The Rake

Dasim Travani's page

33 posts. Organized Play character for Tareth.


Full Name

Dasim Travani

Gender

Male Varisian Rogue (Investigator) 1 | HP: 8/8 | Init: +3 | Per: +4 | AC: 15/13/12 | F: +1 | R: +5 | W: +1 | CMD: 14

Size

5' 11" /160 lbs

Age

23

Alignment

NG

Deity

Sarenrae

Languages

Comman, Varisian, Orisian

Occupation

Investigator

Strength 12
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 11
Charisma 16

About Dasim Travani

Dasim Travani
NG Human Male (Varisian) Rogue (Investigator) 1
Init: +3; Perception: +4

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DEFENSE
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AC:
15, Touch: 13, Flat-footed: 12
HP: 8 (1d8)
Fort: +1, Ref: +5, Will: +1
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OFFENSE
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Speed: 30 ft.
Melee: Rapier (+3, 1d6+1, 18-20x2), Dagger (+3, 1d4, 19-20x2)
Ranged: Shortbow (+3, 1d6, x3, 60ft)

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STATISTICS
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STR: 12(+1), DEX: 16(+3), CON: 10(+0), INT: 12(+1), WIS: 11(+0), CHA: 16(+3)
BAB: +0; CMB: +1; CMD: 14
Feats: Weapon Finesse, Persuasive
Traits: Indomitable Faith, Resilient
Skills: Acrobatics +7, Bluff +7, Climb +5, Diplomacy +9, Disable Device +8, Knowledge(Local) +5, Perception +4, Perform (Wind) +7, Sense Motive +4, Stealth +7, Sleight of Hand +7
Languages: Common, Varisian, Osirian
Gear: Backpack, Belt Pouch, Bedroll, Candle, Chalk, Flint and Steel, Soap, Waterskin, Sewing Needle, Artisans Outfit, Earplugs, Wooden Flute, Magnet, Marbles, Grapping Hook, Rope 10', Crowbar, Thieves Tools, Shovel, Hammer, Hooden Lantern, Ink, Pen, Parchment, Mirror, Whetstone, Holy Symbol (Wooden, Sarenrae)

Weapons: Rapier, Shortbow, Dagger

Armor: Leather

Magic Items:
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TRACKED RESOURCES
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Trail Rations - 0/7
Oil - 0/1
Holy Water - 0/0
Arrows - 0/20

Starting Wealth: 175gp
Copper: - 1
Silver: - 5
Gold: 10
Platinum: -
Gems: -
Other: -
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SPELLS
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NONE

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SPECIAL ABILITIES
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Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

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.

FoLlow Up: 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.

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BACKGROUND AND DESCRIPTION
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Description: A man of average size with bright, green eyes and long black hair kept in a single pony tail. His leather jerkin and simple tunic and breeches are clean, but show the wear and patches of one who doesn't have much money to spend on fashion. However, few initially notice the tattered quality of his clothes as they are drawn to the brightly colored red, blue, and green scarf covered with intricate embroidered patterns and symbols that wraps around his neck and upper body. Dangling just below the scarf is a simple wooden sunburst symbol of the Dawnflower. In contrast to the scarf, his cloak is a deep, dark blue bordering on black and if pulled tight easily conceals the rapier, dagger, and quiver of arrows that hang from his side.

Background: Like most Varisian children, Dasim grew up traveling from town to town across the many regions of Golarian. His quiet, soft-spoken, and kind manner often led to ridicule and criticism from the other children. Even his own parents and other elders thought him odd as he questioned the scams and thievery that many among his clan, including his own parents, practiced.

To fit in, he learned the 'Tricks of the Trade' as his father used to call the various scams and abilities to open the toughest locks or bypass the most clever security devices. He grew into a competent knife fighter and could hunt with a bow. But as he grew older, he also grew restless and increasingly distraught by the life he and his people were leading. He grew tired of living one step ahead of the sheriff or the hangman's noose.

Finally, the day after he received his scarf of manhood, he decided to set out on his own. To seek a new life and new way that would redeem himself and his people. Something that would bring good into the world and stop those who would cause harm to others. It was shortly after his arrival in Absalom that he met, Katia, an elderly priestess of Sarenrae. The Dawnflower's message of redemption, kindness to others, and fighting evil appealed to Dasim's kindhearted nature.

Seeing Dasim's talents, Katia introduced the young man to the Pathfinder Society and the Silver Crusade. To Dasim, it felt right from the start. Here was a place from where he could start his journey and repay those he had hurt and hopefully, one day, be known as a force for good in the world.