8 lbs)
Buckler (+1 AC, 15 gp, 5 lbs)
Scale Mail (+5 AC, 50 gp, 30 lbs)
(Not done with this part just yet)
Breaking the mold of what people expect of tieflings, Tamuz was kind and patient and a genuinely good person. It wasn’t long after living in Korvosa that he fell in love with a magician and merchant girl named Kejal. The two were married and shortly after, Kejal gave birth to a child named Raijin. While Tamuz had been able to keep his family history a secret, his son was not so lucky.
Such a child was sure to ruin their lives. Tamuz’s deception, once revealed, would cause him to be immediately dismissed from the Acadamae. Kejal, by association, would be seen as dishonest and even as a demon-sympathiser by those with prejudices, and her business would be ruined.
The two tried to figure out a way to keep the child hidden, but it became apparent that they would have to make a decision for a long-term solution. Not knowing what else to do, they abandoned the child. Kejal was unable to live with this decision, and returned often to where the child had been left, hoping to see a sign of her son. Believing him to be dead, the guilt overwhelmed her. She had always been capable of magic, but had turned her back on it for years. Now she believed it her only chance. With his family falling apart, Tamuz began to neglect his students and threw himself completely into his research.
Although most wouldn’t have survived, Raijin did. He learned enough to keep himself alive, and was taken in by Gaedren for more training. Raijin was never the strongest or most powerful, but he was quick and agile and did his best to appease the ruthless Gaedren. In an act that most would consider uncharacteristic, Gaedren gave Raijin a gift in only a few short years: a dark scimitar.
By the time that Raijin reached puberty, he had become somewhat adept at using the sword, but fighting was the least of his problems. With his red complexion and prehensile tail, he was already becoming both known and easy to spot. It only became worse when he began to grow leathery wings like those of a bat. While Raijin was rarely caught committing a crime, eyewitnesses always remembered him. As reports spread of a young man with such a unique description, Kejal’s hope in finding her son was restored.
After a crime went particularly badly, Gaedren dragged Raijin into a darkened room and burned holes in his wings before breaking the bones that held them together. After hours and hours of torture, Gaedren left Raijin in an Old Korsova alleyway.
Raijin was sure that he would die that night.
While his body would eventually heal, the wings never did, and now flap uselessly behind him. Time has passed with Raijin biding his time, strengthening his body, and waiting for the right moment to strike.
Notes:
1. This sets me up as being able to play either Kejal or Raijin depending on what the campaign needs more. Kejal would be a Human Oracle, Raijin would be a Tiefling Magus. It gives some good hooks for being able to introduce either character into the story depending on which I’m playing, not to mention Tamuz.
2. The weapon that Gaedren gives Raijin is obviously the Black Blade. I figured that such a weapon has a will of its own and would “insist” that Gaedren do so, for its own purposes. Since Gaedren is a criminal in a trade city, I figure the weapon could have come from anywhere.

leinathan |

So with the realisation that we didn't have anyone throwing in to be a healer yet, I decided to do something a little... different.
I've drafted up two different character options for myself: One a Tiefling Magus, and one a Human Oracle. I'd rather play the Magus, but I don't really mind doing either.
And, because it was interesting to me, I tied their backgrounds together.
I'll probably end up making a few more small tweaks, but I wanted to at least get them in on time.
** spoiler omitted **...
First of all, you have too few Magus spells. You start play with all 0-level and six 1st level spells.
Second of all, thanks for the double submission! Gives me more to pick from. Interesting choices.The LG follower of Rovagug thing
Very funny idea. I believe your AC is one too high, and you for some reason have favored enemy. About your multiclassing idea, the class that embodies "gaining divine powers through force of will" is the Adept, the NPC spellcasting class. I realize that this is not really..good. Other suggestions are going into Oracle (Being chosen for divine power by...someone) or, I suppose I might allow the cleric if you gave me a particularly good reason.

Charles M Wright, Expert |

Nostrum wrote:The LG follower of Rovagug thingVery funny idea. I believe your AC is one too high. About your multiclassing idea, the class that embodies "gaining divine powers through force of will" is the Adept, the NPC spellcasting class. I realize that this is not really..good. Other suggestions are going into Oracle (Being chosen for divine power by...someone) or, I suppose I might allow the cleric if you gave me a particularly good reason.
I'll have a look at those. I built up the character in Hero Lab, so the math should all be correct, but that doesn't mean I didn't copy it across wrong. On that note, the favoured enemy probably snuck in by me copy-pasting someone else's formating. I'll get rid of that now :D
Yeah, I'd be willing to play around with an oracle as well. I was pondering the concept of a LG divine entity just giving Nostrum powers because they're too embarassed to let him know that his religion is wack :P
I'm willing to leave that as something to work through as the story plays out though, and obviously work with you as we go.

Rocan |

Hmm I guess Burahl could have a lot of interactions with the other PCs if chosen.
Raijin could have been healed by the alchemist who is pretty active at night.
Thaven Jack and other addicted PCs might have heard of the potential cure to reduce the addictive effects of Shiver, or have at least a relative or friend that contacted the ratfolk alchemist
I could see a lot of connections being made, not only to my story of course, also before we start actual gameplay and knowing or at least recognising the other PCs from an earlier situation.

leinathan |

Alright, so I s'pose I'll start up a list of who we've got so far.
Burahl Narnec-Ratfolk Alchemist-addicted/dead sister
Guerado-Human Universalist Wizard-dropout from Acadamae
Dorian Leafthorn-Human Ranger (Skirmisher)-personal addiction
Goffred Giulianoff-Human Void Wizard-dropout from Acadamae
Akiki-Elven Rogue-missing sister
Albus Navre-Human Ranger (Urban)-missing sister
Nostrum-Human Bard of Rovagug-unhappy childhood
Jake Dalton-Human Archer Fighter-missing neice
Thaven Jack-Human Ranger-dropout from Endrin
Raijin-Tiefling Magus (Bladebound, Kensai)-unhappy childhood
Kejal-Human Life Oracle-missing son

leinathan |

leinathan wrote:This brings me to my next question. If you have the Animal Archive, would you allow a Huntmaster (Cavalier Archetype)? What about the Mad Dog (Barbarian Archetype)?Justin Sluder wrote:I think I'll toss something into the ring for this.
5d6=17
5d6=14
5d6=12
5d6=15
5d6=15
5d6=13Nice scores, works out to be 37 points.
leinathan: Was the Varisia players companion omitted from allowed sources for a reason, or was it simply an oversight? Also, why no cavalier?
It was oversight XD You can use other sources as well, just run them by me first.
Also, no cavalier mostly for ease of play. This isn't a campaign in which you can really take much advantage of your horse.
Just noticed I have to answer this. Yes! I have those archetypes available to me.

YoricksRequiem |

First of all, you have too few Magus spells. You start play with all 0-level and six 1st level spells.
Second of all, thanks for the double submission! Gives me more to pick from. Interesting choices.
Glad you like the double. :) I'm not actually where where you got six 1st level spells, though. The Magus knows all his spells, and the default per day for 1st level spells is 1? I gain an extra one for high intelligence, but also lose 1 for Kensai. I certainly wouldn't complain about six, though. :P
Kejal-Human Life Oracle-?
S+%& I knew I was forgetting something. I have to look through the traits to choose her other one, but the campaign specific one will likely be missing son?
Hmm I guess Burahl could have a lot of interactions with the other PCs if chosen.
Raijin could have been healed by the alchemist who is pretty active at night.
I like this plan. :)

leinathan |

leinathan wrote:First of all, you have too few Magus spells. You start play with all 0-level and six 1st level spells.
Second of all, thanks for the double submission! Gives me more to pick from. Interesting choices.Glad you like the double. :) I'm not actually where where you got six 1st level spells, though. The Magus knows all his spells, and the default per day for 1st level spells is 1? I gain an extra one for high intelligence, but also lose 1 for Kensai. I certainly wouldn't complain about six, though. :P
leinathan wrote:Kejal-Human Life Oracle-?S$%+ I knew I was forgetting something. I have to look through the traits to choose her other one, but the campaign specific one will likely be missing son?
Rocan wrote:I like this plan. :)Hmm I guess Burahl could have a lot of interactions with the other PCs if chosen.
Raijin could have been healed by the alchemist who is pretty active at night.
I had meant spells known. Was that your spells prepared?
The Magus is listed as knowing all 0-level spells and 3+INT modifier 1st-level spells. Sorry if I got it confused.
Oterisk |

Aasimar Azata Blooded Hospitaler Paladin of Shelyn
18
13+2
16
15
14
18+2
Traits:
Orphaned +2 to Perform: Strings
Intense Artist +1 Peform: Strings, Sing Class skill
Feats:
1 Combat Reflexes
Skills
Diplomacy: 1+5+3+2=11
Heal= 1+2+3= 6
Perform: Strings 1+5+3+2+2=13
Sense Motive: 1+2+3=6
Alternate Race Trait: Halo
Alternate Race Trait: Scion of Humanity
Glaive: 8gp
Scale Mail: 50gp
Masterwork Violin 100 gp(I think...)
All was not terrible at his house though. He did his best to be a good son for his parents, as they longed to make House Forsythe one of the great houses again. If it were not for his great grandfather's problems with gambling, they might be still. His grandfather had married a relative of Saint Alika that had shown up a few years ago, to perhaps instill some good blood back into the family. He had thought that all was going to be lost when his only son married a Chelaxian, but his grandfather's investment paid off when Calcedon was born, and he was named for his brilliant green eyes that were like jewels. He looked more human than his heritage let on, but when he played his violin, his hair began to glow.
By the time he was 10, he was incredibly good at violin, and was performing in parlors around the city, much to the delight of his parents. The fact that he had a halo about him when he played made him a major draw among the social elite. He played several major concerts as well, until his parents died. After watching a seedy performance in Old Korvosa, they were mugged and killed in an alleyway. Calcedon had stayed home, and poured his grief into his violin. His uncle moved up from Cheliax to watch over the boy until he could take over the estate. He was cruel, and greedy. He dismissed the servants, including Kailani and brought in new ones, who would do what he said regardless of how awful it was. His uncle was a cleric of Zon-Kuthon, and would torture himself and others in the house, and would do horrendous things to Calcedon, things that do do not bear repetition. His ancestral home became an alien world, full of darkness and madness.
His uncle made him play violin all the time, and made him do concerts, exploiting him for money. Eventually Calcedon quit playing his violin, for it no longer brought him joy or relief. His uncle beat him repeatedly, but he would not change his mind about playing. Disgusted, his uncle cut off two of his fingers then enrolled him in the Hellknight academy nearby. The exhaustion of the warriors training followed by the near nightly torture warped Calcedon's mind, and he also became cruel. He wouldn't hold back when training with other boys, and would often wander the streets instead of going home, spreading misery wherever he went.
He graduated from the academy, and spent the next week partying furiously in Old Korvosa with a few Hellknight aspirants. Then one morning he woke up and found someone strangely familiar who had suffered his cruelty the night before, his childhood friend Kailani. Filled with remorse for the only one still alive who had ever shown him kindness, he picked her up and ran to the temple of Sheyln. He stayed there for a year in hiding, doing self imposed penance, and learning all he could. He picked up the violin again and was a welcome addition to those that stayed there. He did have to relearn the violin, as his missing fingers kept him from playing like he used to, but he could play left handed, and was able to regain some of his lost skill.
After a year, he took his vows as a paladin of Shelyn, and sought to bring about the beauty of music that had healed his wounded heart. He spent some time with the city watch, and visited his old friends from the order of the nail, making amends and reestablishing his new purpose. It wasn't long before he went back to his father's home and brought the guard with him. He exposed the atrocities his uncle was performing and had him arrested, and he was later executed for his crimes, although Calcedon would visit him often in prison before his sentence was out and play the violin for his uncle to give him some solace before he went to answer to the Dark Prince. He has filled his house with aspiring artists, as well as his old friend Kailani, who had had a baby in the last year, and was found to be his with some divination help from the temple. He never touched her since, but gave her the best treatment and has showered her with gifts.
He still goes out into the streets but this time, he goes to spread goodwill and joy. He is fond of handing out simple wooden flutes to any beggars he meets, or chalk to poor children to encourage the arts and for them to find and make beauty wherever they are. During his forays into the poverty stricken parts of the city, Calcedon has recently discovered his parent’s murderer, a well known thug by the name of Lamm. He also has a history of being abusive to children, and the new paladin is exceptionally interested in seeing this man put into a place where that cannot happen anymore.
--------------------------------------------------------------------------- -------------
Paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their job is to prevent the weak and foolish from being seduced by false promises. Their tenets include:
I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms.
I never strike first, unless it is the only way to protect the innocent.
I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty's answer to them.
I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world's potential for beauty is lessened.
I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.

Dorian Leafthorn |

Alright, so I s'pose I'll start up a list of who we've got so far.
Burahl Narnec-Ratfolk Alchemist-addicted/dead sister
Guerado-Human Universalist Wizard-dropout from Acadamae
Dorian Leafthorn-Human Ranger (Skirmisher)-personal addiction
Goffred Giulianoff-Human Void Wizard-dropout from Acadamae
Akiki-Elven Rogue-missing sister
Albus Navre-Human Ranger (Urban)-missing sister
Nostrum-Human Bard of Rovagug-unhappy childhood
Jake Dalton-Human Archer Fighter-missing neice
Thaven Jack-Human Ranger-dropout from Endrin
Raijin-Tiefling Magus (Bladebound, Kensai)-unhappy childhood
Kejal-Human Life Oracle-missing son
Dorian is Half elf

leinathan |

** spoiler omitted **** spoiler omitted **** spoiler omitted **...
Thank you for the submission! One thing: First of all, your statblock is a bit sparse. Can you format it like the others here have done?
EDIT: Additionally, why was the temple to Shelyn the first place he thought to run?

leinathan |

Burahl Narnec-Ratfolk Alchemist-addicted/dead sister
Guerado-Human Universalist Wizard-dropout from Acadamae
Dorian Leafthorn-Half-Elf Ranger (Skirmisher)-personal addiction
Goffred Giulianoff-Human Void Wizard-dropout from Acadamae
Akiki-Elven Rogue-missing sister
Albus Navre-Human Ranger (Urban)-missing sister
Nostrum-Human Bard of Rovagug-unhappy childhood
Jake Dalton-Human Archer Fighter-missing neice
Thaven Jack-Human Ranger-dropout from Endrin
Raijin-Tiefling Magus (Bladebound, Kensai)-unhappy childhood
Kejal-Human Life Oracle-missing son
Sir Calcedon Altimitel Macarte Forsythe-Aasimar Paladin of Shelyn (Hospitaler)-orphaned
Revised. Two more days!

Alex Mack |

Throwing my hat in the ring not sure what I could play let's see what the dice recommend!
5d6 ⇒ (1, 5, 6, 3, 2) = 17=14
5d6 ⇒ (6, 1, 1, 4, 3) = 15=13
5d6 ⇒ (6, 6, 3, 4, 2) = 21=16
5d6 ⇒ (3, 4, 5, 3, 2) = 17=12
5d6 ⇒ (6, 6, 4, 1, 2) = 19=16
5d6 ⇒ (6, 5, 5, 5, 6) = 27=17
Edit: Wow some pretty awesome stats. So many options... maybe with these I could pull off my Halfling Monk Bodyguard idea.

Oterisk |

Thank you for the submission! One thing: First of all, your statblock is a bit sparse. Can you format it like the others here have done?
EDIT: Additionally, why was the temple to Shelyn the first place he thought to run?
You're welcome! I can format it like that before the deadline for sure, I just put that up because it's the minimum of choices I need to make. The rest is just paperwork.
First of all, he went to the temple of Shelyn because Kailani is a worshiper of hers and she was in need of medical attention. Also, it was the temple he was most familiar with, as he had done several concerts there in his youth.

YoricksRequiem |
1 person marked this as a favorite. |

There are some really awesome characters turning up in here. I wish my regular group had half the imagination that you guys do, haha.
I had meant spells known. Was that your spells prepared?
The Magus is listed as knowing all 0-level spells and 3+INT modifier 1st-level spells. Sorry if I got it confused.
Oh, yeah, that was spells prepared. I had thought I read that Magus knows all of his spells. My mistake. 3+INT known should be way more than I'd be able to cast for a while anyway, so no harm no foul.

Narrater |
1 person marked this as a favorite. |

What are the chances of being able to have an actual shop within the city. I was thinking of selecting rich parents and orphan. With the character being forced to take over the family business once they passed away. Would I need to put some of the starting money to pay for the actual business and if so how much? Having a majority of the extra money tied up in the business wouldn't bother me. I wanted to run it by you since some DM's don't like dealing with the added hassle of businesses in game.

leinathan |

What are the chances of being able to have an actual shop within the city. I was thinking of selecting rich parents and orphan. With the character being forced to take over the family business once they passed away. Would I need to put some of the starting money to pay for the actual business and if so how much? Having a majority of the extra money tied up in the business wouldn't bother me. I wanted to run it by you since some DM's don't like dealing with the added hassle of businesses in game.
I'd actually be okay with this. The wealthy parents trait is the one that modifies your starting gp to 900, right? If not, you could select that one instead so that you wouldn't have to dip into the money normally reserved for a starting character.
As for how much it would cost...Lemme look and calculate.Okay, assuming your family already owned a shop, and assuming you run it with a Profession(whatever it is) check (Which I will make you take, or you can't effectively run the shop)...A person in the "average" income bracket has a cost of 10gp/month to live. Since you're providing for yourself, you have to pay that. You have to pay that additionally for every person in your family that isn't supporting themselves.
So...Also assuming that you run the shop less effectively than your dead parents (say, enough to keep up the "poor" cost of living bracket"), subtract the 3gp/month that you make from your 10gp/month costs...
In short, multiply 7 by the number of months it's been since your parents died, and subtract that from your initial fund.
Sorry about the text, I was just thinking with my typing fingers.

leinathan |

Just posting to let you know I've purchased gear, leinathan, to let you know that I'm extremely excited to hear your selections, and to ask if you need anything adjusted.
I was actually wondering something, now that you bring it up.
I noticed that you are a "Void" specialist, but in your background you're listed as being a hopeful transmuter student. So why aren't you a transmuter? And where did you get this "Void" knowledge?In addition, I believe you have one too many spells prepared. 1st-level wizards get a base of one 1st-level spell per day, your ability score nets you one more, and void nets you a third, and yet you're listed as having four. Is there a reason or was there oversight?

Goffred Giulianoff |

I noticed that you are a "Void" specialist, but in your background you're listed as being a hopeful transmuter student. So why aren't you a transmuter? And where did you get this "Void" knowledge?
Here's where my decision to write the background as a series of vignettes rather than a single narrative proved a disservice to me. Basically, it's something Fredo stumbled upon while experimenting without the benefit of a master. I tried to get it across in the final vignette that Fredo didn't pursue his formal education in wizardry, instead going into advocacy before the Arbiters; I suppose I wasn't clear enough. Basically, he's not a transmuter because he never got his degree in Transmutation. He's a void specialist because I wanted him to be a little exotic due to his being basically self-taught after being expelled.
I can make him a transmuter easily enough.
In addition, I believe you have one too many spells prepared. 1st-level wizards get a base of one 1st-level spell per day, your ability score nets you one more, and void nets you a third, and yet you're listed as having four. Is there a reason or was there oversight?
Ah, that's an artifact from before I rebuilt him for this campaign. He used to have more INT. I'll fix it.

leinathan |

leinathan wrote:I noticed that you are a "Void" specialist, but in your background you're listed as being a hopeful transmuter student. So why aren't you a transmuter? And where did you get this "Void" knowledge?Here's where my decision to write the background as a series of vignettes rather than a single narrative proved a disservice to me. Basically, it's something Fredo stumbled upon while experimenting without the benefit of a master. I tried to get it across in the final vignette that Fredo didn't pursue his formal education in wizardry, instead going into advocacy before the Arbiters; I suppose I wasn't clear enough. Basically, he's not a transmuter because he never got his degree in Transmutation. He's a void specialist because I wanted him to be a little exotic due to his being basically self-taught after being expelled.
I can make him a transmuter easily enough.
Quote:In addition, I believe you have one too many spells prepared. 1st-level wizards get a base of one 1st-level spell per day, your ability score nets you one more, and void nets you a third, and yet you're listed as having four. Is there a reason or was there oversight?Ah, that's an artifact from before I rebuilt him for this campaign. He used to have more INT. I'll fix it.
Oh, I'm fine with him not being a transmuter, I just didn't see an explanation for why he wasn't. Thank you for explaining, though.

leinathan |

Alright, we've got just under a day left. Those of you who still want to apply, please do so soon! I won't accept you for consideration if you post after I get to the final list (tomorrow evening).
Those of you who have already, thank you and DARN YOU for making such good characters. Narrowing this down is immeasurably difficult.

Narrater |

Aside from a few tweeks and some equipment selection this should be Alexander Taskerhill
I added a Alchemist Lab to the shop. I need to flesh out the full gold amounts for items but at this time at least 368 gold is invested in the shop. that's 168 gold from 2 years investing in the shop plus the price of the lab. I believe you indicated 7 gold multiplied by the number of months. I will likely flesh more of the shop out as and if needed. I assumed that most of the business involves lower end goods needed for regular folks with specialty alchemical product offered on order with the occasional low end magical oddity offered as they appear.

Tie My Shöelace |

Rollin rollin rollin
Rollin rollin rollin
Rollin rollin rollin
Rollin rollin rollin
RAWWHIIIDEE
5d6 ⇒ (5, 4, 6, 1, 6) = 22=17
5d6 ⇒ (4, 6, 6, 1, 1) = 18=16
5d6 ⇒ (6, 4, 2, 4, 6) = 22=16
5d6 ⇒ (1, 1, 3, 1, 6) = 12=10
5d6 ⇒ (4, 1, 3, 2, 5) = 15=12
5d6 ⇒ (5, 6, 3, 2, 6) = 22=17
Excellently good, though my character will probably have lesser stats than that. Makes fluff hard if they are too good.

Rocan |

@leinathan
Seeing Narrater have his own shop as well, would you like me to pay for my secret shop as well?
I would agree to do so if you insist, however my shop is not listed in Korvosa, both to escape taxes and escape Gaedren's eyes in the neighbourhood.
For the rest it would be much the same like Narraters'
Also might I suggest something for the campaign? With all these good submissions, would it be a good idea to let some of these act as minor NPCs in Korvosa?

leinathan |

@leinathan
Seeing Narrater have his own shop as well, would you like me to pay for my secret shop as well?
I would agree to do so if you insist, however my shop is not listed in Korvosa, both to escape taxes and escape Gaedren's eyes in the neighbourhood.For the rest it would be much the same like Narraters'
Also might I suggest something for the campaign? With all these good submissions, would it be a good idea to let some of these act as minor NPCs in Korvosa?
No. He had to pay for his because of two reasons: He didn't start the shop on his own, and he began with more gold than a normal starting characters.
Good suggestion! I was probably going to do that, as appropriate.

Alex Mack |

So here we go. I'm submitting for your pleasure Reginald Farstone. A real Korvosan bouncer, dockworker and really angry guy. He's a monk even though he's never been schooled in a monastery. I hope that works for you leinathan. I've always believed a class is what you make of it and not what you call it. Anyways good luck to everyone who submitted a char.
Those down South would say everything in old town was ugly and downtrodden. But they hadn't seen Maria. She was the flower of old town, until that one painful day. At least now Reginald had finally learned who was responsible, and he'd find him, he knew he would and he'd break each and every bone in his body. Life hadn't seemed worth living any more without his dearest. His hatred had kept him alive so far. He had lost his job as bouncer after drinking too much and beating down too hard on patrons. It was unusual for him, he had always had everything under control, but now the imaginary visage of Gaedran, was everywhere on every man that did him wrong that looked at him. He had to find this man to finally be at peace with himself again.
Reginald is a tall, athletic and ruggedly handsome human male in his early twenties. His short curly black hair and his light brown skin tone indicate the Varisian blood flowing in his veins. He tends to wear simple working man's clothes favoring dark jeans pants and short sleeved shirts. His arms are adorned by a number of simple tattoos. He also has a pet peeve for leaving his unbuttoned even in the deepest of winter so that all can see his muscular upper body as well as the red heart tattooed on his chest which reads Maria.
Reginald was a fairly peaceful man, peaceful for a man who would beat up others for a living at least. He knew the threat of violence was often enough and his appearance did nothing to persuade others to pick a fight with him. Now with his dearest dead his behavior has changed. Anger drives the man and he has but one goal in life to kill the man responsible for her death. To this aim he will do anything it takes. And his years as kid on the street of Korsova have taught him ruthlessness.
Reginald Farstone
LN Human Monk (Flowing Monk) 1
Init +3 Senses: Perception +7
Attributes:
Str: 19 (+2 racial)
Dex: 16
Con: 14
Wis: 16
Int: 13
Cha: 12
DEFENSE
AC 16, touch 16, flat-footed 13
HP 11 (8+2 (Con) +1 Favored Class)
Fort +4, Ref +5, Will +5
CMD 17 (19 vs. Trip)
OFFENSE
Speed 30 ft.
Melee: MW Kama +5 (1d6/20/x2)
Unarmed +4 (1d6/20/x2)
Ranged: Shuriken +3 (5/20/x2)
CMB +4 (+ 6 trip)
Skills:
Intimidate +7
Acrobatics +7
Perception +7
Sense Motive +7
Swim +8
Climb +4 (Untrained)
Stealth +3 (Untrained)
Traits:
Lost Love: Widowed (+2 bonus to intimidate)
Bullied: +1 Bonus to AoO with unarmed strikes.
Feats:
Improved Unarmed Strike (Monk 1)
Enforcer (1st)
Improved Trip (Monk Bonus)
Combat Refelexes (Human Bonus)
Special Abilities:
Flurry of Blows
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Redirection
At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
Equipment:
2 Potions of Mage armor 100GP
20 Shuriken 4 GP

Tie My Shöelace |

Alright, Here is my character. I don’t have a campaign trait since I picked two other ones, though I could seamlessly trade Stage Magic for Love Lost (Orphaned) without any change in stats or fluff… well I would be able to stop carrying around alchemical substances if I did that. ANYWAY, I downed the stats a bit so things don’t reflect my original rolls just in case you started wondering what happened.
Also the end of the Background is semi rushed because I know I won’t have time to flesh it out completely at work. Let me know what you think so I might be able to do a little adjusting in case something is off, or I am totally wrong on something.
Jaevin Half-Elf Male Bard (Street Performer) 1
Alignment Neutral Good Deity Shelyn
==DEFENSE==
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 dex)
hp 9 (1d8+1)
SR 0
Fort +1, Ref +4, Will +2
Armor Studded Leather
Shield Buckler
Defensive Abilities Elven Immunities
==OFFENSE==
Spd 30 ft/x4
Melee Whip +3 (1d3+3) 20/x2
Melee Rapier +3 (1d6+3) 18-20/x2
Ranged Shortbow +2 (1d6) 20/x3
Ranged Net -3 (-)
==Spells==
0-Level
•Dancing Lights Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
•Ghost Sound Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
•Mage Hand You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
•Prestidigitation Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
1st-Level
•Grease A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
•Silent Image This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
==STATISTICS==
Str 16, Dex 14, Con 12 , Int 13, Wis 10 , Cha 18
BAB +0, CMB +3, CMD +15
Feats Armor Proficiency (LIGHT), Combat Expertise, Shield Proficiency, Skill Focus (Perform (comedy))
Skills Bluff +9, Knowledge (local) +6, Perception +6, Perform (act) +7, Perform (comedy) +11, Sense Motive +4, Sleight of Hand +7 (-2ACP), Use Magic Device +9,
SQ Bardic Performance [8]
Traits Dangerously Curious (Magic), Stage Magic (Equipment)
Languages Varisian, Common, Elven
Weapon Whip +2 (1d3+3) 20/x2
Weapon Rapier +2 (1d6+3) 18-20/x2 specialHollowed pommel
[b]Weapon Shortbow +2 (1d6) 20/x3
Weapon Net -3 (-) A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Armor Studded Leather (+3 AC, +5 MaxDex, -1 ACP, 20 lbs)
Shield Buckler (+1 AC, -1ACP, 5 lbs)
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring #1
Ring #2
Shoulders
Wrists
Other Equipment
Entertainer’s Outfit 4 lbs
Bedroll 5 lbs
Backpack 1 lbs
• Acid (Flask) 1 lbs
• Alchemist Fire 1 lbs
• Bell 0 lbs
• Candle 0 lbs
• Chalk 0 lbs
• Charcoal 0 lbs
• Earplugs 0 lbs
• False-Bottomed Cup 0 lbs
• Fishhook 0 lbs
• Flint and Steel 0 lbs
• Holy Water 1 lbs
• Oil 1lbs x3
• Parchment 0 lbs x2
• Paper, Sheet 0 lbs
• Paper, Rice 0 lbs x2
• Paper Candle Firework 0 lbs
• Rations 1 lbs x2
• Sewing Needle 0 lbs
• Tindertwig 0 lbs
• Various bits of torn cloth 0 lbs
• Waterskin 0 lbs
• Wandermeal 0 lbs x12
• Whistle, Signal 0 lbs
• Whistle, Silent 0 lbs
Equipment Weight 50 lbs
Money
0 GP
3 SP
4 CP
-- HALF-ELVEN RACIAL TRAITS --
• Cha: +2
• TYPE: Humanoid (Half-elf)
• SIZE: Medium
• ADAPTABILITY: Half-elves receive Skill Focus as a bonus feat at 1st level.
• HUMAN HERITAGE (Charisma) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
• ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
• KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.
• LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of
dim light.
• ELVEN BLOOD: Half-elves count as elves for any effect related to race.
• HUMAN BLOOD: Half-elves count as Human for any effect related to race.
• MULTITALENTED: Half-elves choose two favored classes at first level.
• Automatic Languages: Common, Elven
• Bonus Languages: Any
-- ARCHETYPES --
- Street Performer (Bard)
-- CLASS ABILITIES --
• FAVORED CLASS (Bard) : +1 Skill Point.
• BARD CANTRIPS: The bard can cast known 0-level spells without limit.
• BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous
caster. Every bard spell has a verbal component (singing, reciting, or music).
• BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap,
short sword, shortbow, and whip, light armor and shields (except tower shields). No
arcane spell failure in light armor.
• BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 7
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Disappearing Act (Su): Performance. Creatures within 30 ft that fail Will save
(DC 14) treat upto 1 creatures, chosen by you, as if they were invisible. Cannot
target yourself.
- Distraction (Su): Counters magical effects that depend on sight within 30 ft.
Creatures use the bard’s Perform check result in place of its saving throw each round
countersong is active.
- Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard,
and able to pay attention to him (i.e., in no danger). The bard must also be able to
see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it
immune for 24 hours. If it fails, the creature sits quietly and listens, for as long
as the bard continues to play and concentrate (up to bard's level in rounds) and takes
-4 on skill checks like Perception.
• STREETWISE: +1/2 bard level on bluff, Disguise, Knowledge (local) and Sleight
of Hand Diplomacy or Intimidate checks made to influence crowds and Diplomacy to
gather info.
-- GENERAL FEATS --
• SKILL FOCUS (Perform (comedy): You get a
bonus on checks with your focussed skill Perform (comedy) +3, Perform (comedy) +3.
-- COMBAT FEATS –
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
• COMBAT EXPERTISE: When making an attack with a melee weapon, you may subtract
1 point from attack rolls and combat maneuver checks and add the same as a dodge bonus
to AC until your next turn.
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties.
-- TRAITS --
• DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you.
• STAGE MAGIC (Equipment): You have put in many hours practicing
with flashy alchemical items that enhance your performances. When you use an
attention-getting alchemical item as part of a performance, you gain a +2 trait bonus
on your Perform check for the duration of that performance. The item is expended
without its normal effects and only serves to make your performance more impressive.
-- WEAPONS --
• WHIP: A whip deals nonlethal damage. It deals no damage to any creature with an
armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is
treated as a melee weapon with 15 ft reach, though you don't threaten the area into
which you can make an attack. Unlike most other weapons with reach, you can use it
against foes anywhere within your reach (including adjacent foes).Using a whip
provokes an attack of opportunity, just as if you had used a ranged weapon. You can
make trip attacks with a whip. If you are tripped during your own trip attempt, you
can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent (including the roll to keep from being
disarmed if the attack fails).
• NET: A net is used to entangle enemies. When you throw a net, you make a ranged
touch attack against your target. If you hit, the target is entangled. An entangled
creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at
only half speed, and cannot charge or run. If you control the trailing rope by
succeeding on an opposed Strength check while holding it, the entangled creature can
move only within the limits that the rope allows.
• SHORTBOW: You need at least two hands to use a bow, regardless of its size. You can
use a shortbow while mounted. If you have a penalty for low Strength, apply it to
damage rolls when you use a shortbow.
Age 32 Height 6’0” Weight 160 lbs Eyes Greenish-blue Hair Medium Length Auburn, slightly wavey
A glance at Jaevin would not betray his elf heritage but the perceptive would notice that his long scraggly auburn hair sits out a little more than it should around his ears. Perhaps they would also notice that his baggy clothes hang a bit too loosely around his tall figure, as though he hadn’t eaten in weeks. However, his normally beaming face with shining green-blue eyes and fair complexion betray the fact that Jaevin is perfectly healthy. Maybe then will they realize he is a half-elf.
--------------------------------------------------------------------------- ----------------------------------------------
Jaevin’s mother was one of the more prominent “employees” at Eel’s End and, as most would suspect, one plus one eventually became two. Even after Jaevin was born his mother continued working long hours in the shipyards. But by no stretch of the imagination was she a bad mother, she certainly could not be called a good mother either, sometimes she was just a little too enthusiastic about her work. Nevertheless, she always was able to provide her son with more than enough food and had a nice apartment one of the better wards in the Midland.
As Jaevin started to get older his mother began staying out longer and longer, though never too long for him to really begin worrying. She would always check-in to make sure he was okay at least once a day and leave him cute little notes at home when he was out looking for parts to build toys. Notes that he now regrets he didn’t keep. These toys were quite the contraptions using different compounds to create various effects. Jaevin loved showing his mother all the new things he created while she was out for the week. Commonly he would tell funny stories with the toys, manipulating them with magic and giving them a life of their own. His mother would always be so proud of all the things he made and how every story was more intricate than the last, although she would constantly warn him of using his gift outside of the house because there were many people who would take him away and she would be very very sad if that were to happen to her little boy.
Unfortunately, a few weeks before his tenth birthday his mother did not return home, no notes were left for him when he came back or when he woke up in the morning. Worry started to set in, and by sundown Jaevin was panicking. He knew she worked in one of the ship yards but she was careful never to say which one or even where it could be located. Then He realized he didn’t even know his mom’s name, at least he didn’t the Mom was her actual name anyway. Sadly, the story was basically the same for every shipyard he visited. “Get out of here you pathetic rascal. I work for my money, and ain’t got none to spare for you.” The was echoed everywhere, even though he had plenty of money (well plenty for a child of ten years of age) and was just trying to find where is mother was.
The morning of his tenth birthday held quite the surprise, though not of the good kind. Jaevin awoke to the loud sounds of furniture being moved. He peered out of the small hole his room into the common room and saw four men in the room, two of them talking. “… been nearly a month,” were all the words Jaevin could make out of the huge burly man moving the table. From behind the man, a much shorter man dressed in nice clothes appeared, standing with an air of arrogance and in a snobly accent replied with a smirk, “well Larz, that is what happens when you deal with him.” His demeanor shifted, suddenly anger, “Now hurry up and quit wasting my time you lazy asses! I want to be out of here in time for my lunch date!”
Jaevin tore himself away from the wall and rapidly began stuffing as much as he could into his bag. He then cracked open his door slightly and waited for an opportune time to try and escape. After several minutes Larz started moving the huge dresser from the corner, picking it up as though it were a large chair. As he began headed for the door Jaevin saw his opportunity, he quickly put his plan into motion. The sound of glass shattering in the other room was enough to cause a couple of the men to stop and the big man to hesitate and look back. Then most of the cooking utensils fell from the counter sending up a bit of confusion among the workers. Larz was nearly at the door and the other three were investigating what was going on. Jaevin greased the floor under Larz and bolted from his room. Larz slipped and crashed into the doorway, the dresser splintering both itself and the wall. Leaping at just the right time Jaevin cleared the collapsed Larz and tumbling dresser and into the street. “GET HIM!” yelled the short man, but by the time the others maneuvered through the door Jaevin had disappeared into the crowd of people into one of the surrounding alleys.
--------------------------------------------------------------------------- --------------
Later that night as Jaevin was looking for a place to sleep for the night a tavern ahead of him burst open and along with a was a roaring applause. A beautiful, probably the most beautiful, woman Jaevin had ever seen moved through the door and two men were working a restraining more than a few drunks that were trying to follow her. “See you all next week. It has been a pleasure,” yelled the woman to everyone as she shut the door. Turning around the woman was shocked to see the tear-stained face of a boy staring up at her. She took a few paces forward towards him but remained several feet away and knelt down pulling her hair behind her ears to reveal the slightly pointed tips. “You look a little upset tonight, would you like to tell me what’s wrong?”
Jaevin just shook head and looked down at his feet.
“It’s okay sweetie, you don’t have to tell me anything at all, I understand. As a matter of fact I grew up just a few streets from here. There is a place run by a few worshipers of Shelyn, they’ll take care of you. Want me to show you were it is?”
Jaevin continued to look at his feet, shifting slightly, and shook his hean almost imperceptibly.
“Alright sweetie, I hope you are going to be okay, be careful around here, it isn’t the best of parts. And if you do find you need anything at all I’ll be here next Sunday. Or you can just ask the owner where you can find Lilianna. He’ll point you in the right direction.” She said, gesturing to the tavern she just left. She got up and turned to leave, “Good Luck.”
Jaevin watched Lilianna walk down the moonlit street, after she was about a hundred yards away he meekly yelled out, “Wait! Show me!” Tears started streaming from his eyes again and he started running, but his feet didn’t seem to cooperate with his head. “Wait!” He yelled again, this time a bit louder, but still she didn’t hear. Jaevin ran faster, and so did his tears, “Come back!” He was much closer now about fifty yards, but then he tripped over a loose stone in the street that he didn’t through his blinding tears. Stumbling he fell hard to the ground tumbling a few feet. He just lay there tears coming out like waterfalls, “wait,” he sobbed, “show me.”
--------------------------------------------------------------------------- --------------
“Sweeeeetie, do you know where my dancing shoes are? You know the kids will be very disappointed if they don’t get to see your sexy wife dance today!”
“The kids? I’ll be the one who is disappointed if my sexy wife doesn’t dance today. Besides, the kids want to laugh and have fun, they can’t appreciate your beauty quite yet. They are much too young.”
Lilianna chuckled, “Well, Jay, more than a few of these kids are older than you were when we first met. AND I quote, ‘You’re cooking is almost as beautiful as you are.’”
Jaevin face flushed to bright red, “I don’t remember saying that. How do you remember something like that from what, 21/22 years ago?”
“Because I just do.” A huge smile crossed Lilianna’s face as she pulled the shoes from underneath Jaevin’s stuffed backpack. “Now let’s hurry up, those sick kids don’t have all the time in the world like we do. Plus if we have time later we can go visit your favorite orphanage,” A knowing twinkle in her eye.
“Visit?! WE practically live there… STILL live there, kind of. But I must be modest here, the kids absolutely do adore me so,” Jaevin replied, laughing.
“Only because you spoil them rotten with your toys and fancy tricks,” came the returned jest, “anyways they like my cooking better than your toys. So HA!”
--------------------------------------------------------------------------- -----------------------
“Lili is going to LOVE this,” Jaevin whispered to himself looking over the gorgeous violin in his hand. “I cannot wait to see the look on her face.” Jaevin skipped home through the streets merrily waving at everyone he came across. Jaevin was so excited he practically tore the door from its hinges, “LILI!! GUESS WHAT I GOT TODAY!”
Lilianna turned around from the table with a piece of parchment in her hand, “Ooohhhh! Is that what I think it is!?”
“Of course, silly, what else could you think it was?” Jaevin noticed that she wasn’t quite as excited as she should have been, especially considering this was probably the best gift he had ever gotten her. “Everything okay Lili?”
“This letter came today, you might want to read it,” handing him the letter. Jaevin took it and began reading:
I have information concerning your mother. Meet me at some small place outside of town at Drog’s Place around 7p.m. 6 Calistra. I’ll approach you. We need to be out of Gaedren Lamm network if we want to talk privately.
Looking over his should, a very concerned Lilianna said, “I don’t want you to go Jay, but I know you are going to go anyway, regardless of the fact that it has been over 20 years. I just know you will no matter what I say. Just promise me you will be safe and return to me. Promise me.”
“Of course I promise. I’ll be back before you know it. Tell the kids I will be back next week, I have some business to attend to outside of the city or something. Tell them that.”
--------------------------------------------------------------------------- ----------------------------
Unfortunately nobody ever approached Jaevin the night of 6 Calistra. Very disappointed Jaevin began to head back to Korvosa.
Jaevin’s mother worked at Eel’s End and makes a good income. But she was never around the house too much. Jaevin spent a lot of the time when he was little creating toys and playing around with innate magical abilities. At ten years of age Jaevin;’s Mother disappeared and he was soon “evicted” from his house. He met Lilianna who helped run an orphanage.
As Jaevin got older they eventually got married and began performing together at various inns around the city to make money. They also greatly enjoyed performing for sick children whose parents could not afford to have them treated, and also stopping by the orphanage they grew up in to play for all the kids there. They did this several times a week. 22 years after Jaevin’s mother disappeared he received a letter telling him to meet with someone outside of the city. Nobody showed up and now a very disappointed Jaevin is headed back to town.

Narrater |

Alexander Taskerhill -So I cleaned things up and completed equipment purchases I also added shop stock purchased and created. The total gold spent is broken down in each group for easy calculations. I didn't do up anything on Belle, Alexander's sister since I wasn't certain if you wanted to create her as an NPC or just keep her as a name if I end up being selected I will be happy to put something together along with a crude map of the Shop/ House they share.

Zofinya Vasile |

5d6 ⇒ (6, 2, 4, 2, 6) = 20 = 16
5d6 ⇒ (1, 1, 4, 3, 2) = 11 = 9
5d6 ⇒ (1, 2, 5, 1, 6) = 15 = 13
5d6 ⇒ (4, 5, 3, 5, 6) = 23 = 16
5d6 ⇒ (2, 5, 4, 3, 2) = 16 = 12
5d6 ⇒ (1, 4, 6, 6, 5) = 22 = 17
CG Medium Humanoid (Human)
Init:3 ; Perception: 7
__________________
Defense
__________________
AC16, Touch 13 Flat Footed13
HP8
Fort1, Ref7 , Will3
___________________________
Statistics
_______________
Strength(9+2)= 11, Dexterity:17, Constitution12, Intelligence 13, Wisdom 16, Charisma 16
BAB0, CMB1, CMD 12
Feats: Lightning Reflexes, Harrowed
Traits: Addicted Brother, Charming
Skills: Acrobatics 7, Bluff 7, Disable Device 4, Escape Artist 7, Climb 5, Knowledge (Local)5, Perception 7, Perform (Dance) 7, Sense Motive 7, Sleight of Hand 7, Stealth 7
Special Abilities: Sneak attack +1d6, trapfinding
Languages: Common, Varisian
Above all, Zofinya wants revenge for the life of her older brother. In her words, she doesn't just want Gaedren dead. She wants his heart ripped out and shoved down his throat.She’s prepared to go any length to see this happen.
She wants to get enough money to move her family out of Old Korvosa. She hopes that the move will prompt her younger sister to stop running around with criminals.
Her own lofty dream is to see the world and, maybe, change it for the better. There's a small part of her that still believes there is good in the world and that it needs to be protected.
As a player, one of my goals is for Zofinya to make that change into the heroic role. I want to see her get uncomfortable and have to make difficult choices that eventually lead to her growth.
Standing at 5’5”, Zofinya is the tallest in her family – second only to her deceased brother. Like her family and most other pure-blood Varisians, she bears the olive skin, thick hair, strong brows, and dark eyes of her people. In fact, you might mistake her for any other young Varisian woman were it not for a small birthmark under her left eye.
She wears her hair long and loose when she's relaxing. If she pulls her waves back into a low ponytail, she's all business - no matter how relaxed she looks. When out and about in the city, Zofinya often wears simple clothing to help herself blend in.
Years of dancing have given her a lean and toned physique that she puts to good use. A graceful walk isn't just helpful for catching eyes - it's also wonderful when you're swiping something or need to make a quick getaway.
When Zofinya was born, her family had just moved to Korvosa. Her mother wanted to give the children a permanent home - a place that was uniquely theirs. Her father, wanting to please his beautiful wife, went along with it and they were soon moving into a small, cramped house in Old Korvosa.
Four years passed - wonderful years according to Camlo. He would tell stories to Zofinya about their parents and growing up during those four years. He remembered more, being five years her senior. He made up for the memories that she lacked.
Their mother had gotten pregnant again, but the birth didn't go well. Their father had sent for a doctor, but the doctor took too long getting there. Their mother died during birth and Taliya just barely survived. Their father asked his mother to come live with them - he could no longer bear to look at his children, particularly Taliya. He took to drinking and, six months later, fell into the river and drowned.
That's when the grandmother officially became their parent. She was a loving and devoted parent and taught the children most of the old ways of the people. Between her grandmother and Camlo, Zofinya knew what it meant to be Varisian. Their grandmother was a harrow-reader, too, and passed it along to Zofinya when she grew old enough. Some of her best memories are sitting around the table as their grandmother did readings for them.
It was a good life.
Camlo thought it could be better. He looked for work - wherever he could get it. Usually, he was turned down. When Gaedren Lamm came and offered him a job, he jumped at the chance. He never spoke about what he did, but he finally had enough to move them out. He quit Lamm and was robbed the very next night. Just as his family had started packing up their things. That was the night Camlo started using Shiver.
Zofinya and her grandmother tried to get him to stop using it. He said he could stop any time - he just needed it to help him. Two months later, he overdosed. Zofinya was the only one home that evening - her grandmother had taken Taliya out to "pick up a few things". Zofinya was forced to watch him die, his eyes glazing over. When her grandmother got home, she found Zofinya clutching her brother's body, crying and begging him to wake up.
Camlo was buried and his things burned or sold - save his ring. That item Zofinya had taken and kept with her. If he was going to haunt her, at least, he would be back with her. Her grandmother kept the girls working - trying to keep their minds off the loss. However, it wasn't enough. When the taxes were too high or there was too little food, Zofinya took to stealing. She learned to pick pockets and locks and how to get away. She never took much - just enough to keep her sister from crying of hunger or to help keep the crumbling roof over their heads.
It was years later when Zofinya would make the connection between Camlo's death and Gaedren Lamm. She immediately swore revenge and is willing to die, if necessary, to protect other families from him.
Zofinya has never told Taliya or Sinfai how she gets the extra money.
She has a crush on one of the guardsmen. She keeps up on his patrols and makes sure to walk past him whenever she can.
Zofinya doesn’t realize that Taliya is now willingly working for Lamm. Nor does she realize that Lamm's men robbed Camlo when he quit.
1) Camlo Vasile – her dead brother. Though he’s gone, Zofinya acts as if he’s very much alive. She wears his ring on her right hand which, while going against traditions, brings her comfort. Zofinya often references him in the present tense and talks aloud to him when she’s scared. It's her way of dealing with the loss.
2) “Mama” Sinfai – her grandmother. Zofinya and Taliya still live with Sinfai and try to take care of her in her old age. Sinfai listens to many conversations and is a gossip; it’s through her that Zofinya learns much of what is going on.
3) Taliya Iliescu – her younger sister. Taliya has grown to resent both her siblings. Her and Zofinya fight constantly. She's recently met a charming thief that she allows to court her in spite of her family's protests.
Backpack (2 gp, 2 lbs)
Peasant's Outfit (1 sp, 2 lbs)
Entertainer's Outfit (3 gp, 4 lbs)
Studded Leather (25 gp, 20 lbs)
Rations, trail (1 day, 5 sp, 1 lb)
Waterskin (1 gp, 4 lbs)
Thieves Tools (30 gp, 1 lb)
Dagger (2 gp, 1 lb)
Punching Dagger (2 gp, 1 lb)
Harrow Deck (100 gp)
Darts (10, 50 sp, 5 lbs)
29 gold, 9 sp left in coinage
Equipment weight of 41 pounds
Please let me know if there are any changes I need to make.