About Gravlax d'Antonio
Gravlax d'Antonio comes from a long line of d'Antonios in Westcrown. His father used to laugh and say they went all the way back -- then have another drink. Gravlax's mother only rolled her eyes.
Gravlax was born third of the four d'Antonio children.
The oldest, Ortolan d'Antonio, could actually recite the genealogical history of the d'Antonios. Heraldry fascinated him, and there was not a hair Ortolan was incapable of splitting in his quest for "accuracy, precision, exactness."
The middle children were twins, but Balut was born three minutes before Gravlax. As they grew, she was the more outgoing, more daring, taller, stronger, faster twin. Gravlax had to work harder for lesser results, but it instilled an ethic (although some might call it a profound stubbornness) that would serve him well in his adult life. Balut went missing one night when they were both twelve, and Gravlax was never quite the same afterward. He kept his head down, and worked harder.
The youngest, Casu d'Antonio, was sweet and pretty. She had a wicked sense of humor, but kept it hidden, and married well above her station. The Marzu family recently left Westcrown for Egorian, and Gravlax does not expect to see his younger sister again, either.
Gravlax works, during the day, as a scribe. He writes things down. Some of these things make him unhappy, but they are lawful. So he writes them down. During the day. Gravlax is good at his job. He speaks a few languages, and is very precise.
At night? Well, who can say what happens in the dark?
Stat Block, file under C for Character Sheet:
Male Human Mobile Fighter 13 Acrobat 2
NG (leaning LG in the daytime, leaning CG at night) Medium Humanoid (Human)
Init +11; Senses Perception +21
AC 36, touch 19, flat-footed 29 (+13 armor, +4 Dex, +1 Dodge, +4 enhancement, +4 deflection)
hp 172 (2d8+14d10+16)
Fort +13, Ref +17, Will +9 (+14 against Enchantment Effects)
Defensive Abilities Agility 4, Combat Reflexes, Deflect (Snatch) Arrows, Evasion, Mobility
Spd 40 ft.
Melee Black MW Dueling Sword +22/+17/+12 (1d8+10/19-20/x2) and
Black +4 Keen Dueling Sword +25/+20/+15 (1d8+14/17-20/x2) and
. . Rapier +19/+14/+9 (1d6+4/18-20/x2) and
. . MW Rapier +20/+15/+10 (1d6+4/18-20/x2) and
. . Unarmed Strike +19/+14/+9 (1d3+4/20/x2)
Throw Anything +22/+17/+12 (variable, damage +1 step, 19-20/x2)
. . Darts +22/+17/+12 (1d4+2/20/x2/20 feet)
Special Attacks Leaping Attack +3, Sneak Attack +1d6, +2 bonus on Strength checks made to break or destroy objects
Str 18, Dex 24, Con 12, Int 14, Wis 14, Cha 14
Base Atk +15/+10/+5; CMB +17; CMD 35 (flat-footed 27)
Feats Armor Training 2, Blind Fight, Combat Reflexes, Critical Focus, Deflect Arrows, Dodge, Fighter Weapon and Armor Proficiencies, Greater Weapon Focus (Dueling Sword), Greater Weapon Specialization (Dueling Sword), Improved Initiative, Improved Unarmed Strike, Improvised Weapon Mastery, Leadership, Leaping Attack 3, Mobility, Penetrating Strike, Rapid Attack, Rogue Weapon Proficiencies, Snatch Arrows, Throw Anything, Weapon Focus (Dueling Sword), Weapon Specialization (Dueling Sword)
Traits Augmented Disguise, Shadow Child
Skills Acrobatics +25* (+30* leaping), Appraise +6, Bluff +10, Climb +10*, Diplomacy +6, Disable Device +11*, Disguise +11, Escape Artist +13*, Intimidate +10, Knowledge (Local) +6, Knowledge (Nature) +5 (+7 monstrous humanoids), Knowledge (Nobility) +5, Knowledge (Religion) +5, Linguistics +6 (Terran), Perception +21, Perform: Oratory +7, Profession (Scribe) +6, Ride +10*, Sense Motive +15, Sleight of Hand +14*, Stealth +25*, Survival +6 (+8 not getting lost), Swim +1*, Use Magic Device +7
(* -1 Armor Check included)
Languages Common, Halfling, Infernal, Terran
SQ Stand Up (Ex)
Combat Gear Alchemist's Fire (6), Black MW Dueling Sword, Black +4 Keen Dueling Sword, Darts (4), 8 bolts poisoned with Blue Whinnis, Masterwork Chain Shirt (not worn), +1 Agile Breastplate (not worn), +4 Heavy Fortification Mithral Full Plate, Rapier, MW Rapier, +2 Amulet of Natural Armor, +4 Ring of Protection, +4 Belt of Physical Might, Seducer's Bane; Other Gear 'The Raven' costume, Backpack, Masterwork (empty), bottle of century-old elven spirits, Boots of Striding and Springing, +3 Cloak of Resistance, continual flame crystal lantern, Crowbar, Delvehaven ledgers (see spoiler "P"), Disguise kit (6 uses), Expensive Book, Goggles of Night, Grappling hook, Handy Haversack, Hat of Disguise, Key to a prison carriage, Leather Portfolio w/Delvehaven mark, Marbles, Mirror, small steel, misc. small gems (200 gp worth), Nice outfit, male, Nice outfit, female, nuts, octagonal continual flame gems (3), Paperwork (see spoiler "P"), Potion of Invisibility (3), potion of neutralize poison, Ring of Keys, Ring of Sustenance, Rope, silk (50 ft.), salt (5 sp worth), Sansone signet ring, Wayfinder, Lilies of the Valley (9)
Agility 4 (Ex) +4 bonus on saving throws against effects which paralyze, slow, or entangle.
Armor Training 2 Armor Check penalties reduced by 2. Maximum Dex bonus increased by 2. Can move at normal speed wearing Medium Armor or Heavy Armor.
Blind Fight (fighter) In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Combat Reflexes (fighter) May make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May also make attacks of opportunity while flat-footed.
Critical Focus +4 circumstance bonus on attack rolls to confirm critical hits.
Deflect Arrows Deflect an incoming projectile once per round.
Dodge (fighter) +1 Dodge bonus to AC.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Expert Acrobat (Ex) No armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. +2 competency bonus on Acrobatics and Fly skill checks while unarmored.
Greater Weapon Focus (Dueling Sword) Additional +1 bonus on all attack rolls you make using the selected weapon.
Greater Weapon Specialization (fighter bonus feat) Another +2 damage to attacks made using the selected weapon.
Improved Initiative (fighter) +4 to Initiative checks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improvised Weapon Mastery You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Leaping Attack 3 (Ex) When a mobile fighter moves at least 5 feet prior to attacking, he gains a +3 bonus on attack and damage rolls.
Mobility 4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. This is lost when Dex bonus to AC is lost.
Penetrating Strike (fighter) Ignore up to 5 points of damage reduction with Weapon Focus weapon. This feat does not apply to damage reduction without a type (e.g. 10/-).
Rapid Attack (Ex) A mobile fighter can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement.
Shadow Child No 20% miss chance for attacks in dim lighting.
Snatch Arrows May choose to catch deflected projectile. Can immediately be thrown back as an attack against the original attacker (out of turn). Must have one hand free.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stand Up (Ex) Stand up as a free action instead of a move action.
Throw Anything (fighter bonus feat) No penalties for using an improvised ranged weapon. +1 circumstance bonus on attack rolls made with thrown splash weapons.
Weapon Focus +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (fighter bonus feat) +2 damage to attacks made using the selected weapon.
Miscellaneous Deductions, file under M for Miscellaneous:
Lily of the Valley (1.5 gp per)
Consider (Acrobatics, Perception, Stealth, +3). Greater PS (ignore 10 DR) - Fighter 16.
Saving the wording in case I decide that I want it back:
Spring Attack (fighter) As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
File under P for Paperwork:
Many pounds of Paperwork from the Asmodean Knot
Delvehaven ledgers (+8 to appraise or identify objects found in Delvehaven)
Missing Pathfinders letter
4x false identify papers: +2 bluff vs dottari, Hellknights, nobles, or Chelish authorities
What Gravlax does at night, file under R:
Of all the things it could have been, it was a property dispute. The details are unimportant, except that the slave was put to death -- his continued presence was an Offense to his owner's Sensibilities.
Gravlax ventured throughout Westcrown, and gathered a raiment all of black. He bought himself a weapon. He bought two. And some armor to keep his colorful insides in place.
The Raven left from the window of Gravlax's studio apartment that evening. He offended the former slave's former owner's sensibilities in a far more permanent manner. He left a lily of the valley on the cooling flesh as a reminder that one day Westcrown will return to happiness. Once it was also symbolic of an aspect of Aroden. Best not think too hard about that.
The Raven is far less lawful than Gravlax. The Raven is willing to take a darker road to achieve a necessary end.
They are simply two sides to the same man, however. Aren't they?
File under S for Slots:
Magic Gear: Handy Haversack
Weapons: +4 Keen Dueling Sword
File under T for Things:
Actual Skill Ranks: Acrobatics 16, Appraise 1, Bluff 5, Climb 6, Diplomacy 1, Disable Device 2, Disguise 6, Escape Artist 4, Intimidate 5, K: Local 1, K: Nature 3, K: Nobility 3, K: Religion 3, Linguistics 1, Perception 16, Perform: Oratory 2, Profession: Scribe 1, Ride 1, Sense Motive 6, Sleight of Hand 5, Stealth 16, Survival 1, UMD 2.
Class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Armor Check Penalty skills (lightly armored, Expert Acrobat): Disable Device*, Escape Artist*, Ride*, Swim*.
No penalty wearing the MW Chain shirt.
Armor Check Penalty skills (complete): Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.
Agile Breastplate = no Climb or Jump penalty.
File Under U for Useful:
1 potion of cure light wounds (1d8+1)
1 potion of cure moderate wounds (2d8+3)
1 potion of cure serious wounds (3d8+5)
4 Grave Candles
1 potion of lesser restoration (dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued.)
4 antitoxin (+5 to saving throws against poison)
1 potion of neutralize poison
3 potions of invisibility
Hat of Disguise = +10, Augmented Disguise = +2, Disguise Kit = +2
+2 Perform / Calseinica appearing
File Under V for Value of Loot Claimed:
File Under Z for Zis is Something What Needs Done: