I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.:
1.) Bennevy has always had a desire to know the why and the how of things.
2.) Bennevy has an appreciation for books. There is something soothing about the smell of parchment, paper and leather book covers. He will never, in most circumstances, walk past a library or book shop without entering.
3.) Bennevy is the type of person who seems to be a vast storehouse of random tidbits of knowledge from wide and various fields of study.
4.) Bennevy is currently obsessed with books and documents written in Aklo. He is convinced it is the primal language of the universe, and anything written in it will provide him important clues to understanding the true nature of reality.
5.) Bennevy believes that someone or something is aware that he has opened the door to this forbidden knowledge. He is reluctant to discuss any of the information he has obtained from the previous Aklo sources he has read with anyone.
6.) Bennevy’s profession as an archaeologist developed out of his desire to understand more about his obsession. Any time he has found a reference to a particular place or to an artifact of power, Bennevy has attempted to find the location or clues to its whereabouts. He has not, however, dismissed other information he has discovered that does not pertain to his Aklo-philia. He does consider it of less importance, though.
7.) Bennevy keeps his research in his personal journal, which he keeps on his person at all times and guards jealously.
Two goals that you'd like the character to accomplish in-game:
1.) Bennevy wants to find the bottom of the rabbit hole (Aklo documents) that he has started down.
2.) Bennevy wants to become Golarian’s foremost expert on the true nature of reality. He wants to known and respected wherever he goes.
Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.:
1.) Secret he knows: Bennevy doesn’t tell anyone about his research of Aklo documents. He would be only willing to reveal this under the direst of circumstances.
2.) Secret he doesn’t know: Bennevy’s obsession with Aklo actually stems from a not fully manifested Aberrant bloodline tainting in Bennevy’s family tree. Seeing as he has no idea who his father is, there are many possibilities as to where and when this tainting occurred. With proper understanding and training, Bennevy may very well have become and Aberrant-bloodline sorcerer, but he is fumbling in the dark, and isn’t aware of what is driving him.
3.) Another secret he doesn’t know: Who the Red Man really is. The Red Man is a Hellknight of the Order of the Rack, who has taken it upon himself to find out what long forgotten heresies Bennevy has uncovered. He is carefully observing, cataloguing and reporting back to his superiors. He will only strike when he has been given explicit orders to do so.
3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.:
Annie Innswell, Bennevy’s mother and fish wife: A regular in the bustling streets of the Dockway district, Annie is bears the leathery skin and hunched shoulders of a person who has spent years doing hard work under the sun. Annie was an absentee parent, spending nearly every waking moment working to earn enough coin to support Bennevy and herself. Annie was not an abusive parent, but did little more than feed, house and clothe her son. Annie still supports herself by selling fish in the streets of Dockway. Bennevy will stop and give her a few coins if he is in the vicinity, but he always feels awkward speaking with her. He is grateful to her for not abandoning him and he feels obligated to help her, but cannot muster loving affection for her.
”The Red Man” (enemy): An individual whose true name Bennevy does not know. This man seems to appear whenever Bennevy is following a lead to one of his discoveries. Dressed in a long, crimson, hooded cloak, the Red Man has yet to approach Bennevy directly, but will always make eye contact with him whenever the two are within sight of one another. It is as if the Red Man can sense Bennevy’s presence. Furthermore, Bennvy often gets an unpleasant feeling just before he recognizes the Red Man is present.
Herman, the Bookseller: Presumed to have died in the fire that consumed his bookshop, Bennevy has not seen Herman since. Some charred remains were found among the ashes of the store, but it was too badly burned to be recognizable as his old employer. Herman was the first person Bennevy felt some sense of familial kinship towards, even though the man was something of an eccentric. He was a fair and kind master, except whenever Bennevy brought up the subject of the missing books. In those instances, Herman would become irascible and combative. He would deflect direct questions with harsh criticism and blustering threats; all of this far out of character compared to the man on nearly every other occasion. Occasionally, Bennevy wonders if Herman is truly dead, or if the old man is lurking about somewhere, following him.
5) Three key memories that define your character as the person they are at the time of submission.:
1.) The first time Bennevy asked Annie who his father was, Annie replied, ”You wouldn’t know him if you saw him, and if you saw him, you’d make a run for it. Don’t ask me again. I’m all the family you got, boy.”
2.) The time when Bennevy found Herman’s stash of books and he started looking through them. Even though they were written in a strange tongue, he understood the writing, and the meaning of each symbol. He learned as he read that the language was called Aklo, but he had no idea how he knew a language he had never seen before. This convinced him that the information in these books was something truly important.
3.) The first time that Bennevy found a set of ruins mentioned in the Aklo texts, and he realized that as strange and rambling as the writings often were, they were rooted in absolute truth.
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.:
Bennevy is frequently afraid that the Red Monk is stalking him, waiting for a moment to kill him and take all of his research from him. Sometimes, however, Bennevy is convinced that the Red Monk is a figment of his imagination, and that he is going insane from the mind-breaking revelations of his discoveries.
I have a character statted and ready for consideration, but I still need to complete the Background questions. I will get those completed, but I wanted to go ahead and post my character for your initial perusal.
Bennevy is an archaeologist bard. Let me know if you have any questions about him so far.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
Bennevy hands the paper back to Tomid. "Private business, I understand, but we're trying to find out why this thing wanted to kill him, and he's in know condition to offer his own theory," Bennevy whispers in reply. "I saw something in there, but there are too many ears here to risk saying it now."
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"The assailant may have already known the targets were nobles. Perhaps he knew only that a noble on this train would be carrying something of importance, or was planning to do something dangerous to his own plans. Lord Rosewood was invisible, and we were busy fighting off that creature. Once he was paralyzed, the assailant could search him easily. Whatever he found, he must have determined that Rosewood was his target, since he is the only one who the assailant attempted to suffocate," Bennevy whispers to the others.
Bennevy sighs and shakes his head. "Rosewood hasn't been very forthcoming with us about where we are going and what we are doing. It's his business, sure, but now we're in a bad position because we don't know if the mission is important enough to keep going blindly forward, or if we should turn around and head back to the Guild."
He looks around for a healer, and flags him or her down.
"Can anything be done about his paralysis, either by you or one of the other healers?" he asks hopefully in a normal voice level.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"All three were paralyzed, but only Rosewood was hit with the suffocation spell," Bennevy replies. "They may have been paralyzed long enough for the target to figure out if the person was the right target. If that is the case, it seems whatever it was intended to kill Rosewood - only it wasn't sure he was the intended target until he could get close enough to him and be able to search or examine him in some way."
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
Bennevy nods his thanks and returns to the others sitting with Lord Rosewood.
"There were two other nobles attacked on the train. Both of them with the same symptons as Rosewood. Look at the back of his neck, see if there are any burn marks."
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
Bennevy approaches the attendants of the paralyzed noble woman.
"Beg your pardon," he begins politely, "your mistress was paralyzed by something or someone during the attack on the train. The same thing happened to my lord." He motions to where Rosewood is laying. "Did you see who or whatever did it? I am trying to figure out how it was done, so that we might reverse the effects and be on guard against it in the future. Anything you can recall would be appreciated."
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
Bennevy takes careful note of the injuries of the other wounded passengers. He primarily looks to see if the injuries are either mostly bruises and breaks, like one might experience from the sudden lurching of the train, or gashes and bites, like one might receive from an attacking creature. If anyone else shows signs of being paralyzed or suffocated by magic, he will make a mental note of it as well.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"Is there anything I can do to help?" Bennevy asks in a helpful tone. "I am not a healer, but I can follow direction and bring people water."
Assuming the healers don't object, Bennevy begins to move around the car, checking on the wounded and helping where he can. He takes mental note of the kinds of injuries and their severities. He also listens in on conversations whenever possible, again taking notes of events transpiring in other parts of the train.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"Good. Keep talking to him - establish whatever connection you can. If he feels like he knows and trusts you, that trust might rub off on us as your associates," Bennevy whispers back.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
As Bennevy enters the cabin to retrieve Lord Rosewood, he whispers to the others of the group, "they are suspicious of us, be cautious but try not to look like we're up to something."
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"Sirs!" Bennevy says in an urgent, but respectful tone. "Are any of you skilled in dealing with curses or perhaps poison? My Lord Rosewood was struck down by some foul thing and cannot move! Could you please come take a look at him?"
Diplomacy:1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17(Using Archaelogist's Luck for the extra one point.)
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
Bennevy unlocks the cabin door and carefully cracks it open to look into the hallway, making sure (just out of caution) that the bell is not a trick to instigate an ambush against them.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"That's a healer's bell!" Bennevy says, recognizing the sound. "Maybe the healer has the ability to cure his paralysis. What we need to do is make sure our story is straight. If they ask what attacked us, we tell them that we didn't see anything, that he went rigid and fell over right about the time we heard people screaming. Since we are hired to protect him, we dragged him into the cabin and barred the door. Does that work for everyone?"
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"If you wish," Bennevy replies with a shrug. "As it is, I don't feel completely comfortable having that sword wrapped up in my pack. It will pass a cursory inspection, but if they decide to do a full search of us and our gear, I doubt they will appreciate any explanations about why It's in my possession."
As much as I would hate to do it, I may have to chuck it out the window, too, if it looks like I'm going to get pinched."
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"There's still quite a ruckus going on out there. We need to lay low and stow anything we "borrowed" somewhere it won't readily be seen if they come knocking."
Bennevy unstraps the masterwork longsword rolls it into his bedroll, then reattaches it to his pack.
"Anyone have any of the acid flasks left? We might need to toss them out the window if anyone knocks and asks to search the place.
Bennevy pulls out one of his spare rucksacks, and put his last vials of purloined acid flasks in it, then hands the bag to the others.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"I'm not certain how long we have to sit here and decode this. We may have to wait until we're somewhere safer," Bennevy says, handing the book back to Sid.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"We were to provide protection, and we would be traveling beyond the outer wall. As I recall, that was all we were given," Bennevy replies.
"We don't have the ability to heal Rosewood. Our best option is to head back to the Guild and let them know what went wrong. The Guild healers might be able to remove the paralysis, and maybe the library will have more information on what attacked him."
He looks to the rest of the group for suggestions.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
Bennevy slides some boxes and other luggage against the door, then looks for a sturdy box or cask that could be used as a makeshift platform to reach the hatch.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"We can get out through the roof hatches," Bennevy says pointing to the square portals in the ceiling behind the light fixtures. "I have a funny feeling the conductor and company won't be interested in our lengthy dissertation about how all this happened."
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
DM Ulgu: I think there may be some confusion on the layout of things.
A few clarifying questions:
1.) We are currently in a baggage car, which I presume has a door on each end. Is this correct? Are there freight/loading doors on the sides, also?
2.) Assuming there are doors at each end, is the conductor and his following passengers coming from the direction of our sleeper car, or the other end of the car?
3.) Which door is the one the gargoyle thing burst through, the one nearer to our sleeper car, or the one on the other end?
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"The conductor, and some passengers," Bennevy says. "I've got a bad feeling about this. Should we try to talk to them, or should we grab Rosewood and get out of here?"
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"Well, that's a good start," Bennevy says looking at the bear trap in particular.
"Let's see what we can do with them. Am I wrong to assume you and Tomid might have some experience with booby traps? If you have any ideas beyond just placing these in front of the doors, I be interested."
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
"We can't very well carry him like this, and he's in no condition to lead us or even tell us where we're going," Bennevy says. "I suggest we allow a day to pass and see if the paralysis wears off, and if it doesn't, we should return to the Guild House. Either way, we probably should find out the condition of the train. If it's damaged beyond mobility or the crew is dead, we won't be going anywhere."
Bennevy looks to the others for their responses and opinions.
Male Human Bard (archaeologist) /1 l AC 15 T 13 FF 12 l HP 8/8 l F +0 R +5 W +2 l Init +3 l Perc +5
Bennevy turns Rosewood gently onto his side and points out the handprint outline on the back of his neck.
"Something was in the room with us, something invisible and capable of paralyzing him with magic. The fact that it didn't go after us means Rosewood was a specific target. The fact that it isn't trying to kill us now means it has either left the area, or it does not believe that it could overpower all of us by itself. I don't possess any magic capable of healing paralysis. If he doesn't recover of his own accord, we may have to abort this mission and return to the Guild House."