Jamus Hainard

Eadfaas's page

99 posts. Alias of i.jason.


Full Name

Eadfaas of the White Lily Company

Race

Gnome

Classes/Levels

Rogue 1

Gender

Male

Size

S

Age

51

Alignment

N

About Eadfaas

Status:
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:
Ead keeps himself as clean and well-groomed as he can, all things considered. His clothes are worn, but well-kept. Black leather boots to the knee, dark, forest-green wollen trousers, black belt, green coat, white blouse, black leather gloves, and, of course, his floppy-brimmed black hat (when he can find it). His skin is the tanned-bronze of most river gnomes, his hair glossy black, cut moderately short, but shaggy enough to nearly cover his pointed ears. The darkness of skin and hair make his pale silver-blue eyes stand out all the more - the better to melt the ladies' hearts, he'd say.

Personality:
Eadfaas (aid-fay-ahs) is like most gnomes, only moreso. Open, easy-going, flexbile, and friendly, Ead is always willing to talk, and always interested in making a "win-win" deal. Pragmatic in his dealings, Ead is also an optimist, enjoying the moment he's in, and always trusting to luck.

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
to Armor Class, a +1 size bonus on attack rolls, and a +4
size bonus on Stealth checks, but they use smaller
weapons than Medium characters and their lifting and
carrying limits are three-quarters of those of Medium
characters.

Gnome base land speed is 20 feet.

Weapon Familiarity: Gnomes treat all crossbows as
martial weapons and they gain Rapid Reload as bonus
feat at 1st level. Those of them who already have that
level of proficiency with those weapons because of a
class feature are considered having Weapon Focus
bonus feat with those weapons. Additionally, when
wielding two hand crossbows, Gnomes suffer only half
the normal penalties for wielding a second weapon in
their off hand. This benefit stacks with that granted by
Two-Weapon Fighting and similar feats.

Favored Region: Central Erenland. Gnomes’ favored
region bonuses increase by +2 when they are on rivers.

Low-light Vision: Gnomes can see twice as far as a
human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. They retain the ability
to distinguish color and detail under these conditions.

Illusion Resistance: Gnomes gain a +2 racial saving
throw bonus against illusion spells and effects.

Gnome Magic: Gnomes add +1 to the DC of any saving
throws against illusion spells that they cast. Gnomes
with a Charisma of 11 or higher also gain the following
spell-like abilities: 1/day—dancing lights, ghost sound,
prestidigitation, and speak with animals. The caster
level for these effects is equal to the gnome's level.
The DC for these spells is equal to 10 + the spell's level
+ the gnome's Charisma modifier.

Natural Riverfolk: Life on the river requires you to
know when to work and when to play, when to sail and
when to swim. Gnomes gain a +2 racial bonus on
Perform, Profession (boater and sailor), Swim, and
Acrobatics checks. Additionally, they may swim at onehalf
their land speed with a move action, and may
swim at their land speed with a full-round action.
Finally, gnomes can hold their breath for a number of
rounds equal to three times their Constitution score.

Natural Traders: For gnomes, mercantilism and
smuggling are not just trades, they are lifestyles.
Whenever engaged in interactions involving trading or
smuggling, gnomes gain a +4 racial bonus on Appraise,
Bluff, Diplomacy, Forgery, Linguistics, Profession and
Sense Motive checks.

Natural Smugglers: Sleight of Hand is always class skill
for gnomes. Those who already have it as class skill
gain +4 racial bonus to checks.

Gnomes may begin play with watercraft (at one quarter
normal cost).

Automatic Languages: Trader’s Tongue, any one
unrestricted language at basic competence, and any
one unrestricted language at pidgin competence.
Bonus Languages: Any unrestricted languages.

Favored Class Options:
Channeler (Charismatic): add ¼ of the new
Channeler talent.

Rogue: The rogue gains a +1/2 bonus on
Disable Device and Use Magic Device
checks.

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
rogue bonus feats: Deflect Arrows, Dodge, Extra Talent, Improved
Steal, Sixth Sense, Skill Focus, Uncanny Dodge

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 Abilities by Level
1 Luck of Heroes +1d4
2 Resistance 1/day (W0)
3 Unfettered 2 round/day (W4#)
4 5% Miss Chance
5 Luck of Heroes +1d6
6 Survivor 1/day
7 True Strike 1/day (W1)
8 Unfettered 4 rounds/day (W4#)
9 Take 10 1/day
10 Luck of Heroes +1d8
11 Survivor 2/day
12 Aid 1/day (L2)
13 Unfettered 6 rounds/day (W4#)
14 10% Miss Chance
15 Luck of Heroes +1d10
16 Survivor 3/day
17 Prayer 1/day (L3)
18 Unfettered 8 rounds/day (W4#)
19 Take 20 1/day
20 Luck of Heroes +1d12

Chanceborn Ability Descriptions
Luck of Heroes: The chanceborn character has an uncanny knack for turning a failure into a success by the sheer force of his luck, and as such gains the listed luck die to be used once per day. After the chanceborn character makes any d20 roll but before he knows whether the outcome is a success or failure, he may choose to add one (and only one) of his luck dice to the roll.
For example, a 6th-level chanceborn rolls an 11 on an attack roll; he wants to make sure he hits his opponent, so he rolls his d6 luck die and adds the result, a 3, for a total of 14. The GM tells him that he misses, and the luck die has been used for the day. He may not use his remaining luck die, a 1d4, to affect the roll. However, he may use the d4 the next round or even, if he has multiple attacks, on his second attack in the same round.

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
You may reroll any one die roll you have just made,
provided that the issue being decided is primarily or largely
dependent upon luck rather than skill. You may use this ability
once per day per your Charisma modifier.
Special: You may spend a feat to buy additional use of
this ability per day. This feat may be may be taken multiple times.

Charismatic (x2 - No Wis Penalty)
You gain a +2 bonus to Charisma and a –2 penalty to
Wisdom. While you can manipulate others, you tend toward self absorption.
Special: If you spend both of your trait selections on
this trait, you gain the +2 Charisma bonus but ignore the
associated Wisdom penalty.

Noncombatant (Flaw)
You are relatively inept at melee combat.
You take a -2 penalty on all melee attack rolls.

Feats:
Feats:

1 normal progression, 1 class, 3 bonus

Rapid Reload (Combat)
Prerequisites: Weapon Proficiency (Crossbows)
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Lucky (General)
You seem to get lucky just when you need it most.
While this is not all that noticeable in your daily life (you find
a bag of grain when you need one, you move just before a
pitcher of water falls on your head), you have discovered that
some charms and spells affect you more powerfully.
Benefit: All numerical luck bonuses provided by
charms, supernatural effects, or spell effects are increased by
one for you.

Dodge (Combat)
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to AC and CMD.
Any condition that makes you lose your Dexterity bonus to AC
also makes you lose the benefits of this feat.
If you meet the following conditions, the dodge bonus
increases by +1 for every four points of your base attack bonus (to
a maximum of +6 at BAB +20). These conditions are:
*You are not wearing armor (or are wearing armor for
which you have a –0 armor check penalty);
* You are not carrying a shield; and
* You are not carrying a medium or heavy load.

Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

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:
lvl feat class/bonus (if any)

1 Rapid Reload Gnome bonus
Weapon Focus (x-bows) Gnome bonus
Dodge Rogue bonus
Throw Anything First Level feat
Lucky Backstory 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
AC: 14 (+1 Size, +2 Dex,+1 Dodge) Touch (no armor, shield, natural): 14 flatfooted (no Dex): 11
Base speed: 20'

bab/stat
Melee: +0+1-2= -1
Ranged: +0+2+1= +3
CMB: +0+1-1= +0
CMD: 10+1+2-1+1= 13

*********************************
Initiative: +2 current speed: 20'

*********************************

Fort: +0+2= +2
Ref: +2+2= +4
Will: +0+1= +1

Fate Points: 1
1 FP Earned by being indecently lucky, and rolling 20's when escaping captivity


Equipment:
Equipment:

Traveler's Outfit

Lgt.load: 28.5
Med.load: 57
Max.load: 86.25
Over head: 86.25 (max load)
Off ground: 172.5 (max load x2) While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).
Push/drag: 431.25 (max load x5)

Load Max Dex Check Penalty (30 ft.) (20 ft.) Run (50 ft.)
Medium +3 –3 20 ft. 15 ft. x4 35 ft.
Heavy +1 –6 20 ft. 15 ft. x3 35 ft.

Spell-Like Abilities:
1/day: (CL = Level)
Dancing Lights
Ghost Sound (DC:15)
Prestidigitation
Speak With Animals