About Barnette Bright the XII
Barnette Bright the 12th Back Story:
Barnette was the son of a merchant from Taldor, from a younf age he traveled with his father on trade missions, but his father always insisted on proper schooling so Barnette was schooled aboard the merchant ship by a old magus hired by Barnettes father,Barnette learnt book smarts but was always more interested in magic, he was particularly good at conjuring and would practice by summoning mice and other small creatures.
through out the years at sea traveling to dozens of nations and far way ports Barnette also learnt many languages, he also learnt and the art of manipulation and bargaining, Barnette loved to watch his father at work haggling and bargaining, his father was an astute merchant with a great eye for a deal, but he always believed in giving a fair deal in return.
Not long after his 10th birthday Barnette's father went away on a routine trade mission to Varissia, less than a day's sail from the mainland their ship was attacked by pirates, everyone on board was killed and the ship was scuttled, only the floating wreckage found several days later by a passing war galley gave any clues to what happened.
Barnettes mother was grief stricken and she spiraled into deep depression, to the point where she would not get out of bed for days at a time, she never fully recovered. because there was no-one to take care of the estate, barnette's family fought over their assets, the one thing no-one wanted however was young master barnette. he was forced to go live with his uncle in the slums of Taldor.
His Uncle was a drunk and a gambler and had been disowned by the family and cut off from any inheritance, he resented barnette as a reminder of his short comings and frequently beat him in drunken fits of rage.
one night Barnette's uncle lost a particularly large bet to a crime lord and when he couldnt pay thugs come to their home and took Barnette as a slave. Barnette was promptly was sold as a prostitute to a Calistrian temple.
Barnette spent the next 10 years at the temple learning the arts of seduction and manipulation he also soon realized that he could gathering information from his cohorts as well as some of his clients. barnette enjoyed knowing the many secrets of the noble clientele but he never thought of it as much value until He managed to find out about an assassination attempt on the emperor.
At first Barnette thought nothing of it and took it as drunken boasting of a few mercenaries, how ever after hearing gossip from the other prostitutes that confirmed barnettes suspicions he decided he had to tell someone. Barnette had heard rumors of a group called the lion blades, a supposed network of spy's that work for the emperor, and it was said that several of the temples clients we part of this group. Barnette spent several days deducing who it could be and then finally approached one of the women and he told her what he had found out.
At first the woman was skeptical but as she questioned barnette she realised that his information had some merit and was surprised at his guile and wit, especially in working out that she belonged to the lion blades. Luckily they were able to act on the information at the last moment and the attempt was foiled.
There are several assassination attempts every year on the emperor yet none ever get very close, usually the lion blades sniff out the plot and arrest the assassins before they start.This attempt was different and the emperor wanted a fully inquiry on how this happened. After it was brought to light that a courtesan was the one that put the plot together, The Emperor granted barnette an audience.
The Emperor asked barnette if he would like a reward. When barnette asked for a ship the emperor was intrigued so barnette explained his history and explained how he wanted to become a merchant. The emperor was impressed that instead of jst asking for gold, barnette instead asked for a means to make it himself so he granted Barnette a ship and a small kitty of gold to get him started.
After almost a decade of being a merchant Barnette become renown for his ability to make a profit. Barnette continued to trade information as well as spices and silks and on several occasions he helped the lion blades with information to protect the crown.
Only a couple of years ago Barnette was awarded a Noble title for his assistance in protecting the crown and for his contribution to the economy and taldors trade relations..
Barnette has designs on being the "Master of Coin" as well as a trusted adviser to the emperor. He also has an alterier motive of revenge.
Barnette has been dreaming of revenge of against the crime lord that sold him into slavery since he was a young boy, Barnette has always know who the crime lord was and has had more than a few occasions where he could have hired assassins to kill the man, however Barnette is patient. He wants to wait until he can expose the crime lord who also happens to be a noble and then have him exiled from taldor.
The Noble in question is a member of a particularly powerful family with known ties to the underworld and is also a powerful player in the royal court. Barnette must rise to power and turn the other nobles against him as well as gaining the kings ear and favor so that he can exact his revenge.
Barnette Bright the 12th Stat Block:
Male human (Taldan) summoner 12 (Pathfinder RPG Advanced Player's Guide 54)
N Medium humanoid (human)
Init +0; Senses Perception +10
AC 21, touch 11, flat-footed 21 (+6 armor, +1 deflection, +4 shield)
hp 120 (12d8+24)
Fort +11, Ref +9, Will +14
Defensive Abilities greater shield ally
Speed 30 ft.
Melee dagger +9/+4 (1d4/19-20) or
dagger +9/+4 (1d4/19-20)
Ranged sling +9 (1d4)
Special Attacks maker's call 2/day, transposition
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Kelish, Orc, Osiriani, Shoanti, Tien, Triaxian, Undercommon, Varisian, Vudrani
Franco the Body Guard:
N Medium outsider
Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
Aura frightful presence (30 ft., DC 14)
AC 34, touch 14, flat-footed 30 (+4 armor, +4 Dex, +16 natural)
hp 126 (+36)
Fort +9, Ref +7, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; Immune cold, electricity, fire
Speed 30 ft.
Melee +1 cruel greatsword +18/+13 (2d6+13/17-20) or
slam +12/+7 (1d8+4)
Str 26, Dex 18, Con 17, Int 7, Wis 10, Cha 11
Base Atk +9; CMB +17; CMD 31 (can't be tripped)
Feats Furious Focus[APG], Improved Critical (greatsword), Intimidating Prowess, Power Attack, Toughness
Skills Climb +12, Intimidate +17, Perception +12, Sense Motive +11, Stealth +9, Swim +12
SQ devotion, multiattack / extra attack
Other Gear +1 cruel greatsword, belt of physical might +4 (Str, Con), handy haversack, bedroll, flint and steel, mess kit, pot, soap, torch (10), trail rations (5), waterskin
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Frightful Presence (30 feet, 5d6 rds, DC 14) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Eli The Smuggler:
Male human (Varisian) rogue (burglar) 12 (Pathfinder RPG Advanced Player's Guide 132)
N Medium humanoid (human)
Init +12; Senses Perception +15
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)
hp 120 (12d8+24)
Fort +6, Ref +14 (+4 bonus when set off a trap with a failed Disable Device check), Will +4; +1 Luck bonus vs. traps
Defensive Abilities evasion, trap sense +4; Resist electricity 2
Speed 30 ft.
Melee +1 compassionate sap +16/+11 (1d6+1 nonlethal) or
dagger +15/+10 (1d4/19-20) or
dagger +15/+10 (1d4/19-20)
Special Attacks sneak attack +6d6
Str 10, Dex 22, Con 14, Int 20, Wis 10, Cha 12
Base Atk +9; CMB +9; CMD 25 (30 vs. grapple)
Feats Dampen Presence, Deceitful, Defiant Luck[ARG], Deft Hands, Improved Initiative, Sap Adept[UC], Sap Master[UC], Skill Focus (Stealth), Weapon Finesse
Traits clever wordplay, reactionary, town gossip (varisia)
Skills Acrobatics +15, Appraise +17, Bluff +22, Climb +7, Diplomacy +22, Disable Device +33 (+38 to disarm traps), Disguise +18, Escape Artist +24, Intimidate +9, Knowledge (dungeoneering) +14, Knowledge (local) +20, Linguistics +13, Perception +15, Profession (sailor) +13, Sense Motive +14, Sleight of Hand +25, Stealth +32, Swim +7, Use Magic Device +16; Racial Modifiers careful disarm, distraction
Languages Common, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Jistka, Kelish, Orc, Osiriani, Shoanti, Tien, Undercommon, Varisian, Vudrani
SQ favored terrain (urban +2), paranoid, rogue talents (black market connections, bonus feat, coax information, convincing lie, fast stealth, finesse rogue, hide in plain sight), trapfinding +6
Combat Gear potion of cure moderate wounds, potion of darkvision; Other Gear +1 amorphous shadow eel hide studded leather, +1 compassionate sap, dagger, dagger, +1 spell dodging bracers of armor, belt of incredible dexterity +4, headband of vast intelligence +4, lenses of situational sight, ring of eloquence, smuggler's collapsible robe, trapspringer's gloves, masterwork thieves' tools, 100 gp
Black Market Connections (Ex) Treat settlements as larger than normal for magic items for sale with a diplomacy check.
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.
Convincing Lie (7 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Distraction (Ex) If detected during Stealth but not seen, attempt a Bluff for the foe to disregard.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Hide in Plain Sight (Favored Terrain [Urban]) (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Paranoid Aid Another DC 15 for attempts to help you.
Ring of eloquence (Giant, Goblin, Orc, Undercommon) Speak and understand attuned languages. If deafened reduce spell failure chance by 10%.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Smuggler's collapsible robe Transport wearer and gear into pocket dimension for up to 24 hrs.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Town Gossip (Varisia, Oppara) +2 Diplomacy while in selected community.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Trapspringer's gloves +5 to Disable Device against traps, +1 luck bonus to saves vs traps.
Bron The Ship Wright:
Bron the Ship Wright CR 10
Male gnome expert 12
N Small humanoid (gnome)
Init -1; Senses low-light vision; Perception +8
AC 10, touch 10, flat-footed 10 (-1 Dex, +1 size)
hp 84 (12d8-12)
Fort +3, Ref +3, Will +8; +2 vs. illusions
Speed 20 ft.
Spell-Like Abilities (CL 12th; concentration +13)
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Str 7, Dex 9, Con 9, Int 18, Wis 10, Cha 12
Base Atk +9; CMB +6; CMD 15
Feats Master Alchemist[APG], Master Craftsman, Monument Builder, Prodigy[UM], Scholar[ISWG], Skill Focus (Craft [ships])
Skills Acrobatics -1 (-5 to jump), Appraise +19, Bluff +14, Craft (alchemy) +21, Craft (gemcutting) +23, Craft (jewelry) +23, Craft (ships) +33, Diplomacy +16, Knowledge (engineering) +26, Knowledge (local) +8, Perception +8, Profession (architect) +4, Profession (clerk) +4, Profession (engineer) +15, Sense Motive +15; Racial Modifiers +2 Craft (ships), +2 Perception
Languages Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan
SQ gnome magic, master tinker
Other Gear amazing tools of manufacture, headband of vast intelligence +2, 350 gp
Amazing tools of manufacture (Craft [ships], 1/day) Acts as masterwork tools, granting a +4 bonus and 2000 gp of progress 1/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Master Craftsman (Craft [ships]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Master Tinker You are proficient with any weapon you have personally crafted.
Monument Builder If supervise construction, -10% material costs.
Prodigy (Craft [gemcutting], Craft [jewelry]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Scholar (Knowledge [engineering], Knowledge [local]) +2 bonus on two Knowledge skills
Earnings: Gold +8, Goods +6
Take 10 values (choose 1): 1 gp and 8 sp, 1 Goods
Create: Goods 53, Influence 6, Labor 48 (2200 gp)
Rooms: 1 Armory, 1 Cell, 1 False Front
Size: 44 squares
Notes: A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.
I have also invest 8000gp into exotic imports as well as 4000gp into a merchants guild