Xanderghul

Arasmes the Eye's page

191 posts. Alias of Tenro.


Race

Sirocco-born

Vital:
HP: 38/38, AC: 23 _ T: 16 _ FF: 17 _ Perception +10*, Darkvision 60 ft., Initiative: +3, Fort +6* _ Ref +9* _ Will +8* (+X vs trap, enchant, poison, sun), CMB: +9, CMD: 23*, Speed: 30*

Classes/Levels

Investigator 5 // Monk (MoMS) 3 / Rogue (Investigator) 2

Gender

HP 34/38

Age

28

Special Abilities

Inspiration 5/6 (1d6), Empathy (Talent) 0/1, Studied Combat +2, Studied Strike +1d6, Sneak Attack +1d6, Stunning Fist 3/day

Languages

Kelish, Osiriani, Common, Tien, Vudrani, Draconic

Strength 18
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 14
Charisma 10

About Arasmes the Eye

Max HP: 38
Resists: Evasion, Snake Style, Snake Fang
Immunities:
Init: +3
AC: 23: 10 + 3 DEX + 7 ARMOR + 3 DODGE +1 Vs Traps

SAVES
FORT: 6 -------|3 Base + 1 CON| +2 Racial
REF: *9 -------|4 Base + 3 DEX| +2 Racial +1 vs Traps
WILL: 8 -------|4 Base + 2 WIS| +2 Racial
MISC: +2 bonus on saving throws against enchantment spells and effects
+4 vs poison
+1 FORT vs hourly sun checks

COMBAT STATS
Unarmed Strike, +7 melee, 1d6+4, crit x2, B or P
Mwk Hand Crossbow, +7 Ranged, 1d4, 19-20/x2, 30ft, P

+4 AC Fighting Defensively (-2 to hit)
+7 AC Total Defense
Can spend immediate action to use Sense Motive as AC once per turn vs melee or ranged.
If missed, can make an unarmed AoO. If AoO hits, can spend immediate action to make another unarmed strike

BAB +3
CMB +9 (Monk treated as Full BAB for this)
CMD 23 (Plus any temp Dodge bonus)

RACIAL ABILITIES:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. INT
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet. Fast Movement +10ft when not wearing armor.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Favored Class: +5 skill points chosen, plus 5 HP and 5 Skill Pts from campaign trait

    Human is 9 RP, below is how I spent the remaining 16 RP to create "Sirocco-born"
    2 RP Flexible (+2 to two scores (instead of +2 to one score for normal humans))
    4 RP Advanced Intelligence +2
    4 RP Defensive Training, Greater (+2 Dodge)
    4 RP Lucky, Greater (+2 racial to saves)
    2 RP Darkvision 60ft

  • CLASS ABILITIES:

  • Weapon Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane.
    Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
    Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

  • Armor Proficiency: They are proficient with light armor, but not with shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

    Investigator

  • Alchemy (Ex): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
    When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
    Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. The power they lend creates powerful effects, but also binds the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
    An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–7. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
    When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
    Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
    An investigator uses the alchemist formulae list (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 10 + the extract’s level + the investigator’s Intelligence modifier.
    An investigator may know any number of formulae.
    He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements.
    A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formulae that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying them.

  • Inspiration (Ex)(6/day, 1d6): An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations.
    An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1.
    As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill.
    Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

  • Trapfinding: An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

  • Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

  • Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC to identify is equal to the poison’s saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (alchemy) check (DC equal to the poison’s saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidently poisoning himself when examining or attempting to neutralize a poison.

  • Investigator Talent (Ex or Su): At 3rd level and every two levels thereafter, an investigator can take an investigator talent. Unless otherwise noted, an investigator talent can only be selected once.

  • Keen Recollection: At 3rd level, an investigator can make all Knowledge skills untrained.

  • Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saving throws made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase to +2 when the investigator reaches 6th level, and by 1 for every third level thereafter.

  • Studied Combat +2(Ex): With a keen eye and a calculating mind, an investigator can measure the mettle and combat skill of his opponent, and take advantage of any gaps in talent or training. At 4th level, an investigator can take a standard action to study single enemy that he can see. Upon doing so, he adds half his investigator level as an insight bonus to melee attack rolls against the creature for a number of rounds equal to his Intelligence modifier (minimum 1 round), or until he chooses to make a studied strike, whichever comes first.
    An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat for 24 hours.

  • Studied Strike +1d6(Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action upon successfully hitting with a melee attack to deal additional damage. The damage is 1d6 at 4th level and increases by 1d6 for every two investigator levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attack are also immune to studied strike.
    If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead do nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
    The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

  • Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action.

    Rogue (Investigator Archetype)

  • Sneak Attack +1d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
    The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
    The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

  • Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

  • Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
    Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

  • Follow Up (Ex): An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it.
    False information is not revealed in this way if the people she questioned do not know it to be false.
    This ability replaces trapfinding.

    Monk (Master of Many Styles)

  • AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
    These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

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

  • Stunning Fist (Ex)(3/day, DC 14): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
    At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
    At 4th level, he can choose to make the target fatigued.
    The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

  • Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

  • Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

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

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

  • Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. This ability replaces a monk’s standard bonus feats.

  • Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
    At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
    This ability replaces flurry of blows.
  • FEATS and TRAITS and TALENTS:

    Feats
  • Dodge
  • Crane Style
  • Snake Style
  • Snake Fang
  • Extra Investigator Talent
  • Extra Investigator Talent

    Traits

  • Dusk Agent
  • Pragmatic Activator
  • Finding Haleen: +1 HP and +1 Skill point above what is chosen for Favored Class (Investigator)

    Talents

  • Expanded Inspiration (Ex): An investigator can use his inspiration on Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
  • Quick Study (Ex): An investigator can use his studied combat as move action instead of a standard action. He can spend 1 point of inspiration to use it as a swift action instead. An investigator must be at least 5th level to select this investigator talent.
  • Canny Observer
  • Underworld Inspiration (Ex): An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
  • Empathy (Ex, Su): When making a Sense Motive check, the investigator makes two d20 rolls and takes the highest. An investigator also rolls two inspiration dice and takes the highest of that roll, and then adds the two highest rolls together. Once per day as a full-round action, the investigator can expend one use of inspiration to gain the some of the effects of detect thoughts targeting a single creature that he can see and hear within 30 feet. Upon doing so the investigator detects the surface thoughts of the creature’s mind as if he concentrated for three rounds while using the detect thoughts spell unless the creature succeeds a Will saving throw (DC = 10 + 1/2 the investigator’s level + his Intelligence modifier). If the target fails the saving throw, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to half his investigator level. An investigator must be at least 5th level to select this investigator talent.

  • SKILLS:
    69 skill Pts

      Craft Skill and DCs
      Alchemical Items
      Poisons
      Don't forget Traveler's Any-Tool or All Tools Vest

    • Acrobatics: +9 =3+3 DEX+3 +4 from speed if wearing no armor
    • Appraise: +8 =1+4 INT+3
    • Bluff: +9 =5+0 CHA+3 *I* +1T
    • Climb: +8 =1+4 STR+3
    • Craft: Alchemy: +10 =3+4 INT+3
    • Diplomacy: +8 =5+0 CHA+3 *I* (Roll x2)
    • Disable Device: +11 =1+3 DEX+3 *I* +2Cl +2Cs
    • Disguise: +10 =5+0 CHA+3 *I* +2Cs
    • Escape Artist: +7 =1+3 DEX+3
    • Heal: +10 =3+2 WIS+3 *I* +2Cs
    • Intimidate: +4 =1+0 CHA+3 *I*
    • Know: Arcana: +12 =5+4 INT+3 *I*
    • Know: Dungeon: +8 =1+4 INT+3 *I*
    • Know: Engineer: +8 =1+4 INT+3 *I*
    • Know: Geography: +8 =1+4 INT+3 *I*
    • Know: History: +8 =1+4 INT+3 *I*
    • Know: Local: +8 =1+4 INT+3 *I*
    • Know: Nature: +12 =5+4 INT+3 *I*
    • Know: Nobility: +8 =1+4 INT+3 *I*
    • Know: Planes: +8 =1+4 INT+3 *I*
    • Know: Religion: +8 =1+4 INT+3 *I*
    • Know: Psionics: +8 =1+4 INT+3 *I*
    • Linguistics: +8 =1+4 INT+3 *I*
    • Perception: +10* =5+2 WIS+3 *I* *+2Cl to spot traps; *+4 to hear details or find concealed/secret objects
    • Perform: +0 =0+0 CHA+0
    • Profession: +6 =1+2 WIS+3 *I*
    • Ride: +7 =1+3 DEX+3
    • Sense Motive: +12 =5+2 WIS+3 *I* +2 Style, (Roll x2)
    • Sleight of Hand: +7 =1+3 DEX+3 *I*
    • Spellcraft: +8 =1+4 INT+3 *I*
    • Stealth: +7 =1+3 DEX+3
    • Swim: +4 =0+4 STR+0
    • Use Magic Device: +12 =5+4 INT+3

      All Knowledges can be made untrained.
      *I* = Free Inspiration if a trained skill
      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance; I = Insight; F = Feat


    EQUIPMENT:

    7gp, 8sp in coins

    Armor: Mithral Agile Breastplate (+6 AC, 0 ACP)
    Belt:
    Body: Robe of Infinite Twine
    Chest: All Tools Vest
    Eyes:
    Feet:
    R Hand:
    L Hand:
    Head: Kiffiyeh of Cooling
    Headband:
    Neck:
    Ring 1:
    Ring 2:
    Shield:
    Shoulders: Quick Change Cloak
    Wrists: Sleeves of Many Garments

    4400 Mithral Agile Breastplate (+6 AC, 0 ACP)
    1000 +1 on Armor
    200gp Sleeves of Many Garments
    2100gp Kiffiyeh of Cooling (Endure Elements)
    1500gp Quick Change Cloak
    1000gp Robe of Infinite Twine
    1800gp All Tools Vest

    40gp Alchemist's Kit
    40gp spent on scribing formula
    180gp Goblet of Quenching (2 gal/day)
    250gp Traveler's Any-Tool

    400gp Mwk Hand Crossbow
    2000gp Heward's Handy Haversack

    1.7 Alchemical Cement
    6.7 Alchemical Glue
    8.3 Alchemical Glue Accelerant
    .3 Plaster, Casting
    6.6 Powder, Foaming x2
    33.3 Antiplague x2
    33.3 Antitoxin x2
    50gp Disguise Kit [10 uses]
    1gp Pitons x10
    50gp Healer's Kit [10 uses]
    100gp Mwk Thieves' Tools
    1gp Parasol (+1 Fort vs hourly sun checks)
    10gp 100 sq yds of canvas (primarily for tent-making)

    59gp, 9sp, 6cp in alchemical ingredients

    120gp Blue Whinnis [3 doses]

    +1 dagger

    HISTORY and APPEARANCE:

    Appearance: Arasmes appears primarily as a human male with strong Keleshite ancestry. That is to say, he has the jet black hair and tanned skin of many residents of Katapesh. However, a number of his features are notable exceptions to the rule. One eye is blue like a chip of ice, the other is almond-colored as is common among Keleshites. His facial structure is noticably more gaunt, giving him a somewhat severe countenance. While of only slightly above-average height, his thin frame belies the strength born of many years of martial training. These features are sufficiently foreign to make those who know him wonder what his father was, as his ancestry clearly does not appear to be full Kelishite. Actually, unbeknownst to him, his father wasn't even human, but a much more magical being (genie or dragon most likely). His "uncle" was actually his father in magical disguise/alternate form.

    A coarse, hempen robe.
    A bright white keffiyeh that remains spotless.
    A shabby and worn grey hooded cape.
    Extremely light mithral breastplate (actually weighs less than studded leather)
    Over the armor, a well-made leather vest with shiny metal buttons and bulging pockets.
    Fine silk wraps around the wrist and forearm.

    A masterwork hand crossbow.
    A sack slung on his shoulder under the cape.

    History: Arasmes was adopted by Heleen shortly after his mother was violently murdered. Irizati, the man he had known as uncle, fled after killing the murderer in revenge, and Arasmes hasn't seen him since. Even as a child, he was quick in both mind and body. He took well to martial arts training taught to the boy to instill discipline in a youth troubled by having been orphaned by a murder. The exhausting training and rigorous studies in the library and various bookstores was the outlet for the child's energies, and he grew into somewhat of a reputation as a detective of sorts. He used his skills to solve many problems plaguing a wide range of clients, primarily merchants. His exploits attracted the attention of the Dusk Walkers, as he had unknowingly worked for them. He began taking jobs for them knowingly, as the merchants of the night market often had more money to pay, but especially because their problems were infinitely more strange and interesting.

    This changed a few months ago, when Haleen disappeared. Of late, a majority of his time is spent trying to find leads as to her whereabouts, only taking simple cases to pay the bills.

    CAMPAIGN NOTES:

    PLAYER NOTES:

    Skills:
    lv1- 6+1+4+1
    lv2- 6+1+4+1
    lv3- 6+1+4+1
    lv4- 8+1+4+1
    lv5- 8+1+4+1

    Finding Haleen double FC bonus