![]()
About EadfaasStatus:
HP 10 | AC 13 | T 13 | FF 11 | CMD 12 | F +2 | R +4 | W +1 | Init +2 | Per +1 Fluff:
Eadfaas (Fate-Blessed)
Eadfaas of the White Lily Company Male, Gnome, Rogue 1 TN hgt: 3’5 wgt: 45 lbs eyes: Pale Silver-Blue hair: Black age: 51 Appearance:
Personality:
Or so it seems. There is a bleaker thread that runs beneath Ead's "trust" in luck and fate. At times, there is almost a sense of fatalism in his "live for the now" existence. Though he does his best to hide it (and his best is very, very good), in his weakest moments, one can see the sadness that haunts him echo in his eyes. Background:
Background:
The White Lily Company was a small company, even at its height. When the Shadow struck, the company's elders were amongst the first to realize the ramifications, and begin aiding the resistance - even to the detriment of the company's own financial health. By the time Eadfaas was born, the company consisted of only a handful of barques and rafts, and fewer than a hundred gnomes and dwarrow to crew them. Born during a freak storm, below the pitching decks of the family barque, Eadfaas was named by his mother. And from that moment, the ironic twist of fate that was the baby gnome's life began. Fate-blessed (for so his name meant in an ancient tongue) was left without a mother by the dawn. Despite his father being a healer, his mother's internal injuries went undiscovered, and she died in her sleep. Ead grew up - as most gnome children did - on the decks of barques and barges. Unlike most gnome children, however, Eadfaas was the son of a company elder. His uncle was the captain of the barge on which he spent most of his days, while his father determined what cargoes the barge took on. For the White Lily company, there was always more than one cargo. The company fulfilled its contracts ferrying goods and materials back and forth across a 20-mile stretch of the Eren river, between districts overseen by two rival Legates. In addition to these official missisons, there would almost always be a second, smuggled cargo. On Ead's barge, the smuggled cargo almost always consisted of living beings in need of his father's magical healing ability. As such, the barge was always in danger. For one reason or another, for the first 20 years of his life, Eadfaas and his water-born home seemed to escape any real detection or consequences for their illegal activities. Some of it was luck, some crafty decisions by the captain, and some must have had to do with the way the company subtly played the Legates who ruled on each side of the river against one another. A week after his 20th birthday, however, everything changed. That was the day that the barge was nearly caught with a cargo of escaped halfling slaves. The day that Legate Saranna inspected the raft herself, with her magic-smelling dog-creature. It was the day that Eadfaas saw his father, after mutilating and healing himself to look like a slave of Legate Maladroit, deliberately fall on a poisoned crossbow bolt and die - slowly, painfully, inexorably - before his very eyes, in a last-ditch, desperate effort to save everyone else aboard. Legate Saranna bought the story - or so it seemed. She did not look terribly closely at the captain's story that the dead body at her feet was a new crewmember, who had been brought aboard with some reluctance, at the insistence of Legate Maladroit's men. The fact that the body had a brand, and the tongue cut out - wounds that clearly couldn't have been recent (at least, not without magical healing being performed) - helped quite a bit. Of course, she couldn't let the crew go unpunished for "harboring an assassin." She singled out Ead, and demanded that he be handed over. His uncle objected, saying that Ead was the son of his recently deceased brother, and that he had a responsibility to look after him. Legate Saranna demanded a replacement, of sufficient import to convince her not to burn the whole barge to the waterline. The captain - under the effects of Legate magic, and faced with the deaths of all aboard - offered up his only child - a daughter, a few years older than Ead. Legate Saranna cackled, and accepted the "bargain." Ead's sister/cousin has never been heard from since. Ever since that day, the White Lily Company's fortunes steadily declined, and Ead's uncle was forced to make tougher and tougher decisions, sacrificing time and again "for the greater good." Raised as his uncle's son and heir, Ead saw every decision, and the toll that each exacted from him. For two decades, it was as if the Company was cursed. Hulls ran aground where they'd sailed safely for generations. Solid masts were found to be rotten, and had to be replaced at great expense, only to see the new masts split and shatter in freak storms. Crews fell ill. Barques and barges were caught by surprise inspections... In the end, the White Lily Company was reduced to one vessel, one crew. Under the command of Ead's uncle, thirty-five gnomes set to surviving as best they could. They did better than expected. For the next decade, they almost prospered. They would taste good luck and success, get just to the verge of being able to afford and crew a second boat, when something unfortunate would happen, setting them back again. In every case, Eadfaas was there. In every case, he saw others get hurt, or killed, or captured, while he narrowly escaped. And then, in his 50th year, Eadfaas witnessed his worst nightmares come to life. While returning to the barge in a small craft (from dropping another "special cargo" on the riverbank), Ead and a distant cousin found the barge hove-to, with a Legate's ship tied alongside. Apparently, Legate Maladroit had finally caught the Company red-handed, thanks to an anonymous tip from someone. Even as Ead's boat came into yelling distance, the barge burst into flame, and the Legate's ship pulled away. Those few crew who had managed to escape into the water were filled with arrows. In a matter of minutes, Eadfaas and his cousin were all that remained of the White Lily Company. Six weeks later, the cousin died, charging a platoon of orcs in a (successful) gambit that distracted them long enough for Eadfaas to slip away unseen. For the last year, Eadfaas has been wandering the Central Erenland, staying clear of Legates as much as he can, seeming always to be lucky enough to leave a village or town just before troops arrive, and to arrive in another village with just the goods that that village needed, able to exchange it for something else of value and be gone again just ahead of the Shadow law. In fact, it seemed that the law wasn't looking for him at all. At least, that's how it had gone until this last village... Languages:
Languages:
Trader's Tongue - Gnome Racial Halfling - Gnome Racial Black Tongue - Gnome Racial (Pidgin) Erenlander - Int Bonus Language Old Dwarven - Int Bonus Language Racial Features:
Racial features:
Gnomes as a Race +2 Constitution, +2 Charisma, –2 Strength: Gnomes area physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. Small: As Small creatures, gnomes gain a +1 size bonus
Gnome base land speed is 20 feet. Weapon Familiarity: Gnomes treat all crossbows as
Favored Region: Central Erenland. Gnomes’ favored
Low-light Vision: Gnomes can see twice as far as a
Illusion Resistance: Gnomes gain a +2 racial saving
Gnome Magic: Gnomes add +1 to the DC of any saving
Natural Riverfolk: Life on the river requires you to
Natural Traders: For gnomes, mercantilism and
Natural Smugglers: Sleight of Hand is always class skill
Gnomes may begin play with watercraft (at one quarter
Automatic Languages: Trader’s Tongue, any one
Favored Class Options:
Rogue: The rogue gains a +1/2 bonus on
Class Features:
Class features:
Rogue Level BaB Fort Ref Will Special 1 +0 +0 +2 +0 Bonus feat, Talent 2 +1 +0 +3 +0 Bonus feat, Talent 3 +2 +1 +3 +1 Bonus feat, Talent 4 +3 +1 +4 +1 Bonus feat, Talent 5 +3 +1 +4 +1 Talent 6 +4 +2 +5 +2 Talent 7 +5 +2 +5 +2 Talent 8 +6/+1 +2 +6 +2 Bonus feat, Talent 9 +6/+1 +3 +6 +3 Talent 10 +7/+2 +3 +7 +3 Talent 11 +8/+3 +3 +7 +3 Talent 12 +9/+4 +4 +8 +4 Bonus feat, Talent 13 +9/+4 +4 +8 +4 Talent 14 +10/+5 +4 +9 +4 Talent 15 +11/+6/+1 +5 +9 +5 Talent 16 +12/+7/+2 +5 +10 +5 Talent 17 +12/+7/+2 +5 +10 +5 Talent 18 +13/+8/+3 +6 +11 +6 Talent 19 +14/+9/+4 +6 +11 +6 Talent 20 +15/+10/+5 +6 +12 +6 Bonus feat, Talent The rogue's class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise(Cha), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 8 + Int modifier. Bonus Feat: A rogue may take a feat from the list of
Talents:
Talents:
Charmer Benefit: Once per day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making he Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. Heroic Path:
Heroic Path:
Chanceborn (modified)
Chanceborn Ability Descriptions
Unfettered (Su): For the listed number of rounds, the chanceborn may act as if under the effects of a Freedom of Movement spell (W4). This ability may be activated even when it is not the chanceborn’s turn, and the rounds per day that it is used need not be sequential. Miss Chance (Su): Whether through turning at just the right moment, lucky gusts of wind, or minor inconveniences distracting his attackers, the chanceborn character is occasionally able to dodge attacks that should otherwise have hit him. He gains the listed miss chance (similar to the effects of concealment) against all attacks for which the attacker must make an attack roll. Survivor: The chanceborn harnesses his luck to avoid certain death, calling on skills he didn’t know he had. The listed number of times per day, the chanceborn character may act as if he had one of the following rogue abilities in response to a single attack: defensive roll, evasion, slippery mind, or uncanny dodge. All normal rules for using these abilities (such as only being able to use evasion when wearing light or no armor) apply. Take 10 or Take 20: The chanceborn is at times so confident that he creates his own luck. Before making a d20 roll, the chanceborn may decide to take 10 (at 9th level) or take 20 (at 19th level) on any d20 roll. Each ability may be used once per day. The action that is affected so does not take any longer to perform than normal, but the chanceborn is considered to have rolled a 10 or 20 on the die roll (this may cause the chanceborn to have rolled a critical threat when making an attack roll). Skills:
Skills:
Skill pts/lvl: class 8+2+1 = 11 Total skill pts: Skill: Key ability: Ranks: Stat mod: Misc.mod: Total: Acrobatics DEX* 0 +2 +2 +4 Appraise INT 1 +2 +3(+4) +6/+10 Climb STR* 0 +1 +1 Craft:specify INT 0 +2 +2 Diplomacy CHA 1 +5 +3(+4) +9/+13 Disable Device INT 0 +2 +2 Disguise CHA 1 +5 +3 +9 Escape Artist DEX* 1 +2 +3 +6 Fly DEX* 0 +2 +0 Handle Animal CHA 0 +5 +0 Heal WIS 0 +1 +1 Knowledge: arcana INT 0 +2 +0 Knowledge: dungeoneering INT 0 +2 +0 Knowledge: engineering INT 0 +2 +0 Knowledge: geography INT 0 +2 +0 Knowledge: history INT 0 +2 +0 Knowledge: local (Cent. Erenland) INT 1 +2 +3(+2) +6/+8 Knowledge: nature INT 0 +2 +0 Knowledge: nobility INT 0 +2 +0 Knowledge: planes INT 0 +2 +0 Knowledge: religion INT 0 +2 +0 Linguistics INT 0 +2 (+4) +2/+6 Perception WIS 0 +1 +1 Persuasion CHA 1 +5 +3(+4) +9/+13 Perform: specify CHA 0 +5 +2 +7 Profession: Boater/Sailor WIS 1 +1 +3/+2(+4) +7/9 Ride DEX* 0 +2 +2 Sense Motive WIS 1 +1 +3(+4) +5/+9 Sleight of Hand DEX* 1 +2 +3/+4 +10 Spellcraft INT 0 +2 +2 Stealth DEX* 1 +2 +3/+4 +10 Survival WIS 0 +1 (+2)/(+2) +1/+3/+5 Swim STR* 1 +1 +3/+2 +7 Use Magic Device CHA 0 +5 +5 Traits:
Traits and Flaws:
The Dark One’s Own Luck
Charismatic (x2 - No Wis Penalty)
Noncombatant (Flaw)
Feats:
Feats:
1 normal progression, 1 class, 3 bonus Rapid Reload (Combat)
Lucky (General)
Dodge (Combat)
Throw Anything (Combat)
Weapon Focus (Combat) Choose one type of weapon. ((Crossbows)) You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. Feat breakdown:
1 Rapid Reload Gnome bonus
Crunch:
STR 11 +1
DEX 14 +2 CON 14 +2 INT 14 +2 WIS 13 +1 CHA 20 +5 (28 pt buy - house rule: an 18 score costs 16 pts instead of 17pts) HPs (d4+4+2): 10 total
bab/stat
*********************************
********************************* Fort: +0+2= +2
Fate Points: 1
Equipment:
Equipment:
Traveler's Outfit Lgt.load: 28.5
Load Max Dex Check Penalty (30 ft.) (20 ft.) Run (50 ft.)
Spell-Like Abilities:
1/day: (CL = Level)
Dancing Lights Ghost Sound (DC:15) Prestidigitation Speak With Animals |