Jeggare Noble

Eben MacTeague's page

2,945 posts. Alias of DankeSean (RPG Superstar 2010 Top 32, 2011 Top 4).


Race

Human Bard 15/Ranger 1 — 79/119 hp — AC 36*/24*/24* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th, 1/4 4th, 0/5 3rd, 4/6 2nd, 3/6 1st — Panache 3/3— Performance 36/40— Perception +19 — Init +4—

Classes/Levels

Action Points 13/13—

Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 2/3, Forzamele 3/3

Gender

*=temporarily buffed

About Eben MacTeague

Eben Chauncey Reginald MacTeague III

Human Bard (Arrowsong Minstrel) 15/ Ranger (hooded champion) 1
CG Medium humanoid
Init +4 ; Senses Perception +18;

DEFENSE

AC 24, touch 16 , flat-footed 20 (+7 armor, +4 Dex, +2 deflection, +1 natural) (36/24/24 w/ Dance of the 23 Steps, haste cat's grace & shield active)
hp 119 (15d8 + 1d10 + 32 + 3)
Fort+14, Ref+18, Will+12 (Ref +20 w/ cat's grace active)

OFFENSE

Speed 30 ft.
Melee mwk longspear +16/+11/+6 (1d8+1/X3)
Ranged +1 longbow of song +18/+13/+8 (+20/+15/+10 w/cat's grace)(1d8+4/X3); range increment 110 ft. (+12/+7/+2 BAB, +4 or +6 Dex, +1 enhancement, +1 weapon focus)
Space 5 ft.; Reach 5 ft.
Special Attacks bardic performance 38 rounds/day (countersong, inspire courage +3, inspire greatness, frightening tune, inspire heroics)
Bard Spells Known (CL 15th ; concentration +21)
5th (3/day) bard's escape, deafening song bolts, shadow walk, stunning finale (DC 21)
4th (4/day) break enchantment, freedom of movement, greater invisibility, greater path of glory, shadow conjuration (DC 20), virtuoso performance, wandering star motes (DC 20)
3rd (5/day) arcane concordance, find fault, good hope, haste, major image, purging finale, slow, greater magic weapon*** (DC 19)
2nd (6/day)-acid arrow, cat's grace, eagle's splendor, gallant inspiration, fox's cunning, glitterdust (DC 18), mirror image, versatile weapon
1st (6/day)-deja vu, featherstep, moment of greatness, remove fear, saving finale, silent image (DC 17), solid note, timely inspiration, vanish, gravity bow*, true strike* shield**
0 (at will)-dancing lights, ghost sound (DC 16), mage hand, mending, message, prestidigitation
*=page of spell knowledge
**=scroll, used w/ Arrowsong's Lament
***scroll, used w/ mnemonic vestment
Bard Masterpieces Known
The Dance of 23 Steps, Arrowsong Lament (3rd)

STATISTICS

Str 16 (14) , Dex 18 , Con 14, Int 10, Wis 10, Cha 22 (16)
Base Atk +12/+7/+2; CMB +15; CMD 30 (32 w/ cat's grace)
Feats Arcane Strike (+4), Clustered Shots, Deadly Aim (-4/+8), Great Fortitude, Lingering Performance, Manyshot, Point-blank Shot, Precise Shot(b), Rapid Shot, Weapon Focus (longbow)
Traits Favored Entertainer, Worldly
Favored Class Bonuses: +3 hit points, 9 additional spells known (3 1st, 2 2nd, 2 3rd, 2 4th), 2 masterpieces known (2nd, 3rd)
Skills Escape Artist +11, Knowledge (arcana) +7, Knowledge (history) +4, Knowledge (local) +11, Knowledge (planes) +4, Linguistics +5, Perception +19, Perform (act) +25, Perform (dance) +25, Perform (oratory) +25, Perform (string) 10, Ride +7, Sleight of Hand +18, Use Magic Device +25 Versatile Performance emulated skills: Acrobatics +25, Bluff +25, Diplomacy +25, Disguise +25, Fly +25, Sense Motive +25
Favored Entertainer: +2 bonus on Knowledge (local) checks. Armor penalty: -1 (0 on Climb or Swim checks). Knowledge worm consumption: + 4 on Knowledge checks involving dragons.

skill breakdowns:

Escape Artist +11 (4 ranks, +3 class skill, +4 Dexterity, +1 competence, -1 armor)
Knowledge (arcana) +7 (4 rank, +3 class skill) +4 bonus on rolls related to dragons BECAUSE THERE'S A WORM IN MY HEAD
Knowledge (history) +4 (1 rank, +3 class skill)
Knowledge (local) +11 (6 ranks, +3 class skill, +2 trait)
Knowledge (planes) +4 (1 rank, +3 class skill)
Linguistics +5 (2 ranks, +3 class skill)
Perception +19 (16 ranks, +3 class skill)
Perform (act) +25 (16 ranks, +3 class skill, +6 Charisma)
Perform (dance) +25 (16 ranks, +3 class skill, +6 Charisma)
Perform (oratory) +25 (16 ranks, +3 class skill, +6 Charisma)
Perform (string) +10 (1 rank, +3 class skill, +6 Charisma)
Ride +7(1 rank, +3 class skill, +4 Dexterity, -1 armor)
Sleight of Hand +18 (12 ranks, +3 class skill, +4 Dexterity, -1 armor)
Use Magic Device +25 (16 ranks, +3 class skill, +6 Charisma)

Languages Common, Draconic, Flan
SQ arcane archery, arrowstrong strike, panache (3 points), track +1
Combat Gear wand of borrow skill (CL 4th, 7 charges), wand of gravity bow (33 charges), +2 icy bust arrow, 2 +1 seeking limning arrows, 4 +1 phase locking arrows, 5 mithral arrows, 1 cold iron arrows, 28 arrows, 7 blunt arrows, scroll of greater magic weapon,scroll of shield,scroll of freedom of movement x2, potion of lesser restoration x2 Other Gear +1 mithral breatsplate, +1 adaptive longbow of songs, lesser metamagic rod of quickening, metamagic rod of extend, bracers of falcon's aim, circlet of charisma +6, cracked deep red ioun stone (+1 competence of Escape Artist checks), quiver of Ehlonna, ring of protection +2, ring of protection +1, mnemonic vestment, pearl of power (1st level), muleback cape of resistance +3, page of spell knowledge (gravity bow), page of spell knowledge (true strike), mwk longspear, shortbow, entertainer's outfit, bard's kit [backpack, bedroll, belt pouch, flint & steel, harmonica, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, trail rations (4 days), wineskin], disguise kit (1 use), entertainer's kit, deck of cards, masterwork deck of playing cards, marked cards, spell component pouch, a stuffed doll pierced with no fewer than twenty long dark barbs - resembles Eben, preserved talking dragon head, 3 ioun couatl, 40 arrows 13,836 gp, 10 sp, 5 cp
Combat-trained light horse (named Grifter), bit & bridle, riding saddle, saddlebags, 3 days feed
Carrying Capacity light load 66 lbs. normally; 200 lbs using muleback cords.
Encumbrance Currently @ 66.75 lbs.
gear value & weight breakdown:

+1 mithral agile breastplate, 5,400 gp, 12.5 lbs AC +7, Max. Dex +5, ACP -1 (0 Climb/Swim), ASF 25%, Speed 30 feet. (Counts as light armor.)
Quiver of Ehlonna 1,800 gp, 2 lbs
bow of song: +1 adaptive composite longbow 13,400 gp, - lbs
shortbow 30 gp, -lbs.
28 arrows 2 gp, - lbs.
7 blunt arrows 2 gp, -lbs.
1 +1 icy burst arrow 367 gp
2 +1 seeking limning arrows
5 +1 phase locking arrows
5 mithral arrows, 500 gp.
1 cold iron arrows, 5 sp.
mwk longspear 350 gp, 9 lbs.
circlet of charisma +6 36,000 gp, – lbs.
bracers of falcon's aim 4,000 gp, 1 lb.
muleback cape of resistance +3 10,500 gp, 1 lb.
ring of protection +1 2,000 gp – lbs.
ring of feather falling 2,200 - lbs.
metamagic rod of Extend 11,000 gp, 5 lbs
lesser metamagic rod of Quicken 17,500 gp, 5 lbs
wand of borrow skill 480 gp, – lbs.
wand of gravity bow 750 gp., - lbs.
entertainer's outfit (free), 4 lbs.
super-swanky outfit 50 gp, 4 lbs.
2 cold weather outfits, 16 gp 14 lbs.
spell component pouch 5 gp, 2 lbs.
bard's kit 41 gp., 16.5 lbs.
disguise kit 50 gp, 8 lbs
entertainer's kit .5 gp, 3 lbs.
deck of cards, 1 sp, 1 lb.
masterwork deck of cards 50 gp, 1 lb.
marked cards 1 gp, 1 lb.
talking (magic mouth preserved juvenile black dragon head 1,000 gp, 20 lbs.
a stuffed doll that resembles Eben, 20 gp, - lbs.
3 ioun couatl
40 arrows
4 days trail rations 5 gp, 4 lbs.

SPECIAL ABILITIES
Arcane Archery An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her.
At 1st level, she selects a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.
In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).
This ability replaces bardic knowledge, dirge of doom, distraction, fascinate, inspire competence, lore master, and soothing performance.
Eben's current additions to his spell list are augmenting wall, gravity bow, true strike, greater magic weapon, flame arrow, acid arrow, snowball, scorching ray, and arrow erruption.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arrowsong Strike At 6th level, an Arrowsong minstrel can use spellstrike (as per the magus class feature) to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. She cannot use spellstrike with normal touch attacks or melee attacks.
At 18th level, an Arrowsong minstrel using a multiple-target spell with this ability can deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost.
This ability replaces suggestion and mass suggestion.
Bardic Performance: 36 rounds/day, swift action to begin, free action to maintain

Performances:
  • Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
  • Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
  • Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
  • Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
  • Inspire Heroics(Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
    The Dance of 23 Steps (Bardic Masterpiece) This masterpiece is activated as a free action and costs 1 rounds of bardic performance per use. When using this masterpiece, you take a –2 penalty on melee attack rolls and combat maneuver checks, and you must make a concentration check to cast any spell (DC 15 + the spell’s level), but you gain a +2 dodge bonus to your Armor Class. When you have 8 ranks in Perform (dance), and every 4 ranks thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can combine this masterpiece with fighting defensively and Combat Expertise, but not total defense.
    Arrowsong's Lament (Bardic Masterpiece)
    Spoiler:
    This collection of brooding poetry, all in pentatonic verse, provides great insight into reading and memorizing spells from a spellbook.
    Prerequisite(s): Perform (oratory) 3 ranks.
    Cost: Feat or 1st-level spell known or higher (see text).
    Effect: Rather than a single work, this masterpiece is a collection of poems .
    When you gain this masterpiece, it becomes associated with your bard spells of a specific spell level. If you paid the masterpiece’s cost by spending a bard spell you know, the masterpiece is associated with spells of the spent spell’s level. If you paid the masterpiece’s cost by spending a feat, you choose one bard spell level that you are able to cast with which to associate the masterpiece.
    In order to perform this masterpiece, you must be holding a spellbook, scroll, or a similar piece of arcane writing to consult. After completing the masterpiece, choose one arcane spell from your bard spell list or from the sorcerer/wizard spell list that is written on the arcane writing that you consulted during the masterpiece. If the spell is on your bard spell list, it must be of the same level (or lower) as the spell level associated with this masterpiece.
    If the spell is not on your bard spell list, its level must be at least 2 spell levels lower than the spell level associated with this masterpiece. Add the chosen spell to the bard spell list and to your list of bard spells known until the next time that you rest and regain spells.
    If you use a spellbook with a preparation ritual to perform the masterpiece, you also gain the boon associated with that spellbook, as if you had prepared a spell from it. You can add up to one spell per spell level that you have selected with this masterpiece to your list of bard spells known each day.
    You can gain this masterpiece multiple times. Each time, you must apply it to a different bard spell level.
    Use: 3 rounds of bardic performance per level of the spell.
    Action: 1 hour of meditation.


  • Bow of Songs:

    Aura Moderate Evocation; CL 8th
    Slot —; Price 13,400 gp; Weight 3 lbs.
    Description
    This +1 adaptive composite longbow blends music with every shot to deadly effect. As a swift action, you can expend one round of your bardic music ability to gain a bonus equal to your Charisma bonus on the next attack roll and (if your attack hits) on the corresponding damage roll that you make with the bow.
    Construction
    Requirements Craft Magic Arms and Armor, sculpt sound, bardic music, creator must be an elf; Cost 6,900 gp
    Adapted from the 'Bow of Songs', 3.5 Magic Item Compnedium p. 48

    Bracers of Falcon's AimThese enameled metal bracers engraved with a pattern of eyes, doors, and tentacles continually grant the wearer the benefits of the aspect of the falcon spell, though without the spell’s physical transformation. (+1 competence bonus on ranged attacks, +3 competence bonus on Perception checks, 19-20 critical range for bows & crossbows.)
    Circlet of Charisma Taken from the Harbinger of Worms, this ornate silver and gold headband grants a +6 enhancement bonus to Charisma.
    Clustered Shots When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
    Deadly Aim (-3, +6) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
    Diminished Spellcasting An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level.
    This alters the bard’s spellcasting.
    Favored Entertainer You gain a +2 trait bonus on Knowledge (local), and it is always a class skill for you.

    Forzamele, the Archer's Song:
    History: In ages past, the lillend Wilorenth served as both muse and warrior, inspiring and aiding agents of goodness and freedom throughout the planes. Many were the heroes he fought alongside with his famed harp-bow, and many were the tales he sung of those heroes when the battles ended. In time, though, his skills and zeal for righteousness promoted him through the ranks of the azata, and he found himself more wrapped in celestial matters and less able to answer the calls of mortals. Unwilling to depart the material plane entirely, he engaed the assistance of the then not-quite-yet divine archmage and bard Heward. Using a length of the lillend's hair, the two twined together a bowstring with the ability to reproduce music and a measure of Wilorenth's mind recreated in it. Named Forzamele, this intelligent string has since served in the lillend's place, bringing celestial light and beauty to mortals in need.

    Personality: While Forzamele imbues all the positive traits of his progenitor lillend, he also displays a few quirks. The bowstring seeks to be at the front of adventures involving freedom and heroism, all the better to sing about after the fact. However, he cannot stand being posessed by someone not up to his standard of artistry. An owner who can neither sing nor play a stringed instrument is an owner in need of adjustment, and by 'adjustment', Forzamele means 'take control of them and force them to learn musical skills for their own betterment'. Aditionally, Forzamele believes that art of any kind brings joy and enlightenment to the multiverse, and is extremely resistant to the destruction of such, even art that might be considered evil in nature, such as icons of demon lords or frescos adorning dark shrines.

    Powers: Fozamele is a tuned bowstring that grants the leaping special ability to any bow he is attached to. Additionally, Forzamele can cast weapon of awe upon an attached bow three times per day (caster level 15th). Finally, he still retains vestigal knowledge of his progenitor lillend's planar travels, and enjoys recounting tales of such as though he had been there himself, giving him 5 ranks in Knowledge: planes (+7 modifier after factoring Forzamele's intelligence). Additionally, Forzamele can extend his telepathic communication to allies of his possessor. Activating this is a free action that costs one round of an owner's bardic performance per round used. The resulting effect is similar to a telepathic bond spell (CL 15th).

    Alignment CG Int 14 Wis 14 Cha 18 Abilities Darkvision 60 ft., speech (celestial, common, draconic, infernal), telepathy, read languages Cost 39,700 gp Ego 16


    Manyshot : When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
    Muleback cape of resistance +3 Eben's cape combines the properties of a cloak of resistance +3 with muleback cords. And is quite stylish to boot.
    Panache (Ex) 3 points per day; regain spent points by confirming critical hits with a bow or dropping opponents to 0 hp or below using a bow. 1 point restored per critical hit or killing blow; opponent cannot be helpless, unaware, or have fewer hit dice than half Eben's character level.
    Deeds:

    Dead Aim (Ex): At 1st level, the hooded champion can spend 1 panache point when making a single ranged attack with a bow to make a ranged touch attack instead. The target must be in the bow's first range increment.
    Derring-Do (Ex): At 1st level, a hooded champion can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
    Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the hooded champion, the hooded champion can as an immediate action spend 1 panache point to move 5 feet; doing so grants the hooded champion a dodge bonus to AC equal to his Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the hooded champion had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The hooded champion can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

    Jack-of-all-trades (Ex) At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
    Point-blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Precise Minstrel At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.
    This ability replaces the versatile performance gained at 2nd level and well-versed.
    Rapid Shot when making a full attack with a ranged weapon, you can make an additional shot. All attack rolls take -2 penalty this round.
    Ring of Feather Falling This pumice ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
    Streetwise +5: A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).
    Versatile Performance (Ex): Perform (act), Perform (oratory), Perform (dance)
    Weapon Proficiency An Arrowsong minstrel is proficient with longbows, but not the longsword, rapier, or whip.
    This alters the bard’s weapon proficiencies.
    Worldly Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.

    DESCRIPTION

    A young man in his early twenties, Eben stands just over six feet, and is well-built, cutting a trim figure in his normally festive attire. His hair is dark and naturally curly, and he spends a great deal of time, effort, and cosmetic magic making sure it's even more curly than natural. People love running their fingers through curls. Bright blue eyes set off a long but open face that is quick to light up with a gleaming smile. Whether that smile is genuine or not depends on the circumstances, but he's practiced enough in faking it that it usually doesn't matter.

    HISTORY

    Eben bears a rather grandiose name which bears no relation whatsoever to the name he was born with. Really, the same could be said for his demeanor, style of dress, and sense of personal importance. Even as a street urchin in Greyhawk, he felt himself an order of magnitude above his peers. When they learned to lift purses from the unwary, he knew there were greater uses for light-fingered talents. As he grew into his teens, he used his skills to make a living astonishing crowds with feats of magic. He would still have few scruples about lifting their purses during a performance, but as far as he was concerned, it was the style of the act that raised it above common thievery.

    As he grew older,his plots grew more audacious and daring, as he began to develop elaborate confidence games to increase his growing stash of wealth and place in the world. That all came crashing down in the last year, though, as a grift gone wrong simultaneously brought him the unfortunate attention of the municipal guards and several different thieves guilds that took a dim view of the suddenly-revealed independent operator in their midst. (Eben had always made a point of staying unaffiliated, because 'guilds are for the unoriginal'.)

    A rapid retreat from Greyhawk was required, and, calling on some contacts, he found himself a place to lie low in Diamond Lake, at Zalamandra's Emporium. For the most part, he plies his way through the nights as a performer, but from time to time a patron inquires if the handsome magician might be available in the veiled corridor. It would be pleasant to believe that he found himself a deal with Zalamandra where he is an entertainer and nothing else, but few things at the Emporium aren't for sale. Fortunately, he appreciates the extra income enough that he's not unhappy. Not proud of his work, no, and his clients aren't always to his taste (or even preferred gender), but Zalamandra has elixirs to get one through that sort of thing. And besides, he tells himself that this is only a lull... sooner or later a talent like himself will be headed back to the big city, where he belongs.