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Male Human (Keleshite)
![]() Perception: 1d20 + 8 ⇒ (9) + 8 = 17 Aref nods and sets down his cup carefully. Rummaging around his gear, he pulls forth a large and hefty looking black shield and a blade with a vicious looking and slightly concave blade. "Good day and peace be upon you gentlemen!" He calls out in Taldane, hoping they would understand, "I have a meager fire and will likely need to get some more kahve brewing but you are welcome to join us." Knowledge (Nature): 1d20 + 11 ⇒ (4) + 11 = 15
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Male Human (Keleshite)
![]() "We did not. You are not the owner are you? I apologize, I was asked to meet some friends here. They are running late, so I figured I would get comfortable," if Aref picked up on Xenia's signal, it did not show on his face. The smile remained in place as he idly stirred his cup. ![]()
Male Human (Keleshite)
![]() Before Xenia can take the initiative, Aref springs to his feet and assists the old man to a seat beside the fire. "Kahve, not coffee. Coffee is the less refined version that seems so popular in Avistan," Aref chided, not unkindly. "Unfortunately, I did not think to pack a traveling stool, good sir. You may have my sleeping roll to sit upon." ![]()
Male Human (Keleshite)
![]() Campaign Abilities: 1st:
Circumstantial Swordplay: Numerical bonuses from positioning in combat are increased by 1 (Flanking, cover, higher ground) 3rd: Clever Strike: Stunning fist as a bonus feat, can be used with manufactured weapons as long as Aref has identified the target with a knowledge check, save DC is intelligence based. 5th: Pursuit of Knowledge: Skill Focus as a bonus feat, target skill can be changed once a day, must be an intelligence-based skill ![]()
Male Human (Keleshite)
![]() "Ah, no," the man said with a slight smile, "It seems our mutual contact has either yet to arrive or is waiting for a dramatic moment to make his presence known. As such I figured I'd make myself some kahve while I wait. Would you care for a cup, miss?" He twisted a strainer within the pot and produced a travel mug from somewhere, "Ah, I appear to have only packed one cup for this trip. Please, you are a guest at my fire and tent, you may have the first cup." Without waiting for a response, he poured the bitter looking brew into a cup, added a hearty dollop of condensed milk and a dash of hearty spices. Mixing it with a flourish, he offered the steaming cup to the lady without hesitation. Sense Motive (Any Check): He is entirely sincere. ![]()
Male Human (Keleshite)
![]() Whoops, misread a few of the previous posts. Please ignore the mentions I made of the skyship and those boarding it. Aref stood at the base of the tower, shielding his eyes as he gazed upwards. It looked old but sound enough for a meeting. The out of the way location and mysterious method of delivery screamed ambush to him and he still had so much work to do transcribing his notes for the Cartographer's Guild in Absalom. They were a pushy bunch and would refuse to pay his full commission if he was late. Of course, someone who could sneak into a locked study and merely leave a dramatic missive was not the sort to be left to their own devices. So Aref decided to handle things his way. Unslinging his shield and the heavy pack from his shoulders he unpacked his tent and with a bit of ingenuity turned it into a small pavilion to provide shade against the side of the tower. A few minutes later and he had a small fire going, the smoke rising up alongside the tower and announcing his presence to any that might happen by. A few minutes more and he had a pot of fragrant coffee brewing upon the fire. The picture of nonchalance, he reclined beside the fire to await someone's arrival. ![]()
Male Human (Keleshite)
![]() Just posted, I also realized that I never put together a campaign trait or handled HP
Armor of Circumstance: Cunning use of the lighter armors and sword stances make you harder to hit than some. +1 trait bonus to AC while wearing light or medium armor and not under medium or heavy encumbrance. ![]()
Male Human (Keleshite)
![]() The wagon was certainly not the palanquins his family had owned back home, nor was it a university owned carriage with apéritifs and cushioned seats. It was, however one of the only transports Aref could find to the patch of land indicated by the mysterious note he had received nights before and luxury was the first thing to be sacrificed when unneeded. Looking up from his piece of parchment he saw that the meeting place had attracted several others already. The note's arrival had not been all that dramatic, he had found it in his locked and still secured study, sitting upon a several pages he had spent the previous evening transcribing. To his annoyance, the box's arrival had smudged the ink before it had time to finish drying, ruining his evening's work. Such strange communications rarely came without an expected service, and he certainly did not offer up any blood. There were many fell magics that could turn a man's blood against him and thus far the alleged Captain had done little to earn Aref's trust. It would take more than some platitudes and vague promises to earn that. While Aref's enemies were often not the most dramatic, he had something of a rogue's gallery that would not mind seeing him dead or indisposed. Skill checks regarding the subjects in the note:
Knowledge (History): 10 + 9 = 19 Knowledge (Local): 10 + 11 = 21 Knowledge (Nobility): 10 + 8 = 18 Knowledge (Geography): 10 + 8 = 18 Regardless, this note required some consideration and so Aref found himself on a turnip cart traveling to an abandoned tower while transcribing a rite to Erastil to pay for the trip. The cart came to a stop under the airship and Aref scattered some ponce over the ink to quickly dry it before handing it to the farmer. "Read the rite, burn the finest example of your previous crop and bury the ashes with the indicated tithe in the center of your field. If Erastil is pleased by your offering, he will bless your crop. Peace be upon you, friend," Aref said, giving a half bow to the farmer before turning and idly regarding the others gathered at the tower. He cast an eye upwards and hesitated. Aref was not the most handsome man the gathered had likely seen. His Keleshite looks gave him an air of the exotic but his otherwise noble seeming features were a touch average. Idle concern and curiosity mixed in his sharp and intelligent eyes. He dressed very well in flowing black garments more suited to the desert than the current locale but well-tailored and no doubt hiding modifications to suit the climate. The edges were embroidered with tight geometric patterns in silver and gold that belied his very humble arrival, as did the heavy bladed sword that hung from his sash. Collecting himself, he bowed to the others, "Peace be upon you," he started and began to move around them. ![]()
![]() Backstory, description, and personality in place.
Ability Type: Martial Knowledge
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![]() GM Wolf wrote:
Everything I've got so far is under this alias I was planning on building a Lore Warden who would go into Student of War next level. I was also planning on using the Kirin Style feats to add some flavor and damage. The Astral Projection seems to be needed for the plot but perhaps something akin to a limited Ki pool or Inspiration? The simplest fix would be a few extra feats. He's going to be heavily focused on knowledges and his build will have him using a lot of swift actions already. ![]()
Male Human (Keleshite)
![]() Seems pretty straight forward to me. You either joined the caravan in Sandpoint or somewhere along the road. Joining in the Crown of the World seems unlikely considering the fact that it is a remarkably inhospitable place. In my current version of Aref's backstory, I'd been considering the previous characters from the last attempt at this campaign as being canon members of the party who either parted ways with us along the road or perished and were buried on it (*sniff* poor Enod Helmcleaver, we shall miss you). Your presence can, of course, be retconned into the history pretty much anywhere along the line since there is pretty regular trade between Tian Xia and Avistan and those trade routes were what we were travelling. ![]()
![]() Doctor Marlowe is going to be a combat maneuver and knowledge specialist Lore Warden with more than a few elements of Indiana Jones. Ostensibly he has come to Katapesh to catalogue some desert wildlife but will likely get sucked into whatever adventure comes his way. (I will consider myself the biggest winner in the Paizo forums if I can reasonably use the line: "This belongs in a museum") ![]()
![]() Appearance:
Dr. Drover is a frighteningly large Shoanti man and, at first, his stony appearance and customary frown can be rather off-putting. He lacks the customary tattoos of his people and his hair is a ghostly gray despite his relative youth. There is certainly a story behind both of these physical traits but you would have better luck squeezing blood out of a stone. His hands are large and scarred but surprisingly nimble when it comes to fine task and his shoulders broad and strong. All in all, he looks considerably more like a crusher of skulls than a calm doctor. Story: Dr. Drover was not always a doctor, or Jallis Drover for that matter. Before the title and the name he was a failure. A young man who could not live up to the expectations of his people. He hoped to one day take the place of his clan's shaman and be a great and wise leader to his people. The shaman worried about the youth's pride and ambition and sent him out into the wilderness to test his resolve before revealing any of the mysteries and secret lore to him. Out in the wilderness, the boy was assailed by a dark spirit that laid claim to his mind.
When the shaman sent a scout to collect the youth. The malicious spirit, amused by this, tormented the boy. Terrifying him and turning him on the scout through fear and goading. When the boy slew the scout the spirit abandoned the boy to his shame and guilt. The boy fled to Riddleport, unable to return to his clan with the guilt of his deeds hanging over him. He was taken in by an elderly surgeon who taught him to heal as opposed to harm. The simple life and pacifistic surgeon's guidance brought the boy peace. He took the surgeon's name as his own and soon left as a journeyman surgeon. Instead of settling in one place, Jallis Drover kept moving seeking out new endeavors and trying to help were he could. His journeys took him to Lastwall and then to parts beyond hoping to apply his skills on the edge of civilized and sane lands. |