About Dennvyn FealthanDennvyn Fealthan
Despite standing only 3'2" and weighing less than three stone, there is no mistaking Dennvyn for a human child. While his build is slight, there is a grace, almost predatory, to his movements, which is only accentuated with the hardness and intensity of his sapphire-green eyes. His hair is darker than most halflings, so black it almost appears blue, and while the strands are fine, it falls around his face in a shaggy, thick mane, stopping when it touches his shoulders. While his hair is darker than most, his skin is paler, resembling more the hue of slightly-aged cherry wood -- which only makes the yellow-and-black striped dagger tattoo that covers his left eye and cheek that much more jarring. Dennvyn is the child of Chelish slaves who grew up largely a street urchin, getting scooped up to be in Gaedren Lamm's gang, using his small size and swift hands to lift coin and run messages... he was beaten within an inch of his life and left on a refuse heap -- but taken in by a hedge-witch who nursed him back to health... and taught him a bit of magic. As a result of his rough childhood, Dennvyn hates bullies -- which ranges, in his mind, from the underworld terrors that ruin lives, like Lamm, right up to the Hellknights that "visit" town -- and now that he's learned to defend himself, he's quick to defend others who appear as weak as he once was -- almost recklessly so. Dennvyn has covered the scars of his beatings with tattoos, but the memories have never left him, and he's claimed Calistria as his goddess for a very good reason. Backstory:
Dennvyn never knew his parents, but he was told they were slaves, imported from somewhere Cheliax with the household of some noble or other who'd come to check in on their business interests... to be fair, other than dreaming that his father, who might have been a shiphand, would sail back into town and save him from the life he knew, the only thing that mattered was that Dennvyn was sold by that Chelish noble like so much trash when he didn't inherit the magical bloodline of his mother. ...but the noble's servants, the ones who were charged with the task, they knew better -- life may be cheap, but even cheap things are worth a bit of coin, and so they sold the young halfling to an underworld contact. And so, Dennvyn's first real memories -- ones that aren't jagged images, that is -- are of being a lookout, a runner and a cutpurse in the service of one Gaedren Lamm. When he successfully delivered a message, he was allowed to eat a bowl of soup or gruel, instead of needing to scrounge. If he brought back coin or valuables, he might even get a blanket to sleep on. But, on the nights he didn't, the only thing Lamm would give him was a beating -- to encourage him to do better the next time. Dennvyn was, he guesses, twelve or thirteen years old when he did his last mission for Lamm -- it was one that was supposed to be simple, an easy lookout task. All he needed to do was blend in, and sound an alarm if he saw anything strange while a bunch of stevedores unloaded one of Lamm's "special shipments". Except, that night, there was no shipment -- just a wagon filled with Hellknights of the Nail. Lamm managed to escape, but he lost a few leftennants, and had to spend a bit of coin to make sure none of them could spill to the Hellknights. Despite the fact that it was the halfling's intervention that warned Lamm in time to escape, and despite the fact that the Hellknights were already there, waiting, when everyone arrived -- Lamm saw it as the Dennvyn's failure, and beat him to death.... ...or, what assuredly would have been to death if not for a bit of halfling luck. Dennvyn's beaten, broken body was found by Daciana, a Sylph hedge-witch gathering spell components before the tide dragged him out to feed the fish. She brought the boy home and, using her magic and some poultices, tended his wounds. She focused on the worst of the damage, repairing his crushed and broken bones, his punctured and bleeding organs.. making him whole once more, though the left side of his face bore a thick scar where Lamm's heavy lash broke the skin. Dennvyn was surprised when he awoke -- he thought that Lamm would have made good on the promise to kill him -- but even harder for him to accept was the kindness being shown to him. Daciana gave the boy food and a warm place to sleep by the fire, and expected nothing in return, other than his health and wellbeing. When he was well enough, Dennvyn grabbed the few valuables he could find and snuck out.... and was almost halfway to the Shingles to sell or trade the treasures before he stopped... For some reason, taking the kindly woman's treasures... bothered him... at first, he though it was just that someone would tell Lamm that he'd survived, but... no, it was more than that. Taking these things from Daciana was... well... wrong. He snuck back, hoping to put the brush, box and scrollcase where he'd found them -- but she was there, waiting for him in her rocking chair. He braced himself, expecting a beating, but instead, he simply got a sigh... and a look of betrayal and disappointment that, somehow, hurt even more than a beating would have. Dennvyn apologized, promised that he'd returned everything he took -- and Daciana simply nodded, telling him that bringing everything back was the only reason he was still welcome, and that they'd speak of it again in the morning. The next day, Dennvyn was still expecting anger -- but, instead, Daciana introduced him to two friends of hers: Ensis Toranus and Emanuela Monati. Emanuela was an older Varisian woman, easily in her sixites, and a Harrower -- a true wizard and not simply a fortune-teller for the masses. She and Daciana had known each other for decades, having shared some adventures back then, and now sharing spell components and gossip. Ensis, on the other hand, was only a half-dozen years older than Dennvyn, and the son of one of Daciana's former companions -- one that she spoke of wistfully, and would only say that he was comely and she was quite fond of him. Ensis was Chelish, and a former student at the Orisini Academy -- until he won a duel against the scion of a House with actual connections and power. She said, simply, that Dennvyn needed to occupy his idle hands and idle mind, and that these two would be happy to work with him -- well, the actual words were more about wearing him out until he was too tired to think of stealing her things ever again. And so, Daciana's friends -- and she herself -- gave young Dennvyn an education, teaching him to fight, teaching him magic -- and the young halfling threw himself equally into these pursuits -- in part, out of a need to be strong, so that he'd never be beaten and thrown out with the trash ever again... but also, as he began to learn, realizing that he could turn that strength against the man that wronged him... fanning the flames of a burning desire for revenge. It was Ensis who saw it growing in him, likely recognizing it from his own desires to strike back at those who ruined his reputation and had him expelled -- and it was he who took the halfling to get the tattoo of the Unquenchable Flame to cover his scars. Still, Ensis was careful, trying to ensure that Dennvyn didn't let those flames burn away all reason -- basically admonishing the halfling to not let all the time he'd spent training him go to waste. And so, Dennvyn began to add another dimension to his learning -- studying his enemy and his organization -- as carefully as he could.... It was then that he got the strange invitation -- which he could not truly resist, despite thinking it's likely a trap.
Questions:
1: Dennvyn doesn't really trust the "law", having seen the way that the Hellknights terrorize, rather than protect, and literally dozens of guardsmen taking coin from Lamm. So, to Dennvyn, the only sure justice in this case would be blood - and, based on his own experiences, he intends to make quite sure that Lamm is actually dead before feeding him to the fish. 2: As per his history, Dennvyn learned to fight from a Ensis -- so, he's learned (second-hand) the style of the Orisini. In terms of his sneaking and sleight-of-hand -- that comes from his childhood with Lamm. His training in arcane spellcasting comes from Emanuela, one of Daciana's old friends -- and from Daciana herself (which explains the hexcrafter/witchy part of his magic). In my head, Daciana's a retired (mid-)level adventurer (hedge witch archetype) -- so she knew Ensis' father (a Sable Company wannabe) and Emanuela from those days. 3: Per his history -- Dennvyn has three friends -- two of which are old women, and one is a twenty-something year-old dandy. He never knew his parents, and wouldn't trust anyone he might have known from his time in Lamm's group. 4: Yes. Dennvyn's "primary" mission is to defeat Lamm, but he understands that Lamm's not the only monster out there, and so, now that he can do something about it, he wants to... To avoid other mostly-dead halflings being thrown on the beach, if nothing else (ok, fine, longshanks too). 5/6: See #3. 7: Scandalous? No, powerful men use that power to get what they want. It's sadly stupid and predictable. 8: Per #1 (and his Chaotic nature) -- Dennvyn is 100% behind the acts of vigilantism. Given the corruption in the system, people like Blackjack are probably the only thing that might help the people. And, even beyond their actions, the hope that they inspire is well worth it -- sadly, idiots who don't know what they're doing getting themselves hurt or killed seems to be the price for that -- and it's an unfortunate one, one that it would be preferable to avoid, if possible... but then, those that do survive their stupidity may actually grow into something more themselves. As for the counter-reaction -- well, villains who would take from or bully others need to be put down... They're as bad as Lamm -- or they would be if they were given the time to flourish... 9: Contacts:
The Card:
"...I'm not saying you should stop, just that you need to be more careful. If I heard that there's a halfling asking around about Lamm and his organization, it won't be long before word gets to him too. Like we'd said before, you need to play the long game and be patient." Dennvyn looks up over his tankard Ensis with a frown, "Aye, easy for you to say -- sure, getting thrown out of the Orisini stung, but you knew where the family that used their influence were -- and had the weapons to fight back -- a bit of coin here, some friends able to whisper the truth in the right ears, there. It took a few years, but you ended up with a better reputation that many graduates, and now you're off to the Sables. It's well and good to be patient when you know enough to make plans." He puts down his drink harder than he'd intended, a small amount leaping out of the cup, and he says, "I'm going against someone who has his fingers everywhere, is basically rumours and vanishes in the wind, and owns pretty much everyone I've ever known -- except for you and a cabal of old ladies. You had weapons to fight back in the right arena, I've got a head full of magic and the reflexes that you, yourself, beat into me, and that's about it." The halfling frowns as he sees the look on his friend's face, realizing both his volume and the implication. He holds up a hand in apology, then adds more quietly, "Sorry, yes, I know I can count on you too, but you've got your new commission, and I'm not going to ruin that for you. You got your dream... and, fine, fine, I'll be more careful. Like you said, I can't be throwing away all the time you've wasted training me." Ensis laughs at Dennvyn's comment, adding, "...and don't you forget it. Now, this was meant to be a dinner to celebrate my commission, so let's change the subject before the sour taste in our mouths can't be washed away." Dennvyn chuckles and nods, grabbing a napkin to wipe up the spilled ale... and notices something poking out from beneath his plate... tugging on in, he blinks, ..a harrow card?... The Crows?... Ensis grabs the card away from his small friend with the same swift hands that allowed him to excel at the Orisini, "See? This has to be a warning to back off. Or...", he pauses as he reads, "..a trap to bring you in." Dennvyn takes the card back and reads it, "Well, if someone's going through all the trouble of setting me up, it'd be a shame for them to waste all that time. Besides, I'm not a lost little Lamm anymore, and I doubt that anyone's expecting me trained to fight, let alone be able to blast them with magic.... Sure, it might only work once, but I think I'd best go hear what this person has to say... and be ready to encourage them to talk even more, if it is a trap." The halfling quickly puts the card away, then lifts his tankard, "But, like you said, enough of that talk. Tonight's about you." And if we change the subject, you can't keep trying to talk me out of going... and if I can get another pint or two into you, you might even forget to tell anyone else about the card... Defense:
Hero Points: 2 Harrow Points: [Dex Focus] Initiative: +3 AC 18, Touch 14, Flat-footed 15, CMD 13 (+4 armor, +3 dex, +1 size) HP 17 (2HD) {10,7} Fort: +6, Ref: +5, Will: +4 (+2 v. fear) Concentration: +6 Offense:
Speed: 30 ft. (6 Squares) Melee:
Ranged:
Base Atk: +1, CMB: +0
Statistics:
Str 11, Dex 16, Con 14, Int 15, Wis 10, Cha 12 Base Atk: +1, CMB: +0, CMD: 13 Feats:
Normal Progression: Weapon Finesse Bonus: Arcane Strike Traits:
Focused Mind (Magic) Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Unhappy Childhood: Tortured (Campaign)
Skills:
Trained Adventuring Skills (2+int per level = 4) [4+FC | 4+FC] Knowledge (Arcana) [+6] = 1 rank + 2 int + 3 Class Skill Knowledge (Planes) [+6] = 1 rank + 2 int + 3 Class Skill Perception [+4] = 2 rank + 0 wis + 2 Keen Senses Spellcraft [+6] = 1 rank + 2 int + 3 Class Skill Stealth [+7] = 2 rank + 3 dex + 4 Size -2 AC Use Magic Device [+6] = 2 rank + 1 cha + 3 Class Skill Background Skills
Languages:
Common, Dwarven, Goblin, Halfling, Aklo. Class Abilities:
Armor Proficiency (Ex) (Ultimate Magic) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. Arcane Pool (Su) (ooo) (Ultimate Magic)
Cantrips (Ultimate Magic)
Hex Arcana (Ultimate Magic)
Spell Combat (Ex) (Ultimate Magic)
Spellstrike (Su) (Ultimate Magic)
Spells (Ultimate Magic)
Halfling Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. (Replaces Sure-Footed) Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Spells Prepared:
Spells Per day: 4 Cantrips + 3/0/0/0/0/0 Caster Level: 2 -- Concentration: +6 Cantrips - (DC 12) - Brand, Detect Magic, Light, Prestidigitation.
Spellbooks:
Journeyman's Spellbook (78 pages remain) Cantrips: Acid Splash (Conj), Arcane Mark (Univ), Brand (Transmutation [curse]), Dancing Lights (Evoc), Daze (Ench), Detect Magic (Div), Disrupt Undead (Necro), Flare (Evoc), Ghost Sound (Illus), Light (Evoc), Mage Hand (Trans), Open/Close (Trans), Prestidigitation (Univ), Ray of Frost (Evoc), Read Magic (Div). Level 1: Chill Touch (Necro), Corrosive Touch (Conj), Expeditious Retreat (Trans), Frostbite (Trans), Magic Missile (Evoc), Shield (Abj), Shocking Grasp (Evoc), Vanish (Illus). Gear:
Carried/Equipped All gear and weapons are small sized rapier [1 lb]; lamellar (leather) [12.5 lbs]; outfit (traveler's) [1.25 lbs]; holy symbol (iron) [1 lbs]; dagger [0.5 lbs]; hammer, light [1 lbs]; sling [0]; Spell Component Pouch [2 lbs]; Backpack [0.5 lbs + contents]; Belt Pouch [0.125 lbs + contents] Backpack [ Magus Spellbook [3 lbs]; Rations (Trail/Per Day) (x5) [5 x 0.25 lbs]; Waterskin (Filled) [1lbs]; Bedroll [1.25 lbs]; ]; Pouch (Belt) [ Flint and Steel [1 lbs]; Sling Bullet (x5) [5 x 0.25lbs]; ]; Coinpurse: 23gp, 12sp, 15cp Current Load: 27.62 lbs (Light) Light Load 28, Medium Load 56, Heavy Load 85
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