Arcane Experimenter

Kennen Heartwell's page

78 posts. Alias of Zayne Iwatani.


Classes/Levels

Halfing Warlord 3 | AC 20[22]/16/15[17] | HP 25/25[22/22] | CMB +2 CMD 16 | Fort +5 [+4], Ref +6, Will +4 [+6 vs Fear] | Init.+4, Perc.+7 | Hero Points 2/3

About Kennen Heartwell

Kennen the Halfling Hammer
Male Halfling Warlord (Steelfist Commando) of the Wayward Path 3
CG small humanoid (Halfling)
Init +4; Perception +7
--------------------
Defense
--------------------
AC 20 (22 in Stance), touch 16, flat-footed 15 (17) (+4 Armor, +4 Dex, +1 Size, +1 Dodge)
hp 25 (3d10+1)
Fort +5, Ref +6, Will +4 (+6 vs fear)
+2 racial bonus on all saving throws against fear
+1 racial bonus on all saving throws
Force of Personality Charisma to Will
Dodge Bonus +1 [dodge]
--------------------
Offense
--------------------
Speed 30 ft
Melee: Unarmed Strike +7 (1d3+4)
--------------------
Statistics
--------------------
Str 10(-2 race), Dex 18(+2 race), Con 12, Int 13, Wis 10, Cha 15(+2 race)
Base Atk +3; CMB +2; CMD 16
Feats: Improved Unarmed Strike (Warlord Bonus), Weapon Finesse (1), Greater Unarmed Strike (Warlord Bonus), Harder They Fall (Warlord Bonus Teamwork), Deadly Agility (3)
Traits: Friend in Every Town, Crowd Dodger
Languages Common, Halfling, Dwarven
Warlord SQ: Warlord's Gambit (1), Unarmed Combat (Ex), Dodge Bonus +1 (Ex), Tactical Presence (indomitable), Warleader, Force of Personality
--------------------

Skills:

(4 Class + 1 FC + 1 Int) x 3 = 18
ACP: 0
Class
(2) Acrobatics (Dex) +9 (+11)
() Autohypnosis
() Bluff (Cha)
(1) Climb (Str) +4 (+6)
(2) Diplomacy (Cha) +8
() Handle Animal (Cha)
(2) Heal (Wis) +5 (+7)
() Intimidate (Cha)
() Knowledge (engineering) (Int)
() Knowledge (history) (Int)
() Knowledge (martial) (Int)
(2) Perception (Wis) +7
(1) Ride (Dex) +8
() Sense Motive (Wis)
(1) Survival (Wis) +4 (+6)
(2) Stealth (Dex) +13
(1) Swim (Str) +4

Non-Class
(2) Knowledge (local) (Int) +3
(2) Escape Artist (Dex) +6

Modifiers:
+1 Trait Bonus to Diplomacy
+1 Trait Bonus to K:Local
+2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square
+4 size bonus to stealth
+2 racial bonus on Perception checks
+2 competence bonus on Heal checks
+2 competence bonus on Survival checks
+2 competence bonus on Climb checks


--------------------
Gear:

--Equipped--
Mithril Chainshirt 1100
--MW Backpack-- 50
Fishing Kit .5
Healer's Kit 50
MW Climber's Kit 80
MW survival Kit 50
Fighter's Kit 9

Wayfinder 500
Ioun Torch 75
Fungal Stun Vial 75
Thunderstone 30
Antiplague 50
Antitoxin 50
Potion of Shield of Faith 50
Oil of Bless Weapon 50
Potion of Cure Light Wounds (3) 150

130.5


--------------------
Racial Abilities:

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed (Normal Speed): Halflings have a base speed of 30 feet.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.


--------------------
Traits and Feats:

--Traits--

Friend in Every Town: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Crowd Dodger: You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.

--Feats--

Improved Unarmed Strike (Warlord Bonus): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Weapon Finesse (1): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Greater Unarmed Strike (Warlord Bonus): Your unarmed strikes inflict more damage than ever before, inflicting damage as indicated below. The damage listed is for Medium creatures. Adjust damage amounts according to size if necessary.

Harder They Fall (Warlord Bonus Teamwork): When you use aid another to grant an ally who also has this feat a +2 bonus on the attack roll for a bull rush or trip combat maneuver, the ally can attempt that maneuver even against foes two or more size categories larger than herself.

Deadly Agility (3): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.


--------------------
Warlord Special Abilities:

Maneuvers: A warlord begins his career with knowledge of six martial maneuvers. The disciplines available to him are Golden Lion, Thrashing Dragon, Broken Blade, Veiled Moon, Steel Serpent and Riven Hourglass. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table 1-3: The Warlord. The warlord must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter for more information.

Upon reaching 4th level, and at every even numbered warlord level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the warlord loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The warlord need not replace the old maneuver with a maneuver of the same level. The warlord can swap only a single maneuver at any given level. A warlord's initiation modifier is Charisma.

Maneuvers Readied: A warlord can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below).

For a warlord to recover expended maneuvers, he must perform one of two types of actions: a gambit action in which he gambles on his performance in battle (see Warlord's Gambit below), or he may spend a standard action to recover a single readied maneuver of his choosing.

Stances Known: Warlords begin play with knowledge of one stance from any discipline open to warlords. At the indicated levels (see class table), the warlord selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one he already knows.

Warlord's Gambit (Ex): At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects—a risk, a rake, and a reward.

Each gambit's risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.

A gambit's rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord.

At 4th level and every four levels thereafter, the warlord selects an additional gambit.

Acrobatic Gambit:

Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area.

Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit.

Bonus Feat: At 1st level and at 6th level, and then every four levels after, the warlord gains a bonus combat feat or teamwork feat of his choosing. The warlord must qualify for the feat before selecting it.

Unarmed Combat (Ex): At 1st level, the steelfist commando learns to use his body as the best weapon he can bring to any confrontation. He gains the Improved Unarmed Strike feat at 1st level, and he gains the Greater Unarmed Strike feat at 3rd level as bonus feats. Additionally, the unarmed strike of the steelfist commando is considered both a natural weapon and a manufactured weapon for the purposes of feats, spells, and other effects.

Tactical Presence: At 2nd level, the warlord's innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.

Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his Charisma modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.

Victorious Presence: The preternatural skill at arms that a warlord of at this level possesses is enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his position the character's class level plus Charisma modifier in temporary hit points. These hit points endure until they are lost or until the end of the encounter, whichever occurs first. Damage inflicted on the warlord is deducted from his temporary hit points first before being deducted from his normal hit point total.

Warning Presence: The instructions given by the wary warlord help his allies defend themselves against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the warlord’s initiation modifier on Reflex saves against traps and to their AC during a surprise round. In addition, the warlord can designate one of his allies to act in a surprise round, even if they normally would not be able to. A warlord must be at least 2nd level to select this presence.

Taskmaster’s Presence: The warlord is a driving master, be it cruelly with a whip or kindly with encouragement. Allies within 30 feet of the warlord gain the benefits of the Endurance feat and gain a morale bonus on saving throws against fatigue, disease, compulsion effects, and sleep effects equal to the warlord’s initiation modifier. If the warlord is participating in a Craft or Profession check made by one of his allies, he can add his warlord initiation modifier as a morale bonus on that check. A warlord must be at least 5th level to select this presence.

Gladiator’s Presence: The warlord has seen some scraps in his day, and he knows how to inspire his allies through some tough moments too. Allies within 30 feet of the warlord gain a morale bonus on combat maneuver checks and to their CMD equal to the warlord’s initiation modifier. In addition, those allies do not provoke attacks of opportunity when making combat maneuver attempts. A warlord must be at least 9th level to select this presence.

Warleader: The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally's (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord's Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses.

Force of Personality (Ex): At 3rd level, the warlord's forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his Charisma modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his Charisma modifier to his Will save through use of another ability (for example. the paladin's divine grace) he may only add his Charisma modifier once to his Will save.


---------------------
Maneuvers:

Warlord Initiator Level: 6
Max level Maneuvers: 3th

Maneuvers Known 8:
--1st-- 7
Broken Blade: Brawler's Attitude - Gain a +4 bonus on CMB checks to perform an unarmed trip, dirty trick, disarm, or grapple attempt.

Broken Blade: Flurry Strike - Make two quick attacks on a target enemy.

Broken Blade: Shards of Iron Strike - A piercing strike that potentially staggers an opponent with pain.

Veiled Moon: Ghost Hunting Blow - Momentarily grants the disciple's attacks the ghost touch property.

Riven Hourglass: Sands of Time Approach - Your attack may fatigue the target for 1d4 rounds.

Thrashing Dragon: Leaping Dragon - Make an Acrobatics check to jump as a swift action with a +10 bonus.

Golden Lion: Encouraging Roar - For one round, all allies gain a +2 morale bonus to all attacks and damage.

--2nd-- 1
Steel Serpent: Sting of the Asp - Attack that inflicts an additional 1d6 points of damage and 2 points of Strength damage, with an additional 2 points of Strength damage the following round.

Maneuvers Readied 5:
Shards of Iron Strike, Sting of the Asp, Flurry Strike, Encouraging Roar, Sands of Time Approach

Stances Known 3:
Iron Hand Stance - While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator's 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.

Spirit Sensing Stance - While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.


--------------------
Wayward Path:

Alignment: Any

Symbol: A twisting road beneath a crescent moon

Discipline: A Walker of the Wayward Path may trade access to one martial discipline of her choice for access to the Veiled Moon discipline.

Oath: The Wayward Path isn't terribly concerned about the conduct of its members, for the most part, with the exception of one area: their travelogue. When a Walker is inducted into the brotherhood, they're given a travelogue of their own and asked to swear the following oath of membership.

"This book is a record of my travels. I will not falsify the things I've seen and done, though I might exaggerate for the sake of a good story. I won't use this book or the power it gives me to intentionally endanger my fellow Walkers or anyone else, and if I fail in this, let the pages shrivel and die like my worthless honor."

Allegiance Benefit: In addition to access to the Veiled Moon discipline (exchanging a discipline of their choice), Walkers of the Wayward Path gain the benefits of the Endurance feat while they maintain their membership and carry their travelogue on their person. They also gain ownership of one of the Wayward Path's Travelogues, a minor artifact produced by their Grand Library.

Travelogue (Minor Artifact)

Aura strong conjuration and divination CL 20th slot none price - weight N/A

Description This small, leather-bound book is about the size of a personal journal or notebook and can be easily carried in one hand. Though it is possible to use the Travelogue as a normal notebook (and it never seems to run out of pages, though it cannot be used to scribe spells or scrolls), in the hands of a Walker of the Wayward Path it gains magical qualities. Anything written in the travelogue is also recorded in the Grand Library, where the information is stored both as an ongoing narrative collected as a story of that Walker's life and separated out and sorted into its various topics for research purposes. Additionally, once per day, the Walker may concentrate on the book as a swift action and gain the ability to hear and be heard by every other Walker using this function of the travelogue for 1 hour, regardless of distance or planar boundaries. This may not be broken down into smaller increments. At the GM's discretion, this may offer a circumstance bonus to Intelligence-based skill checks if the Walker can ask an expert for advice via the travelogue. Finally, the travelogue acts as an activation key to all portals that lead to the Grand Library, regardless of their normal activation keys.

A Walker of the Wayward Path who violates her oath (see above) loses the benefits of the Endurance feat, as well as access to the additional functions of their travelogue beyond its limitless pages, until they atone by traveling to the Great Library and recording the details of their deception, as well as a formal apology. Repeat offenses are usually met with the deceptive 'member' being barred from the Grand Library and, possibly, killed by some of the less forgiving Walkers.

Destruction The travelogue may be destroyed by writing a blatant falsehood in it, then shelving it in the Grand Library amongst the rest of the collection.

The book comes unbound, then shrivels into dust before blowing away on a phantom wind.

Description: Less of a formal organization and more a club for enthusiasts, the Walkers of the Wayward Path are a martial tradition of travelers, explorers, knights-errant, wanderers, messengers, and other vagabonds that maintain common bonds of fellowship and trust. Any given Walker can induct anyone they like into the organization, provided they're willing to swear the oath (recruitment can take a while at times, as the Walker doing the inviting must go to the Grand Library and request a travelogue for his candidate, whereupon the enchantments of the Library begin to produce one over the course of about a month). In practice the Walkers are somewhat picky about recruits, preferring to choose people who won't spoil the friendly, cooperative atmosphere fostered by the travelogues and their common link to the Grand Library.

With little to unite them other than their love of travel, the Wayward Path doesn't really do goals. However, they do often have some behaviors in common. Members of the Wayward Path are usually known to support roadside inns, shrines, and other houses of rest. They often take it upon themselves to clear the roads and travelways of monsters and other threats to common well-being, and sometimes join or found mercenary bands to do precisely that long-term. Walkers, while somewhat mistrusted as vagabond, are usually welcome in the places that they go and greeted with a warm meal and requests for news from afar.

The other connection that links the Wayward Path together is the Grand Library, an extradimensional space that they had constructed and enchanted at considerable collective expense. The Grand Library collects the biographies of the various Walkers as written in the travelogues, as well as the factual information that gets written down in those travelogues. Its sorceries write and sort the various pieces of information into a staggering collection of knowledge, which the Walkers and any guests they care to invite are free to access. Non-members are permitted access to the Grand Library for a modest 2 GP fee per day, which helps pay the small amounts of overhead still necessary after the layers of enchantments are done with their duties.

Common Tasks: Without any real long-term goals or, in point of fact, leadership, the Wayward Path doesn't really assign tasks. However, there are opportunities for work with, and for, the organization. Walkers will send out calls for volunteers across the travelogues, offering payment or incentives to participate in their latest projects or a tough personal problem. Sometimes a call for rescue will arrive similarly, sent out from a Walker that managed to smuggle their travelogue into a tough situation that they need help getting back out of. Occasionally the Grand Library will broadcast a message requesting an exotic ingredient or reagent to refresh one of its enchantments; the keepers pay generously to any civic-minded Walker that takes the time out to help.

Available Services: The two most prevalent services offered by the Wayward Path to its members are access to the Grand Library and the travelogues, both of which can be a treasure trove of information, research, and conversation. Aside from that, however, the Wayward Path maintains wayhouses on many planes that give free room and board to members (non-members are invited to stay for a nominal fee) and is willing to help with legalities like travel papers or other documentation for members that can travel to the Grand Library for them. Walkers are usually quick to advise each other on where they can acquire unusual goods and services, and sell the same.


--------------------
Description:

Kennen is a little more charismatic than your average Halfling (Friend in Every Town). When he sings, he sings loud. When he meets new people, he's always ready with a joke or a smile. When he fights, he fights hard. Also when he fights, he is more prone to launch himself at the largest, toughest enemy and hope for the best. He grew up in the slums but had a surprisingly happy childhood. At least for a little while. He lost a dear friend when he was young to an accident involving some local bullies. An accident he felt he could have prevented if he was stronger. A strong protective instinct and determination grew in him from this accident. But weapons felt awkward and magic eluded him. Instead, he cultivated his own fighting style, one based around his own strengths.

He eventually grew strong enough to challenge the bullies and win. Then he could take on adult human thieves in the slum. Then he could take on almost any thug in town. He grew extremely adept at weaving through the population centers (Crowd Dodger). When he thought his home safe enough, he moved on, helping out everyone he could in every town he went. Though he helps any he comes across, he is still focused on his own race as their size makes them prime targets for certain nefarious deeds. For that reason, he even joined the Bellflower network for a short time as a rogue agent.


---------------------
Letter of Recommendation:

Letter of Recommendation
Pathfinder: Cyrul the Wanderer
Prospective Talent: Kennen Heartwell
Location: Kintargo, Cheliax
I don't usually find myself in cities, but when I do there is always something exciting to see. This visit was no different. I was re-supplying for my next venture when I came across a not uncommon scene. Some brutish looking fellows were trying to bully some foreigner for coin. I thought I might step in but someone beat me to it. At first I thought it the man's child but he was certainly not dressed as a child. No, it was one of the small, jovial race of halflings. He approached confidently and stepped between the foreigner and the ruffians. They talked for some time, the halfling leading them on and talking circles around them. Finally they could stand no more and attacked. Brilliant maneuver to get them to through the first punch. The people of Cheliax are big on rules. Anyway, from experience, I have not known many halflings to stand at the front of a fight, not at least without a companion. Again, I thought to help. But after the first nearly effortless dodge and retaliation, I held back. It was fascinating to watch. Three grown men versus one halfling and they could not touch him. I could recommend him on battle prowess alone but his attitude aligns with the Pathfinder's quite well. He killed none of them and immediately turned them over to the authorities so he is both merciful and obeys the law. I spoke with him after and found he has journeyed quite far. He is amicable and delight to talk too. He's also written a fair share of his journey in a very odd journal. Apparently he belongs to a non-centralized organization that collects stories like his writeen in the hand of the adventurer themselves. If we could work with him on this we could also expand our own libraries and knowledge base. When I suggested joining he seemed amenable to the services we offer. I think this could be mutually beneficial.

---------------------
Dossier:

Dossier for Kennen Heartwell
Age: 33
Height: 3'
Weight: 33
Eye Color: Green
Hair Color: Brown
Identifying Marks: Bellflower tattoo on the left wrist.
Race: Halfling
Profession: Merchant of well being. (His own words)
Languages Known: Common, Halfling, Dwarven
Recommended By: Cyrul the Wanderer
Personality: Pleasant, Talkative, Trusting (Maybe a little too much), Stubborn, Driven, Free-spirited
Qualifications: (Summary of skills that make you a good Pathfinder candidate) Excellent fighter, regardless of size. Team player with leadership qualities (would need someone to keep him grounded though, prone to being over zealous). Diplomatic. A well-rounded fighter that can work with most. Spent a lot of time in cities so doesn't have a lot experience with monsters but is humble enough to listen to others when he's out of his element.
Biggest Strength: Martial Prowess
Biggest Weakness: Not very cautious.
Known Warrants for Arrest: Assault and theft - Westpool, Cheliax (Stolen property was a halfling slave and assault was a guard that tried to stop the escape. Allowable considering the Lodge's stance on slavery.)
Special Considerations: Walkers of the Wayward Path - extensive library of the adventurers of Walkers. Explorers who might be able to expand our knowledge of certain regions.

---------------------
Appearance:

Kennen was blessed with greater physical abilities. He stands about average height for a halfling but is stockier. His hair is a dark brown and often coiffed to the up and to the side. His eyes are a bright green with wrinkles on the side, evidence of his penchant for smiling and laughing. His complexion is slightly paler than the average wandering halfling, which is to say fairly tan compared to most humans.

It is apparent from his armament that he is built for close-combat. His knees and elbows are padded with leather and metal-capped for striking. His shins, thighs, and forearms are guarded by studded leather pads. He is one of the few halflings people will see that wears shoes consistently but that's because they hide steel-toes. His hands are wrapped in bandage, padded with leather and capped by a solid steel plate over the knuckles. He even wears a heavy headband with a steel plate on it. Every part of the small warriors body is made for striking.

For protection, he wears a mithril shirt, cut sort at the shoulders, leaving his upper arms bare. A single, metal pauldron is strapped to his left shoulder. Over the chainshirt is a green tunic of fine silk and under the studded leather pads is a pair of earth brown pants. Both though can be reversed into darker versions. Kennen only has one body modification, a simple bell shaped-flower tattoo under the bandages of his left hand. He carries little else beyond what fits in his belt pouch, and those are filled with potions for emergencies.