Jeggare Noble

Dougal Fairbairn's page

484 posts. Alias of Deaths Adorable Apprentice.


Full Name

Dougal Fairbairn

Race

HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5

Classes/Levels

Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

Gender

Human male CG Level 4 Cleric of Cayden Cailean

Size

medium

Age

22

Alignment

CG

Deity

Cayden Cailean,

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 14

About Dougal Fairbairn

Dougal stands at a comfortable 5'6, tall enough to not have to look up at everyone but not tall enough to be imposing. He rarely does not have a grin on his lips. His skin is a light tan and his eyes are a honey brown. Long dark brown hair is typically pulled back so that it is out of the way. Dougal keeps himself clean shaven and in fit condition, though not naturally overly muscular. He tends to favor brightly colored and sung clothing.

Dougal Fairbairn human male CG Level 4 Cleric of Cayden Cailean Init +1; Senses Perception +2
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 33 (d8 / half +1)
Fort +4 base, +2 mod, +1 cloak = 7
Ref +2 base, +2 mod, +1 cloak = 5
Will +4 base, +2 mod, +1 cloak = 7
OFFENSE
Speed 40ft
Melee dagger +3 (1d4 19-20x2 10ft) / Rapier +3(1d6 18-20x2)
Ranged
Spells Prepared (CL 3rd; concentration +5 (CL + wisdom))
level 0 (4 per day) = Detect Magic, Stabilize, Read Magic, Guidance
level 1 (4+1 per day) = Domain spell : charm person: Shadow Trap, Shield of Faith, Summon Monster I, Comprehend Languages
level 2 (3+1) Domain Spell: touch of idiocy: Spiritual Weapon, Divine Trident, Hold Person, Life Pact
Domain spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—world wave.
OR: 1st—charm person, 2nd—touch of idiocy,3rd—suggestion, 4th—confusion, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
Special Abilities: Channel Energy: x5 per day, 30ft, 2d6 DC13

Door Sight: You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

STATISTICS
Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 14
Base Atk +3; CMB +3; CMD 14
Feats: Eschew Materials, skill focus (sense motive), Selective Channel

Traits : Looking for Work: Although out of work, you aren't particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer.
Benefit: Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. (picking bluff.)
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Affable:
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Benefit: You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Vain:You are sensitive about the way others perceive you.
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Skills 2 +1 level, +1 human +2 Int modifier = 6 ranks per level. * is the background skill
Appraise (Int) +3* rank, +2 mod, +3 rank = 8
Craft (Int)
Bluff (cha) +2rank, +2 mod, +3 class =7
Diplomacy (Cha) +4rank, +2 mod, +3 class =9 (+2 to gather info and can do so in half the item)
Heal (Wis) +1rank, +2 mod, +3 class =6
Knowledge (arcana) (Int) +1rank, +2 mod, +3 class =6
Knowledge (history) (Int) )+1rank, +2 mod, +3 class =6
Knowledge (local) (Int)+1rank, +2 mod, +3 class =6
Knowledge(nobility) (Int)
Knowledge (planes) (Int) +1rank, +2 mod, +3 class =6
Knowledge (religion) (Int) +2rank, +2 mod, +3 class =7
Linguistics (Int) +1rank*, +2 mod, +3 class =6
Preform (dance) +1* rank, +2 mod, +3 rank = 6
Profession (Wis) (prostitute) +1rank*, +2 mod, +3 class =6
Sense Motive (Wis) +3rank, +2 mod, +3 class, +3 skill focus = 11
Stealth (Dex) +1 rank, +1 mod = 2
Spellcraft (Int). +1 rank, +2 mod, +3 class = 6
Use Magic Device (cha) +3rank, +2 mod, +3 class =8

Languages: Common, Polygot, Varisian, Shoanti

Combat Gear +1 chain shirt (+5+4-1), dagger (1d4 19*20x2 10ft), rapier (1d6 18-20x2), +1 cloak of resistance, wand of cure lt wounds. ioun stone

Other Gear 2000gp 8 sp, and 6cp

Explorers clothing (well maintained leather boots, leather breeches, sturdy belt, white shrit with a snug jacket which is a mix of red and gold. soft leather gloves. The cloak, which is rarely worn is a dark grey.)
waterskin and hip flask are worn on his belt. His holy symbol is worn around his wrist.
Backpack: Courtesan's Kit, Gear Maintenance Kit, silk rope (50ft), x5 candles, vest ( pale red, orange, and yellow with copper buttons)
Belt pouch: Grooming Price Kit, Shaving Price Kit,

Gear with the prices listed.:
studded leather 25gp (+3+5-1), dagger (1d4 19*20x2 10ft) 2gp, rapier (1d6 18-20x2)20gp
backpack 2gp, belt pouch 1gp, waterskin 1gp, hip flask 1gp, Iron holy symbol 5gp, silk rope (50ft)10gp, x5 candles 5cp,
vest ( pale red, orange, and yellow with copper buttons)2gp
Kit, Grooming Price 1 gp; Weight 2 lbs. = This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Kit, Shaving Price 15 gp; Weight 1/2 lb. = A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Kit, Courtesan's Price 10 gp; Weight 5 lbs. = This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind. (outfits are Loose black pants that reach his calves and a short vest that does not clasp, made of bright red and gold swirling fabric. Another is Loose brown pants and a short vest that does not clasp, made of bright green and yellow swirling fabric)
Kit, Gear Maintenance Price 5 gp; Weight 2 lbs. =This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Human:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat..
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Domains: Travel with Exploration sub-domain and Charm with lust sub-domain:

Travel/Exploration
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Door Sight: You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + yourWisdom modifier.
Dimensional Hop: At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—world wave.
Charm/Lust
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Anything to Please: At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.
Domain Spells: 1st—charm person, 2nd—touch of idiocy,3rd—suggestion, 4th—confusion, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Cleric info:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Spells:A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy:Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains:
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If adomain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Spontaneous Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bonus Languages:
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Aphorisms:
Caydenites are an expressive lot, and followers from different regions all have their own local sayings and oaths. As many worshipers of Cayden Cailean are quick to swear, they often do so by their god’s name. While many such oaths are ribald and improvised on the spot—both things Cayden appreciates—a few sayings are common.
"In Cayden’s Name": Flowery speeches are for bards, yet common warriors sometimes still need a poignant turn of phrase, either to exclaim in the heat of battle or offer in honor of the dead. Before combat it is said as a toast, followed by a healthy swallow of Cayden’s brew. It is also used to seal oaths between comrades in arms, generally also followed by a healthy swallow of Cayden’s brew.
"Sweet Barleybrew!": Usually uttered in surprise or amazement—whether at the sight of an approaching army, a taste of the brewmaster’s best, or a peek at a barmaid’s treasures—this exclamation can also call out unpleasant things, such as the taste of beer gone bad, the face of an orc, or the imminent arrival of the barmaid’s father.
"By the Light of the Starstone": Used both as an oath (on the rare times his followers swear serious oaths) and a declaration of something so profound that saying “Sweet barleybrew!” proves insufficient, this phrase is used even though most people have no idea what the Starstone looks like or if it actually gives off light.

Holidays:
The church believes that every day is a good reason to celebrate—life, good friends, good wine, and so on— and thus only acknowledge a few holidays that merit extra festivities.
Ascension Day: The actual date of Cayden’s transformation from mortal to god is irrelevant even to him, but the church celebrates this event on 11 Kuthona with a toast of thanks to him for his gifts. Typically this is a hot alcoholic beverage with a sweet bread pastry of some kind.
First Brewing: After the first harvest, a small amount is set aside to create ale, wine, or stronger drink. When this is ready for tasting, the community comes together to sample the first brewing of the year and toast Cayden’s name. Because of local variables in the date of the harvest and different brewing times, this holiday has no set date but is normally about 1 month after harvest-time.
Merrymead: Started in Druma, this holiday on 2 Calistril is about sharing the last of the previous year’s mead with the community, and is celebrated through either sharing stories and drinks around a fire or— especially for the less pious—extensive pub crawls

Dougals rules concerning his faith:

Rule 1: Always tip the barmaid well and never anger the cook.
Rule 2: Never abuse my Gods brew and will dissuade others from doing so. I will try to council others in this regard. A mug is only to be raised in joy and celebration not sorrow.
Rule 3: I shall know my limits and strive to never give my word if it is beyond me to achieve.
Rule 3: I shall protect those unable to do so themselves and those who enslave others are my sworn enemy. I shall work tirelessly to hunt and remove their stain from the world.
Rule 4: I am always brave in the face of danger and shall be a rallying point for my companions but there is no shame in retreating from overwhelming forces. After all when if I fall in battle I can no longer lend my aid to those who need it.
Rule 5: I shall live a life worth living and telling others about.

signs of favor or displeasure to look for from Cayden
Those who go against Cayden’s simple tenets may find themselves ill the next time they drink, intoxicated when clarity is needed, or frightened by common animals or shadows. When he is happy, drinks are more delicious, the night air feels brisker and smells sweeter, and courage burns white-hot. An unexpected windfall of alcohol is a common sign of favor, yet can just as easily turn to vinegar or sewage in the mouths of the unworthy.

Backstory:
Dougal Fairbairn is the first child of Carolina and Reginald Fairbairn. His younger sister is Regina Fairbairn. Carolina runs a apothecary shop in the Grand Arch district in Magnimar. Reginald works in the graveyards. He tends the bodies brought there and is typically the man who buries them with their final rites.

Dougal was born and raised in the city of Magnimar. Like all children he has features reflecting his parents. He has his father's honey colored eyes and dark brown hair though none of his height, that is much closer to his mothers height. Reginald stands tall at 6'6 feet. Dougal has none of the muscles his father has earned though hard work digging graves. Instead he has the fine features of his mother. He has long and thin fingers like Carolina and both are thinly built. Dougals sister on the other hand is even shorter than her brother. She is barely over five feet tall, securing her place as the shortest in the family. She has their mothers blue eyes and light brown hair.

The two siblings were very close in their youth. Constant playmates and reliable lookouts when they wanted to play in their mothers shop. Something they were forbidden from doing so they were honor bound to do so as often as possible despite the various injures they received and frequent punishments when they were caught. More than once they would steal something from their fathers things to fix any injury they managed in hopes that they could skirt punishment.

Even though they basically lived in a state of grounded and their rear ends rarely did not hurt they maintained a fascination with the items their mother sold. Bottled magic was fascinating and forbidden. The only time the two children were perfectly behaved for more than a few hours was during the month of Calistril and the beginning of Pharast. This behavior was so that they would get to go to the Golemwalk Parade, a grand parade showcasing golems.

It was those parades that influenced Regina's decision on what she wanted to do with her life. Those things that were once nothing and now move and think fascinated her and she is currently working in the field of golem crafting. She left Magnimar when she was 15 to travel to the city of Korvosa with hopes of admittance into the Theumanexus College.

Dougal wanted to travel and heedless of his father's words, he went to the city of Riddleport. With grand hopes of finding a ship to travel with. He never found that ship but he did find a few other things. One was a profession, prostitution. Well he loved loving and the gold was good so it seemed a good idea for a little while. He has worked at a little brothel called the Gates of Paradise for the last four years. And has loved every moment of it up until a few months ago. This profession let him meet a wide verity of people and he has plenty of reoccurring clients. But there is apparently something to the saying 'never mix business with pleasure'. When he realized he was no longer looking at his job with excited eyes but feeling like it was just a job Dougal decided he needed something new. Frankly the fact that he stayed with one career for as long as he did is astounding. Dougal has never been an man who like consistency and ritual

One of the other things he could in the wonderful city of Riddleport is religion. He had always had a healthy appreciation for the Lady of the Graves. She judges ones soul after all but the followers of Pharasma were typically far to somber to really call Dougal to her devote worship. But it was in a taverns that was not just a tavern that he found the joy to be found in the worship of the Accidental God.

Cayden Cailean's temples tend to double as taverns and most people view the worshipers of the Lucky Drunk as drunken lay-abouts desperate for the next grand adventure. But when talking to the owner of the Minstrel's Meadhall. A robust older woman named Cassandra Cailean he found that he was so wrong. Cassandra has her Gods name as a surname because she was an orphan. She group up in a orphanage run by a devotee of Cayden Cailean and it is common practice for many of the children who leave these orphanages to take on the surname of Cayden Cailean. Dougal was shocked that was a common thing though he had never heard of it. That bit of information can be confirmed on page 40 of the Gods of the Inner Sea book.

Cayden Cailean was once an orphan himself and it is common practice for his clergy to wish to tend to the lost or forsaken youth. That theology, while partially based around alcohol, teaches moderation and only drinking to celebrate. It is bad form and abuse of one of Cayden Cailean's favorite things. There is a kind and easy way to the truly devoted and that called to him in a way no other Gods had before.

Much of Dougal's free time was spent at the Minstrel's Meadhall. He had always wanted that sense of belonging to something greater than himself, like his father, and he had finally found it in the temple of Cayden Cailean.

The people that matter to Dougal.:

Carolina Fairbairn is Dougal's mother and was the primary caregiver for her two children on top of running her shop. She is a intelligent and driven woman.

Reginald Fairbairn is Dougal's father. He is a strict and somber man. The work that he does, tending to the dead day in and day out, has taken a toll on him. Reginald 's face is lined with winkles and his lips are constantly turned into a frown.

Regina Fairbairn is Dougal's younger sister. Regina is in Korvosa and is attending the Theumanexus College. The two have not spoken outside of letters in three years.

Cassandra Cailean runs The Minstrel's Meadhall, a tavern and temple to Cayden Cailean. She is a older woman who treats all her customers like her children, it does not matter if it is their first visit or they have been coming there for years. She happily brought Dougal into her religion and has overseen his learning.

Nicolai Ronan is the man who runs the brothel The Gates of Paradise. He is a strict and serious man though not an unfeeling man Nicolai takes good care of his workers so that they are happy to continue working for him. Happy workers make for good business. Nicolai knows that Dougal is wanting to move on to a new career and he understands. The life of a whore can be difficult and few people want to stay in it forever.

Morgan Heeren is a older pirate who when the ship that he serves on is docked in Riddleport is a frequent client of Dougal's. Morgan is nearly two decades Dougal's senior but that has never deterred Dougal. Morgan pays for the company, pampering, and pleasure for a few days while he is in town. Easily one of Dougal's favorite clients. He is the one that taught Dougal to use a rapier and always has stories to tell whenever they see each other.

Leone Bosco is a leather worker who has a deep hatred for Dougal. His wife Angelica hired him for the night and Leone walked in on them. Dispite it being his wife who hired company for the night he blames Dougal for it.

A History of Dougal Fairbairn as told by Dougal.:

"You want to know about me? That's fine, love. I am an open book in your hands." Tapping his chin and then grinning, "My story will cost you. But I promise you will enjoy the price I am asking." The young man makes sure to wiggle his eyebrows at the word 'promise'.

Leaning back and making himself comfortable, "My full name is Dougal Fairbairn. My loving and very stressed parents are Carolina and Reginald Fairbairn. I say they were loving and stressed because I was a mischievous child. My loving mother, who I gave most of her grey hairs, runs an apothecary shop in the Grand Arch of Magnimar. Which meant as a young boy there were brightly colored bottle full of magic all over the place. I had to have been around four years old the first time I really got into things. I heard this story all the time. I found a bright green bottle and I drank it. So I went from a small toddler to the size of my mother. I may have broken a few things since I was not used to being that size. Hehe, fun times."

Shrugging before continuing, "Not the last thing I got into either. Did you know that while wolfsbane has great medicinal uses it is rather poisonous? I found that out as a child. Lucky me my father is a rather skilled healer. Though he follows the Lady of the Graves."

Moving his hands to lace his fingers behind his head, " Most of the mischief you can guess a child would have grown up getting into I managed. My father always preached that we are judged by the life that we live and that we should live how we want. We should be proud of the life that we live. Well I actually took that to heart as a youth. I got into fights because I did not like what people were saying or how they were acting." Grinning widely, "I don't like to fight but I have done it plenty. I have also borrowed many of my parents things over the years of my childhood. Potions, wands, alchemical items. Bit of an explosion with that last one."

Turning his head to the side and waving a hand in the air for a moment, "I bet you are wondering how I ended up here though. That is usually what most people want to know. Why in the abyss did I leave the grand city of Magnimar for this din of thieves to become a whore. Well I did it because I could. I left because I wanted something different. I thought I could find a ship to work on and travel the world. But I had a conversation with someone shortly after getting here and realized I could maybe be able to make enough gold to do whatever I wanted. That is how I lovely young man that I spent a very vigorous night with convinced me that I should do what I know I am good at for a living."

Offering a Cheshire like grin, "There might have been a little spite at my father that factored into that decision. He was not pleased I my choice of profession. He is not found of most of the decisions I have made in the last few years. Oh but the look on their faces was priceless."

Chuckling at the memory. After a few moments he pulls himself out of the fond memory and offers a more predatory smirk,, "So if you have no other questions can we get to the payment for my story?"

String of questions shamelessly stolen from various places:

What is your name?
"Dougal Fairbairn "

How old are you?
"Why is it only rude to ask a woman that? Well I turned 22 a few months ago."

Where was you born?
"Magnimar"

Where were you raised?
"Magnimar again."

By who?
"By my parents, of course. Though my mother claims that she found me in the woods and I make monkey noises for the first year of my life. I refuse to believe her though. Gnomes are far more likely."

Who are your parents?
" Carolina and Reginald Fairbairn "

Are they alive?
"Yes they are."

What do they do for a living?
"My father is a holy man of Phrasma. He sometimes delivers babies but mostly he deals with the dead. Morbid business. My mother runs an apothecary shop. She makes and sells potions."

Do you have any other family or friends?
"No other family I deal with but I have plenty of friends."

What is your marital status?
" Pleasantly unattached."

Kids?
"To my knowledge no. I certainly hope not."

What is your moral code?
" Try to do no harm. Live my life in a way so that when I stand before the Gods I can say I was proud of everything I did "

What are your goals?
"To live a life I can be proud of. I want to live a full life. Have fun in my youth and do good. In a few years I would like to have a family, I think."

Are you religious?
"Yes. I follow the The Accidental God. It is a wonderful religion."

Does you have any distinguishing marks (birth-marks, scars, deformities)?
"I have some scratch marks on my back right now but I am not sure that is what you meant. Well I have some scars on my right ankle from when I decided to play with the potions in my mother's shop. I mixed a few things, not sure what they were and the bottle got really hot so I dropped it and it exploded. I also have a scar on my left shoulder from a bottle. That happened in a tavern fight."

How well do you get along with others?
"Oh very well."

Is there anything that you hate?
"People who are cruel to be cruel. Anyone who is cruel to children. I love kids."

Is there anything that you fear?
"Monotony. I am rather Gnomish that way. I loath boredom and the idea of the same thing everyday is horrifying."

What is your favorite word?
" Beautiful."

What is your least favorite word?
"No. I hate that word. I hate being told that I cannot do something."

What turns you on?
"Life. People who are more than just living. People who take life and really live it."

What turns you off?
"Violence."

What sound or noise do you love?
"Laughter."

What sound or noise do you hate?
"Silence. Yes it is a sound and I can usually escape it, living in a city makes that rather easy but it does find me and I hate it.."

What is your favorite curse word?
"F!$$ for obvious reasons."

What profession other than your own would you like to attempt?
"Wow, hmm. Actually that is a list. I want to learn to brew. I would love to become a teacher actually. Not sure about what but I think I would like that.."

What profession would you not like to do?
"Gravedigger."

When you have been judged and go to you final resting place what do you want to here?
"Hmm, ready to go back and do it all over again?"

Feat Plan which is subject to change until I reach those levels.:

1= Skill Focus (Sense Motive), Eschew Materials
3=Weapon Finesse
5=Selective Channeling
7=Scribe Scroll
8=Skill Focus (spell craft)
9= Brew Potion
11= Craft Wondrous Item
13=
15=
16=Skill Focus
17=
19=