Cale the Calistrian

Athanas Sylvain's page

12 posts. Alias of Helix Missionary.


Race

Elf

Classes/Levels

Swashbuckler/Vigilante | HP 37/37 | AC 19, touch 15, FF 15; CMD 19 | Fort +2, Ref +8, Will +7 | Initiative +5, Perception +10 (low-light vision)

Gender

Male

Size

Medium (6'1", 120 lb.)

Age

227

Special Abilities

Dual Identity, Deeds & Panache

Alignment

Neutral Good/Chaotic Neutral

Deity

Pharasma

Location

Isarn, Galt

Languages

Common, Celestial, Draconic, Dwarven, Elven, Orc, Undercommon

Occupation

Physician

Strength 8
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 14
Charisma 16

About Athanas Sylvain

Athanas Sylvain
Male elf gestalt swashbuckler (flying blade)/vigilante (stalker) 5
NG/CN Medium humanoid (elf)
Initiative +5; Senses Perception +10, low-light vision
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DEFENSE
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Armor Class 19, touch 15, flat-footed 15 (+3 Dex, +4 armor, +1 dodge, +1 deflection)

Hit Points 37/37 (5d10)
Nonlethal Damage 0
Condition Normal

Fortitude +2, Reflex +8, Will +7

Special Defenses Charmed Life 3/day, Elven Immunities, Nimble +1, Unshakable
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OFFENSE
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Speed 30 feet

Melee attuned dagger +12 (1d4+8/17-20)
[Atk +5 BAB, +3 Dex, +1 attunement, +1 Flying Blade Training, +2 Deific Obedience; Dmg -1 Str, +5 Precise Strike, +1 attunement, +1 Flying Blade Training, +2 Lethal Grace]

Ranged attuned dagger +12 (1d4+6/17-20/20 feet)
[Atk +5 BAB, +3 Dex, +1 attunement, +1 Flying Blade Training, +2 Deific Obedience; Dmg -1 Str, +5 Precise Strike, +1 attunement, +1 Flying Blade Training]

Special Attacks Combat Reflexes, Deft Maneuvers, Hidden Strike +3d8/3d4, Panache/Deeds, Quick Draw, Startling Appearance
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STATISTICS
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Strength 8, Dexterity 16, Constitution 10, Intelligence 18, Wisdom 14, Charisma 16

Base Attack Bonus +5
Combat Maneuver Bonus +8 (+3 Dex)
Combat Maneuver Defense 19 (-1 Str, +3 Dex, +1 dodge, +1 deflection)

Feats Combat Reflexes, Convincing Persona, Deceitful, Deific Obedience (Pharasma), Deft Maneuvers, Incredible Healer, Masked Symbol (Fear), Quick Draw, Skill Focus (Heal)

Traits Local Business Owner, Precise Treatment, Spirit Guide
Drawback Paranoid

Trained Skills (6 Vigilante, 2 Swashbuckler, 3 Int, 1 Favored Class Bonus, 4 Background per level, Total 80 ranks)
Acrobatics +9 (3 ranks+3 class+3 Dex)
Appraise +9 (2 ranks+3 class+4 Int)
Artistry (Philosophy) +10 (3 ranks+3 class+4 Int)
Bluff +13 (5 ranks+3 class+3 Cha+2 Deceitful) [+5 Convincing Persona, +10 Feign Innocence]
Craft (Alchemy) +9 (2 ranks+3 class+4 Int)
Diplomacy +11 (5 ranks+3 class+3 Cha) [+2 Urbanite, +4 Social Grace]
Disguise +13 (5 ranks+3 class+3 Cha+2 Deceitful) [+5 Convincing Persona, +20 Seamless Guise]
Heal +15 (5 ranks+3 class+4 Int+3 Skill Focus) [+4 Social Grace]
Intimidate +11 (5 ranks+3 class+3 Cha) [+3 Masked Symbol, +4 Renown]
Knowledge (Dungeoneering) +8 (1 rank+3 class+4 Int)
Knowledge (Engineering) +8 (1 rank+3 class+4 Int)
Knowledge (History) +12 (5 ranks+3 class+4 Int)
Knowledge (Local) +12 (5 ranks+3 class+4 Int)
Knowledge (Nature) +9 (2 ranks+3 class+4 Int)
Knowledge (Nobility) +9 (2 ranks+3 class+4 Int)
Knowledge (Religion) +14 (5 ranks+3 class+4 Int+2 Spirit Guide)
Linguistics +8 (1 rank+3 class+4 Int)
Perception +10 (5 ranks+3 class+2 Wis)
Profession (Butcher) +6 (1 rank+3 class+2 Wis)
Sense Motive +10 (5 ranks+3 class+2 Wis)
Sleight of Hand +11 (5 ranks+3 class+3 Dex)
Stealth +11 (5 ranks+3 class+3 Dex)
Survival +7 (2 ranks+3 class+2 Wis)

Languages Common, Celestial, Draconic, Dwarven, Elven, Orc, Undercommon

Equipment:
SOCIAL PERSONA EQUIPMENT
Spoiler:
Weapons
N/A

Armor, Clothing, and Worn Items
Artisan's outfit (everyday wear)[free outfit]
Belt pouch [1 gp]
Doctor's outfit (worn when working)[150 gp]
Filter scarf (worn when working) [5 gp]
Signet ring (personal physician's mark) [5 gp]

Other Gear
Cane (simple, for walking) [2 gp]
Specialized Healer's Satchel [3000 gp]


VIGILANTE PERSONA EQUIPMENT
Spoiler:
Weapons
Daggers, 5 (2 in wrist sheathes, 2 in boot sheathes, 1 in belt sheath) [10 gp]
Sawback dagger (Attuned; worn on hip sheath) [7 gp]

Armor, Clothing, and Worn Items
Backpack, masterwork (holds kits and tools)[50 gp]
Belt pouch [1 gp]
Executioner's outfit (substitutes heavy apron for cloak) [5 gp]
Mask (simple black cloth half-face mask, worn under executioner's hood) [1 gp]
Wig (jaw-length black hair, worn under executioner's hood) [10 gp]
Spring-loaded wrist sheathes, 2 (each holding a dagger)[10 gp]
Studded leather armor, masterwork [175 gp]

Other Gear
Healer's kit (10/10 uses remaining; in backpack) [50 gp]
Interrogation tools (in backpack)[30 gp]
Surgeon's tools (in backpack)[20 gp]


ITEMS GENERALLY KEPT IN HOME/OFFICES
Spoiler:

Infirmary Items
Antiplague, 2 doses [100 gp]
Bloodblock, 4 doses [100 gp]
Bodybalm, 4 doses [100 gp]
Surgeon's Tools [20 gp]

Office Items
Artisan's outfits, 5 (spare wardrobe, kept in bedroom) [5 gp]
Book of Letters (for Isarn, kept in office) [50 gp]
Cards, 3 decks (kept in common room) [3 gp]
Dominos (kept in common room) [1 gp]
Sealing wax (kept in office) [1 gp]

Secret Vault Items
Candles [1 gp]
City map of Isarn [40 gp]
Doctor's mask [50 gp]
Flint and steel [1 gp]
Medium chest (holds vigilante gear and related items when not in use)[5 gp]
-Superior Lock [150 gp]
--Disguise kit (10/10 uses remaining) [50 gp]
--Executioner's outfit (spare of vigilante costume) [5 gp]
--Fervor juice, 1 dose [50 gp]
--Gravelly tonic, 10 doses [500 gp]
--Invisible ink (good), 2 doses [50 gp]
--Journal [10 gp]
--Scent cloak, 5 doses [100 gp]
--Whetstones [1 gp]


Wealth and Income
Current Wealth: 5 gp
Current Income: 1.5 gp/day

Character Choices and Advancement:
ELF RACIAL FEATURES
Spoiler:

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Human-Raised: Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

SWASHBUCKLER (FLYING BLADE) CLASS FEATURES
Spoiler:

Charmed Life: At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
--Derring-Do: At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
--Disrupting Counter: At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn.
--Opportune Parry and Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
--Precise Strike: At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
--Precise Throw: At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack.
--Subtle Throw: At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn.
--Swashbuckler Initiative: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Flying Blade Training: At 5th level, a flying blade gains a +1 bonus on attack and damage rolls when using daggers or starknives in combat. When a flying blade wields a dagger or starknife, she gains the benefit of the Improved Critical feat with those weapons. Additionally, a flying blade increases the range increment of a thrown dagger or starknife by 5 feet. The increase of range increment stacks with that of precise throw. Every 4 levels thereafter, the bonus on attack and damage rolls increases by 1, and the range increment increases by 5 feet.
Nimble: At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Dagger or Starknife: Each time the swashbuckler confirms a critical hit with a dagger or starknife, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Dagger or Starknife: When the swashbuckler reduces a creature to 0 or fewer hit points with a dagger or starknife attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Swashbuckler Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

VIGILANTE CLASS FEATURES
Spoiler:

Dual Identity: A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Favored Class: +5 Skill Ranks.
Seamless Guise: A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Social Talents: Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.
--Feign Innocence: The vigilante’s social identity seems so innocent that it is hard to believe he was involved in wrongdoing. Within his area of renown, this provides a nonmagical effect identical to the innocence spell. A vigilante must be at least 5th level and have the renown social talent to take this talent.
--Renown: The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals. This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent. While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.
--Social Grace: The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
Startling Appearance: At 5th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. Whenever a vigilante with this ability attempts an attack against a foe that is completely unaware of the vigilante’s presence (usually due to Stealth or invisibility), the foe is treated as flat-footed for the rest of the vigilante’s turn (uncanny dodge or a similar ability prevents this effect unless the vigilante is at least 4 levels higher than the foe with uncanny dodge). The foe also takes a –4 penalty on attacks made against the vigilante until the start of the vigilante’s next turn.
Unshakable: Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
Vigilante Specialization: Stalker. A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance (see page 17). This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).
Vigilante Talents: Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed. If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.
--Lethal Grace: The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
--Vigilante Reflexes: The vigilante gains Combat Reflexes as a bonus feat. If he already has the Combat Reflexes feat, he instead gains another feat he qualified for at the level when he chose Combat Reflexes. At 8th and 16th levels, the number of additional attacks of opportunity per round the vigilante can make increases by 1, regardless of the vigilante’s Dexterity bonus.

AUTOMATIC BONUS PROGRESSION
Spoiler:

Armor Attunement: +1 enhancement bonus to AC when wearing his studded leather armor
Deflection: +1 deflection bonus to AC
Resistance: +1 resistance bonus on saving throws
Weapon Attunement: +1 enhancement bonus to attack and damage with specific dagger

FEAT PROGRESSION
Spoiler:

Level 1: Convincing Persona
Level 1 (Elf Racial Feature, Human-Raised): Skill Focus (Heal)
Level 1 (Campaign Bonus Skill Feat): Deceitful
Level 2 (Vigilante Talent Lethal Grace): Deft Maneuvers
Level 3: Deific Obedience (Pharasma)
Level 3 (Campaign Bonus): Masked Symbol (Fear)
Level 4 (Swashbuckler Bonus Feat): Quick Draw
Level 4 (Vigilante Talent Vigilante Reflexes): Combat Reflexes
Level 5: Incredible Healer

ABILITY SCORE PROGRESSION
Spoiler:

Strength: 8 (-2 point buy) = 8
Dexterity: 13 (3 point buy) +2 racial +1 level bonus = 16
Constitution: 12 (2 point buy) -2 racial = 10
Intelligence: 15 (7 point buy) +2 racial +1 level bonus = 18
Wisdom: 14 (5 point buy) = 14
Charisma: 16 (10 point buy) = 16

Backstory:
Background music, should you like.

The following written in a spidery, steady hand, in ink on rough parchment, upon a refurbished desk in a dim study, by the light of a fireplace and candles.

I am my father's son, but I am not my father. It is important to understand this. It is important I understand this.

My father was a butcher. He and my mother came to Isarn from Kyonin for... reasons they never shared with me. Perhaps It is not my place to speculate why they did what they did. It does not matter, now, if it ever did. My story has never been that of an Elvish elf, one who lived among that people. I have lived my whole life among humans, in a human city, in a human land. I have watched generations grow and wither and die. I have seen them taken by fear, and madness, the most pervasive and deadly of diseases.

My father was a butcher. I doubt if anyone remembers, now. He was respected in the community. He earned that respect, despite being a foreigner. Those were, as I recall, more pleasant times. Galt was a place of learning, a place of art and beauty, and those places tend to welcome rather than turn away. My mother was a midwife, and skilled in the arts of the common folk: herbs, poultices, medicine less costly than a priest's incantation, and better for healing the ills of the working man.

She was also well-respected, but she did not like it here. My father took to the city, mingled with its people and loved its streets. My mother was never home here. She left when I was a boy, perhaps twenty, thirty years old. It is hard to remember so long ago, when I was so young. I struggle to recall her face, her voice. I told a surgeon this once, and he looked at me with horror. But how could he understand? It has been two human lifetimes since I knew her. She is more a dream than a memory, now.

I did not blame her, nor did my father, that I can recall. I stayed with him, and he took good care of me. He taught me many things, about the world, about life, and about butchery, yes. From the time I was old enough to walk and carry something without dropping, I was an assistant in his shop, and once I could be trusted with a knife, I helped him in almost every regard. But it was more than cuts of beef and counting money that he taught me. From him I learned the importance of the community. Of finding and building your place in that community, and the power that comes from the respect of your fellow man. The importance of hard work and dedication, of setting your mind on a goal and following through, of fulfilling a promise. And, on the occasion a thief broke into our home, I learned the importance of having a sharp knife to hand.

My father was a good man, I truly believe this. Perfect, no, but there is no such thing. When the revolution came, the first one, my father was so proud. He was a true believer, thought he was witnessing the fruition of his hopes and dreams. His ideology of the power of people working together. The community. Liberté, égalité, fraternité. He cried the words as loudly as any.

But things soured. The people stopped working together, and began working against one another. The same cruel blades that heralded the end of the aristocracy became, almost inevitably, the fate of those who wielded them. And when he saw the tide turning, my father could not stand by and watch his dream turn to ash. He fled one night, leaving the store he had so proudly kept for over a century to the looters and thieves. He did not even leave me a note, or a hint of his destination, for fear he would be found out and hunted down. I do not blame him, though they never even questioned me.

My father was a butcher. He was a good man, and an idealist. But in the end, he was an old man and did not have the heart to live through a dream become nightmare. He did not have the stomach to fight and die for what he believed.

I am my father's son. But I am not my father.

- - - - -

I was nearly grown when the world came to an end. I exaggerate, but not so much as many might believe today. When Aroden died, it was... chaos. Countless humans suddenly cut off from their god, prayers falling on silent ears, holy men and women powerless in his absence. So many died. So many were frantic. I watched a priest collapse in the street, clawing at his ears and throat until he bled. I watched another leap from a high building in despair. What must it be like to hear the whispers of your god, to give your life in service to them, and have it all stricken away? I am grateful I cannot truly comprehend it.

And the storms. So few remember the storms now. Weeks of rain and wind and lightning. So many buildings were simply not built to withstand such an assault. Roofs collapsed, cellars flooded, shacks and stalls fell down or were simply blown to pieces. People were wounded, sick, and many clerics who would have cured them suddenly could not. Others were blamed or shunned.

It was in this chaos that I knew I wanted to become a doctor. In the absence of divine magic, mundane healing became even more prominent for a time. The first time I witnessed a surgeon stitching closed a wound from a shattered window, I found myself. I knew already the importance of the community, but now I knew what my place in that community would be. Curing the ills and weaknesses of the people, that we might all be stronger together.

I was fortunate. At that time there were still places of learning in Galt, in Isarn, and more than one hospital, more than a handful of trained physicians to outnumber the charlatans. And my father, reputable businessman that he was, secured me an apprenticeship at one of the hospitals, to learn their ways. He did not protest my absence from the store. I like to think he was proud of my choice.

I began as a surgeon's boy, carrying tools and mostly learning by paying attention as he did his work. The surgery was, and still is, in many ways, crude, but it is life-saving when performed by skilled hands. A spell can mend wounds in an instant, but only so often. A surgeon is limited only by his equipment, and so long as he keeps stocked, he may tend fully to as many patients as time allows.

When I finished my apprenticeship with the surgeons, I studied under the physicians; a higher class of healer, in many ways. The surgeon is the foot soldier to the physician's officer: a physician directs, advises, and treats the so-called finer points of medicine. I confess that I always preferred the surgeon's work to the lecturing and theory of the physician, but both are of great value. And ultimately, it was the path of the physician that I took,for it offered more respect, more ability to truly take a role of importance in the community.

It was also at the hospital that I learned of Pharasma, and became an adherent of her ways. She was respected, then, among more than a few of the healers. Many of her priests were also lost in the chaos after Aroden's death, either to madness or killed for her silence on Aroden's death, even as goddess of prophecy. But her roles in birth and death became still stronger as time wore on, and the midwives and morticians had always tended toward her worship. I was drawn to her not as the Lady of Mysteries, but the Mother of Souls: a goddess who watches over us from birth until death, and myself a servant who sought to make that life, and its transitions, as kind and painless as could be.

Of course, that very concern with souls meant that she was not long loved after the revolution began, and the Final Blades constructed. At that time, I was no fanatic, no devout disciple of the Gray Lady, but I knew in my heart that those blades were abominations. I was hoping to open my own clinic, and that move from the hospital and my lack of open and strong faith helped save me when they came for Pharasma's followers. Some of them had attempted to destroy the Final Blades. For that, they were put to those very Blades.

Now, I have my clinic, and I have my secrets. I pray to Pharasma in a hidden room in my cellar, every day that I can. I perform a ritual from her holy book, chanting from memory, for fear a text might be found. I bury the bones and exhume them each time from the dirt floor, and destroy the papers I use when I am finished. I do not own a symbol of hers, nor do I intend to do so. I have too many secrets to risk them over a show of faith.

I know that she understands. I do not hear her voice as a priest might, I do not feel her guidance when I pray. But I feel her hand around my own when I raise a knife. I feel her breath in the dying of every man I kill.

- - - - -

It was in the time of the Galtan Unity Council that I first killed a man. There are things I forget from long ago: my mother's face, childhood friends. But these decades of chaos, and hate, and fear, and misery... These I remember well. Fifty years of blood are etched into my mind more firmly than the hymns of Pharasma, more deeply than my father's lessons, more painfully than the Decrees of the Revolutionary Councils. Every waking moment, fifty years fill my thoughts, and when I sleep, I dream in history.

It The reason He was a young man. For a human, I guess he was the age I was when I took up my studies. He stopped me in an alleyway, on my way home from the clinic. It was the 24th of Sarenith, and even in the dusk the air was hot and heavy. He was sweating, it matted his wispy hair to his forehead. His eyes were hazel. They looked scared.

He flashed me his knife and demanded my money, my bag. I had my medicine and tools, said I could not part with it, told him my profession. By then the troubles had started for the doctors. Hospitals were closed, academies shuttered. Only the small clinics like mine survived, and in turn, helped the people survive. I remind myself of this when I remember. I could not afford to lose those tools. It would have crippled my work, my community. Parting with those tools would have been death.

My words did not reach him. He slashed out with his knife, a clumsy swing, a hack my father would have slapped my wrist for attempting. I stepped aside, but it cut the strap of my bag, and it sprawled to the ground. When he went for it, I grabbed at his wrist. My body has never been strong, but I am quick. Still, it was a struggle, and he stabbed me once, a shallow thrust along my side. I was fortunate that it was not deeper. Finally I took his knife in my hand, felt the weight.

I thought of what he had attempted, what would have happened if he had taken my tools, if he had killed me there in that alley. What would have become of my patients, my practice. All the people I might have treated in years to come, suddenly lost.

I sometimes wonder if Pharasma always intended that I take the path I have. It seems so full of twists and turns, and yet she is the purveyor of fate. The lessons teach us that every child born has its life revealed to her. How this is reconciled with the loss of prophecy, I do not claim to say. But I know I was uniquely trained to use a knife. My father's butchery, and my study of anatomy. They are not so dissimilar, in their way. You must know where to cut, and how to cut, and to have a steady hand.

I watched the life fade from his eyes. It felt important to do that, at least for the first man. Poetic, in its way. I had been by then a doctor for some forty years. Forty years in service to life, to preserving it and making it long and pleasant. In that moment, I also became a chaperone of death. The two sides of the coin, the Gray of the Lady. The Mother of Souls sees them both come and go. As that young man died in my arms, I knew I would do the same.

- - - - -

My clinic is in the Sud Rivière, not far from the Industrial District. It is good fortune that I landed here, across from Our Lady of Liberation. The Sisters do good work there, and I am grateful for their presence, but it is not for me. I keep my practice here, and I can help those unable to make the trek across the city. It is not large, not a hospital by any means, but I have my office, rooms for work, even employees who keep things running if I am not present. I have trained them as I can.

And I have done well. Not so well as to draw unwanted attention, thankfully. But I am respected. People know me, know of me, and there are businessmen who prefer a physician's care to the hospital in the Foreign District. When a merchant's wife falls ill, his friend might tell him, "Go to see Docteur Sylvain, he was a wonder for my Guillaume when he caught the fever, he saved the Lafaditte girl from infection and without even the loss of her hand." They know me as charming, kind, efficient. They know me an elf among humans who runs a neat shop and good practice, one I have kept for many years when there were few others left in this city.

I have taken great pains to ensure this, and to separate that image from my other work in the Sud. It is fortunate that there are so few skilled surgeons and physicians left, or they might know the bodies of thieves and murderers were not merely hacked and chopped. They might piece together that the killing blows were precise, aimed at arteries, ligaments, vital organs. If you know how, it is not difficult to hide such strokes from the untrained eye, to turn a deft slice of the trachea into a vicious mauling. Only one man I know has deduced that it is a surgeon's hand which guides the knives of Le Boucher, as they call me.

I do not pretend myself a good man. I know that what I do, even in service to a greater cause, is not justice. I am grateful for my friend's words of what is right, what is necessary, what we must sacrifice that others will prosper. But I know I have done wicked things. I am a doctor, and I am a murderer. No matter how vile the victim, what else would you call a man who kills in the night, slaying men who have not attacked him? Who have not even seen him in the shadows?

But what we do is necessary. I will not write details here. I am going to destroy this when I am done, as I have each time I write my tale. Even so, I have never put to paper what I have done these past few years. The risk is too high. But know that despite the danger, I will stay. I truly believe that what we do, if not the right thing morally, is the necessary thing to preserve the people. I will hide, but I will not run. I will fight, and if necessary, I will die for what I believe.

I am Athanas Sylvain. I am the chief doctor of a physician's clinic in the Sud Rivière. I am the man they call Le Boucher.

I am my father's son. But I am not my father.

- - - - -

The sound of pen across parchment comes to an end, and there is silence aside from the crackling of the fire. An elf, his hair gone mostly to silver, his body thin but not frail, leans back in his chair at the desk. While the ink dries, he watches the fire, sipping a glass of what wine he can purchase, in these days. When the glass is empty, he stands and takes the sheets of parchment, walks to the fireplace, and tosses them inside, watching them burn. When they have, he retrieves the ashes with a small, long-handled shovel, and places them on a tray. He uncorks a vial and pours its contents on the ashes, watching as they hiss and dissolve, the acid releasing an acrid smoke that stings his eyes. And when that is finished, he returns them to the fire, closes the grate, and leaves the room, locking it behind him.

Le Boucher:
The vigilante known as the Butcher has prowled the streets of the Sud Rivière district on and off for many years. In that time, he has grown from a rumor to a terrible masked threat. The Butcher seems only to strike those who would take from the defenseless: thieves, robbers, and burglars are his most common prey, but those who would extort or blackmail community members have also tasted of his blades. That discretion in target does little to assuage the fears of innocents, however, as everything about the vigilante seems tailored to inspire fear.

Those who have lived to tell of the Butcher claim he is tall and lean. His namesake comes from both the grisly methods he employs, and the appearance he dons for his work. Most prominent is the heavy apron he wears, a crude thing fashioned from soft, beaten leather, which obscures his body and is covered in bloodstains, rough patches and stitching holding it together. His face is covered by an executioner's hood, rough and ragged and stitched together from various scraps of burlap and cloth, and showing the same telltale stains as the apron beneath. The slits for vision show little to the outside world, almost as if there is naught but darkness beneath that horrid cowl.

Worse still, though, is the wicked knife he wields, or so they say. The Butcher is skilled with many daggers, but his preferred weapon is a hefty carving knife, its blade long and heavy and curved for thrusting as well as cleaving. The hilt is that of a weapon of war, but the blade is made for chopping flesh. The serrated saw on the spine leaves horrible, ragged wounds in those it cuts, turning each slash or stab into a bloody mess.

This rough wounding is part of the Butcher's trademark: those he kills are almost always found with such terrible injuries. When bodies are found, it sometimes looks almost as if a wild beast has mauled them, or as if they were hacked apart with fury by a dull axe.

According to the stories, the Butcher's voice is unnaturally low and rough, and he frequently smells of dirt or decay, a musty scent that brings to mind underground places and death. These details, along with his continued operation and overall frightening demeanor, once led to the thought that he may be some creature of the crypt, but such stuff is mainly whispered by children and fools. Adults know better: the Butcher is almost certainly a man, although a terrible one whose path is best not crossed.

Buildings and Organizations:
Athanas Sylvain's Physician's Offices
Description
Spoiler:

Set in the Sud Rivière district of Isarn, Sylvain's practice has no official title beyond his name. Those who employ his services usually recommend him by that name, or suggest some variation on "Going to Doctor Sylvain's office." This is partly intentional, as it inherently links the medical services offered with Sylvain himself, even if he is not always the physician or surgeon present to perform operations or offer advice himself. Although he makes as much time for his patients as possible, Sylvain is a busy man, and must from time to time contend with other affairs; even so, everyone knows the location by the name of its owner and chief physician.

Sylvain's practice was not originally located in its current building; he saved enough to move into a larger building as he made more contacts and expanded his reputation, citing a need for better equipment, more room, and a safer location. The building he ultimately purchased and renovated was once a bank, and over the years Sylvain has turned it into a more than capable medical facility, able to accept a modest number of patients at a time and largely self-sufficient (although the staff live elsewhere, knowing they can turn to Sylvain for aid if need be). Sylvain himself makes his home in a room on the upper level, along with a space for instructing staff and any others interested in learning about medicine.

The bulk of the building, however, is on the ground floor, where the front area leads to an infirmary space equipped to support up to two physicians or surgeons at a time, with screen dividing for privacy and safety. The building is also equipped with a bath and lavatory for cleanliness, complete with plumbing access to the city sewers; an alchemy lab for the creation of curatives; a garden for growing medicinal herbs; and storage and work areas for medical necessities. Sylvain's personal office is located on the first floor as well (and secretly contains access to the old bank vault, where he keeps his most sensitive belongings).

The offices are staffed by a rotating team of personnel who maintain the business affairs of the practice as well as the nearby bathhouse; a small team of alchemists who produce remedies and assist in surgery; the medical staff, including trained midwives; and the secondary physician. When Sylvain is away, it is most commonly managed by Murielle Fontaine (female human alchemist [chirurgeon] 4), an intelligent and capable surgeon who has studied under and worked with Sylvain for nearly twenty years.


Rooms, Teams, and Manager
Spoiler:

Rooms
Alchemy Lab (390 gp): GP, Goods, or Magic +10; counts as an alchemist's lab
Bath (130 gp): GP or Influence +3; bonus against diseases
Bedroom (300 gp): GP or Influence +3
Classroom (250 gp): capital +8
Common Room (300 gp): GP or Influence +7
Garden (180 gp): GP or Goods +8
Infirmary (370 gp): GP or Influence +8; counts as healer's kit
--Confessional (100 gp): bonus on Stealth checks against opposite side
Lavatory (120 gp): bonus against contracting diseases
Office (120 gp)
Secret Vault (300+220+500 gp): DC 30 secret iron door with good lock (entrance through Office)
Sewer Access (110 gp): provides plumbing
Storage (120 gp): GP +2
Storefront (190 gp): capital +5
Workstation (300 gp): GP, Goods, or Influence +8; counts as masterwork artisan's tools for Profession (midwife) checks

Teams
Bureaucrats (200 gp): GP or Influence +4; Run business for offices and Le Meilleur Remède Bathhouse
Craftspeople (200 gp): GP, Goods, or Labor+4; Alchemists and support surgeons
Lackeys (120 gp): Influence or Labor +2; Assistant physicians and surgeons
Sage (200 gp): GP or Influence +5; Secondary physician/chief surgeon

Manager
Murielle Fontaine (4 gp/day, paid two months in advance, 240 gp)

TOTAL COST: 4,960 gp (4 gp/day after two months)

Le Meilleur Remède Bathhouse
Description

Spoiler:

A five minute walk from Sylvain's offices, one can find his secondary, related enterprise: a 'bathhouse' with a mind toward the medical benefits of cleanliness. Purchased and renovated due to space constraints in his main offices, Le Remède offers several services related to keeping a clean and healthy body. The baths and lavatory are connected to the sewer system with indoor plumbing, and the building also boasts a steam sauna and laundry. On any given day, it helps to service employees and patients of Sylvain's main practice, but is also available to individual customers.

The staff of Le Remède are not the most talented or skilled, but they are well compensated and benefit from the nature of their work. The same team in charge of finances at Sylvain's office help maintain the business here, overseen by Mathys Lavoie (male human expert 3), an honest man with a disposition better suited for mercantilism than medicine.


Rooms, Teams, and Manager
Spoiler:

Rooms
Baths (2) (260 gp): GP or Influence +3 each; bonus against diseases
Laundry (120 gp): GP or Goods +3; bonus against contracting diseases
Lavatory (120 gp): bonus against contracting diseases
Office (120 gp)
Sauna (120 gp): GP or Influence +3; bonus against diseases and negative levels
Sewer Access (110 gp): provides plumbing
Storefront (190 GP): capital +5

Teams
Laborers, 2 (140 GP): GP or Labor +2 each

Manager
Mathys Lavoie (3 gp/day, paid two months in advance, 180 gp)

TOTAL COST: 1,360 gp (3 gp/day after two months)