Once again the door opens and a tall, cloaked figure enters the tavern. "Gods cursed stinking rain!" the pallid, scarred elf exclaims as he removes his cloak and hangs it on a peg near the door. He deftly plucks a knife from one of the two bandoliers crossing his chest over the dark brown studded leather he wears and uses it to scrape the mud from his boots, flicking the mud out the still open door. After finishing, he closes the door and speaks again, "To the Nine Hells with this muck." The elf then turns to the bartender and says, "Barkeep! Wine, mulled and still hot." He settles himself into a chair at an empty table near the bar and removes his gloves and begins to trim his fingernails with one of the knives from his bandoliers.
Here's my entry: Background:
Little is known about Phessan Terelis’s life before he came to the River Kingdoms, except that he was either exiled from Kyonin or escaped execution for a small number of murders there. After his move, however, he gained a small bit of infamy as an elf who would be more than happy to steal from, kidnap, or stab someone for a few silvers. He eventually came to be called ‘Fester’, which was taken from the first sound of each of his names.
Fester drifted around the River Kingdoms for a decade, working with a series of river pirate crews, thieves’ guilds, bounty hunters, and bandits. His involvement with these groups was generally amicable, and Fester became a go to thug and hit man. Occasionally someone within one of these groups would try to betray Fester, which always ended with figurative burned bridges and literal dead bodies. Fester is invited to the funeral because he unintentionally saved Professor Lorrimor from a mugger in Sevenarches. The mugger had shorted Fester on his share of a heist and the elf dealt with it the only way he cared to: a knife to the kidney, the throat, the heart, and maybe a few other places. Nevertheless, Prof. Lorrimor was very appreciative of the elf’s help, though somewhat confused and disquieted by his zeal for stabbing. Fester’s always on the move and, figuring he may get some sort of inheritance or reward out of the old man, was more than happy to attend the funeral upon hearing about it. Personality:
Self-interest and arrogance are Fester’s primary character traits. He’s fine working with a group or alone, as long as his personal interests are being met. He won’t betray colleagues, but if they should betray him, only their deaths will fulfill his need for vengeance. Fester tends to think everything through, due to his weak intuition, and thinks his plans, or those he contributes to, are always the best. He can be hard to work with at times because he values his own contributions so highly, but if others appeal to him with logic and reason, he can usually be brought around to their side. While Fester greatly enjoys using his knives, he will choose a nonviolent, or even benevolent, course of action if it is the most expedient way to realize his own ambitions. Appearance:
Fester has long, greasy, black hair and dull blue eyes. His pallid skin bears the scars of dozens of cuts, and usually a bruise or two. He is tall and gaunt, almost looking starved or sickly for an elf of his height. Fester dresses in dark colors, greens, grays, browns, and blues primarily, and wears a dark grey hooded cloak over a worn, dark brown set of studded leather armor. The only bit of color in Fester’s wardrobe is a longish, blood red scarf of Varisian make, it appears to be a family’s Kapenia, but it certainly isn’t Fester’s family. Two bandoliers cross his chest holding 5 throwing knives apiece, and on his belt hang a pair of longer dirks and a sap. Character Sheet:
Phessan "Fester" Terelis
Male Elf Slayer 1 NE Medium humanoid (elf) Init +5; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d10) Fort +2, Ref +5, Will +0; +2 vs. enchantments Immune magic sleep; Resist elven immunities -------------------- Offense -------------------- Speed 30 ft. Melee dagger x 14 +4 (1d4+4/19-20/×2) (5 in each bandoleer, 1 in each wrist sheath, 2 at belt) sap +4 (1d6+3/x2 Non-Lethal) Ranged dagger x 14 +4 (1d4+4/19-20/x2) 10ft. Special Attacks favored target -------------------- Statistics -------------------- Str 16, Dex 16, Con 10, Int 16, Wis 10, Cha 8 Base Atk +1; CMB +4; CMD 17 Feats Quick Draw Traits chance savior, child of the streets, river rat (marsh or river) Skills Acrobatics +6, Climb +6, Disable Device +3, Knowledge (local) +7, Linguistics +4, Perception +6, Sleight of Hand +7 (+11 to hide objects in the pocketed scarf (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects), +9 to oppose the Perception check of someone observing or frisking you regarding items in the wrist sheaths), Stealth +6, Survival +4 (+5 to track), Swim +7; Racial Modifiers +2 Perception, silent hunter Languages Common, Elven, Gnome, Goblin, Hallit, Orc SQ track Other Gear Studded leather armor, Dagger x14, Sap, Backpack, masterwork (13 @ 26.5 lbs), Bandolier (5 @ 5 lbs), Bandolier (5 @ 5 lbs), Bedroll, Belt pouch (2 @ 0.46 lbs), Explorer's Outfit (Free), Flint and steel, Grappling hook, Mess kit, Pocketed scarf, Pot, Silk rope, Soap, Thieves' tools, Torch (2), Trail rations (5), Waterskin, Wrist sheath (1 @ 1 lbs), Wrist sheath (1 @ 1 lbs), 11 GP, 3 SP, 7 CP -------------------- Special Abilities -------------------- Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget you. +2 initiative. Elven Immunities +2 save bonus vs. Enchantments. Elven Immunities – Sleep: You are immune to magic sleep effects. Favored Target: (+1, 1 at a time, Move) (Ex) Study foe as a Move action, gain +1 to att. / dam. & some skills vs. them. Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail. Quick Draw: Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Silent Hunter: Reduce Stealth penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty). Track +1 Add the listed bonus to survival checks made to track. If we're only supposed to have 2 traits, child of the streets will be removed, and my sleight of hand will be +3, +7 in the scarf (where I hide my thieve's tools in the various pockets), +7 in the wrist sheaths (+2 for the sheath + 2 for hiding daggers). |
