About Dusk Careel Dusk's Tale:
The true mire, morass and malady of modern Ustalav is not in to be found in the physical, forbidding edifices of architecture of the state, nor in the histories of the many centuries of terror that were the Whispering Tyrant's legacy nor yet even the multitude of beasts, creatures and worse entities that roam the darkness, or even the light - no, the true horror of Ustalav dwells in the mind and spirit of its people... They are the Tyrant's enduring legacy, and to the populace, the testament and final purpose of his doom... Hellador Stoven's Rich Historie of Ustalav, Vol. I Beneath the facepaint, costumes and buffoonery, and behind the lights of Karcau's festive hub, the Careels of Karcau were, if one were to be entirely truthful, a clan of thugs, thieves of opportunity and rank ne'erdowells. Under the chieftainess of all their villainy, the misnamed Dainty Careel (neither dainty in form or function) these rakes and jades profited however they might, and from whoever they could. True, sharp training in all manner of circus-inspired japes and physicalities (tightrope walking, juggling, contortion, balancing, knife throwing, fire breathing, sword swallowing etc) made their public calling card acceptable. However, many merchants, shady and otherwise, employed the Careels as bodyguards, standovermen, housebreakers and even, so rumor went, assassins. Dusk was little different from his kin - he might appreciate a fine drawing a little more than his brothers and sisters - but essentially he did what he was told by his corpulent grandmother - whether it be perform, steal or guard - and most importantly, at all times, to obey. The one thing that marked Dusk as odd was his fear. Of spirits, undead, the fae and other similar if not nameable terrors that scratched at the back of his mind. As a youth he'd bravely crept into the tomb-yard reserved for the nobs of Karcau - hoping to wrest a motif or carving from a lich-gate to present as a talisman of his skill to Dainty- when he had seen... something in the crepuscular light of mid-evening. Frozen at first in fear, he ran, his fear now a goad to survival. Whatever he'd seen, he cannot now recall. A nimbus in his vision is all he can see, and a smell, of... rotting flowers mixed with something less seemly. Dainty took to tormenting the boy, in some twisted attempt to expunge the boy's weakness. Cruel practical jokes, missions to dark and foreboding residences - all these and more did nothing to quell Dusk's fear, nor bring him any closer to fellow feeling for his grandmother. And now he is a full grown Careel, a competent acrobat, loyal thug, and apparent and unreconstructed scaredy cat. Which led to his current predicament. For Dusk is on the run, and what’s more, for murder. It wasn’t his fault. Well, it was, but he didn’t mean to kill the man. Well, he did, but the man deserved it. Well, at least he was a very bad man. Given the man, Dreglid Vann, sometime pimp and oftimes beater and harrasser of jades was in the exact same alley at the exact same time Dusk was playing lookout for his siblings playing second storey-folk; and given it was an unusually dark night, and Dreglid had a shock of white hair that caused Dusk to completely lose his nerve and stab out without a thought, a perfect storm of shock of being surprised, fear of being caught in the proceeds of crime, and, obviously and clearly misplaced responsibility to his clan. For when it came down to it, his craven brother and sisters pinned the crime on him. Dainty gave him a choice - run, or be handed over. Well, he thought that was the choice he had, but later intelligence seemed to clarify the limits of his clan’s loyalty. So run Dusk did. Out of Ustalav, keeping to the rivers where he could until he found himself in Almas. He cadged passage for work on a lumber boat heading up the River Float. And thus, here he is. Scared. On the run. Bereft of friends and family. And in terrible need of a haircut and a some good meals.
Ancestry Human Heritage Versatile Background Refugee
Hand Crossbow + 6, Damage 1d6 P
Feats: Twin Feint, Assurance (Acrobatics), Streetwise Abilities: Sneak Attack, Surprise Attack Skills
Deception + 6
Stealth + 5 Acrobatics + 5
Hit Points 8 Size Medium Speed 25 Feet Ability Boosts: Charisma, Dexterity Languages Common. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from the list of common languages, and any other languages to which you have access (such as the languages prevalent in your region). Traits: Human, Humanoid Heritage: Versatile Heritage - Select a general feat of your choice. Background: REFUGEE You come from a land very distant from the one you now find yourself in, driven by war, plague, or simply in the pursuit of opportunity. Regardless of your origin or the reason you left your home, you find yourself an outsider in this new land. Adventuring is a way to support yourself while offering hope to those who need it most. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost - Dexterity You’re trained in the Society skill and a Lore skill related to the settlement you came from. You gain the Streetwise skill feat. Class: ROGUE Hit points : 8 Expert in Perception Saving Throws
Expert in Reflex Expert in Will Skills
Trained in one or more skills determined by your rogue’s racket. Trained in a number of additional skills equal to 7 plus your Intelligence modifier Attacks
Trained in the rapier, sap, shortbow, and shortsword Trained in unarmed attacks Defenses
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SCOUNDREL You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician. When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours. You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score. --------------------------------------------------------------------------- -----------------------------------------------------
Armor:
Miscellaneous:
Bulk 4 Bulk, 6 L Funds: 0 Human: Cha, Dex
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