Darius Finch

Lemor's page

22 posts. Alias of Gaurwaith.


Full Name

Lemor

Race

Human

Classes/Levels

Bard 2

Gender

Male

Size

Medium

Age

23

Alignment

NG

Location

Ravengro

Languages

Common, Elven

Strength 14
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Lemor

Equipment:

Capacity for light load with masterwork backpack: 66 lbs; remaining capacity to light load: .85 lbs
Starting money: 1000 gp; Remaining money: 25.4 gp as 2 pp, 5 gp, 3 sp, 10 cp

Combat Equipment, 40.75 lbs, 829.5 gp:
Masterwork Composite +2 Shortbow, 2 lb, 525 gp
25 Arrows, 10 of which are cold iron, 5 of which are alchemical silver, 3.75 lb, 115 sp
Cold Iron Morningstar, 6 lbs, 16 gp
Dagger, 1 lb, 2 gp
Spell Component Pouch, 2 lb, 5 gp
Masterwork Chain Shirt, 25 lbs, 250 gp
Alchemist's Fire, 1 lb, 20 gp
Sling, negligible, free

Non-combat gear, 24.58 lbs, 170.1 gp:
Masterwork Backpack, 4 lbs, 50 gp;
Bedroll; 5 lbs, 1 sp
Blanket; 3 lbs; 5 sp
Trail rations, 1 lb, 5 sp;
Medium filled waterskin, 4 lb, 1 gp;
Traveler’s outfit, 5 lbs, free;
Shaving kit, .5 lbs, 15 sp;
Journal, 1 lb, 10 gp;
String, .5 lbs, 1 cp;
Chalk, 3, negligible, 3 cp;
Charcoal, negligible, 5 sp;
Ink, negligible, 8 gp;
Inkpen, negligible, 1 sp;
Paper, rice, 10 sheets, negligible, 5 sp;
Candles, 3, negligible, 3 cp;
Flint and steel, negligible, 1 gp;
Bells, 3, negligible, 3 gp;
Earplugs, negligible, 3 cp;
Sewing needle, negligible, 5 sp;
Vial, negligible, 1 gp;
Dice, negligible, 1 sp;
Signal Whistle, negligible, 8 sp;
2 pp, 5 gp, 3 sp, 10 cp, .4 lbs, 25.4 gp

Mechanics:

Init +6; Perception +5

Defense

AC 16; Touch 12; Flat-Footed 14; (+4 Armor; +2 Dex)
HP 16 (2d8+4)
Fort +1; Ref +5; Will +3 (+2 trait bonus vs fear; +4 class bonus vs sonic, language dependant, and bardic performance)

Offense

Speed 30 ft
Space 5 ft; Reach 5 ft
Melee +3 Cold Iron Morningstar (1d8+3), +3 Dagger (1d4+2 19-20)
Ranged +4 MWK Composite +2 Shortbow (1d6+2 x3)

Spells Known (CL 2)
1st (3/day, DC 14)—Silent Image, Saving Finale, Grease
0 (at will, DC 13)—Light, Read Magic, Prestidigitation, Detect Magic, Mending

Statistics

Str 14, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 15
Traits: Making Good on Promises; Memorable
Feat: Improved Initiative, Point Blank Shot
Skills:
(Background) 2 Perform (Act) +8 (Versatile Performance: Bluff, Disguise)
(Background) 2 Knowledge (History) +7
1 (5) Knowledge (Planes, Local, Dungeoneering, Religion, Arcana ) +6
2 Diplomacy +8
1 Sense Motive +4
2 Perception +5
1 Stealth +5
1 Use Magic Device +7
1 Spellcraft +5
1 Climb +5
1 Acrobatics +5
1 Sleight of Hand +5
Modifiers: +1 to all Knowledge, Class; Dex and Str -1, ACP

Backstory:

Lemor was born in Riddleport, city of thieves, to two parents of good fortune. Their purses were always full, and they looked after their children with care. Lemor was a canny and intelligent lad who stayed at the edge of trouble, a few quick thoughts and well placed words enough to keep him from harm. He had no difficulty making friends with other children, though he often found he liked their parents better, but he never invited them home. They might have been welcome, but Lemor was afraid. What would they think when they learned that he had grown up with a silver spoon? He was desperate for their approval, and didn't want them to think poorly of him. Better to play with his brothers when he was home, and not invite others.

When Lemor was a boy of five, his oldest brother seven, his parents hired suitable tutors for their children. Lemor had been speaking complete sentences by the time he was two, and showed skill at magic, something none of his siblings could manage. The tutors found him ready to learn practical skills, as well as to study history, something he enjoyed greatly, and recommended that he attend lectures at the Cypherlodge, where local mages congregated to study the great Cyphergate. His parents, aware that he seemed far more intelligent than his brothers, were terrified of him not fulfilling his potential, and pushed him to work hard. They sent him to the Cypherlodge daily, where he found the stern gaze of the mages compelled him not to shirk the assignments they gave him, no matter how unhelpful they might seem. Lemor spent less and less time with his friends and siblings, and more and more time alone. Elvish he found suited his tongue better than common, though no one but the mages spoke it. He learned spells through patience and determination, always able to work harder to get what he wanted. And what did he want? He found the question on his lips regularly, and though others always saw him as driven and purposeful he felt aimless. It was the will of others which his limbs carried out. He began to cut himself when he was alone. Thick, raised scars in the shapes of various symbols he saw at the Cypherlodge still adorn his thighs. I just want to know what I can do, he thought to himself, but more likely it was because of the pressure he felt to excel. After learning the basics of magic, Lemor left for Magnimar with only a small amount of coin, by his standards, hoping to find something he valued enough to work at for his own sake.

And it was in Magnimar that Lemor found the theatre. Lemor loved the first lesson he learned about acting: always know what your character wants. Used to being told he was interested in things in Riddleport, Lemor found it easy to embrace characters distinct from himself. And he loved the way the other actors accepted him, no matter what. He was so used to working hard to earn the acceptance of the Cyphermages that he loved the sense of freedom that gave him, freedom to take emotional risks onstage. To laugh, to shout, to cry, the words written by someone else, but the force behind them entirely his own. And while in Riddleport Lemor might have been ashamed to expose such feelings to others, he found the theatre a wonderful outlet for his emotions. Before coming to Magnimar, Lemor would think twice before speaking, words measured and careful, but now they flowed more freely, and sometimes, when he was in good company, they surprised even him. "I don't think so", he would say, upon being asked he wanted to go to a party. And it was clear that he really meant that he was unsure he wanted too. As he grew older, Lemore became more and more comfortable with the idea of guessing at his own thoughts, as though he were some entity oddly detached from them.

He had, in Magnimar, become somewhat detached from his family. It wasn't that there was any animosity between them, indeed, Lemor still loved his parents, when he remembered them, but he simply hadn't kept up close correspondence. At first they had written at least once a week, but after a few months in Magnimar Lemor decided they should correspond only once a month. When they had been in close correspondence Lemor had been able to ask for money when he needed it, which was quite frequently, but as they wrote less and less he stopped asking. It didn't feel right to him, to write one letter a month asking for money, when they had already sent him so much. He quickly went broke. They might have reassured Lemor had he told them that he was doing poorly, and told him that he could always ask for help, but Lemor had too much pride. And once he had written one letter that didn't ask for help, it became almost a lie, that he was doing well. Lemor didn't want them to think he was a liar, so his debts began to rise.

The same quick wits and well placed words which kept him out of trouble kept his landlord from throwing him out straight away, but it hurt to owe someone and not be able to repay them. Lemor had never owed anyone for long in Riddleport. There was no great sense of desperation, Lemor knew he could always write home, but he never did. Pride prevented that. Or perhaps it was arrogance, for Lemor felt he could earn more money than he was at the theatre. A few different jobs were well within his capacities, and he worked whatever was available. Pruning the trees on a nobleman's estate, feeding and cleaning animals for scientists, whatever paid decently and didn't break his mental preparations for showtime. It wasn't enough. Lemor started working multiple shows at once, hiking across town to go from one theatre to another. Reality became somewhat blurry. But who was he to judge, if the emotions he felt as Lemor were really any more genuine than those he felt as his character? And he knew better than anyone that there is no substitute for hard work. But try as he might, his debts slowly rose.

Then he met Lorimer. The old professor needed a guide to Riddleport, to study the Cyphergate, the artifact of magic both old and powerful which adorned the city's harbour. And he offered good pay. Very good pay. Lemor quickly convinced the professor he was right for the job, and was hired before he'd really decided if he wanted to leave the theatre. He was on a ship the next day, feeling as though he would perform that night, and marveling at that feeling. They stayed with his parents, who Lemor learned he remembered quite well. The professor had paid his debts in Magnimar, and paid Lemor some more in addition, but Lemor now found that he had a different kind of debt. The professor was not like those at the Cypherlodge, or like his parents. He was smarter than many of them, but not nearly so demanding. Lemor found that the professor accepted him even when he made mistakes, accepted him like his fellow actors had. But they had been actors, not exalted academics, and somehow, it felt far better. Lemor always thought the professor paid him too much. But when he was given a day off, Lemor now found he could take it and not feel bad. He still cut himself from time to time, but only out of habit. It felt very different.

When Lormier left the city, Lemor stayed. He formed a theatre troupe, and together they toured the countryside. The better things got for him, the more he felt that he still owed the professor, who had done so much for him. And then he learned of the professor's death, and that he was to journey to Ravengro, a journey he did not ask the others to take with him. The debt was his. Mere days after leaving, Lemor stopped thinking of his days with the troupe, he could still remember them, of course, but he didn't. As he paid inkeeps with a smile and a few coins, he found he cared far more about whether or not they smiled back than the lives of those from his troupe. Perhaps he had spent too much time alone as a child, or perhaps it was his disdain for the past, the misty past which he had never trusted. Lemor didn't know what the future held, either, only that he still owed the professor.

Physical Description:

He walks in the distance, going at a rather fast pace. A faint figure, not very tall, not very short, with broad shoulders and narrow hips. A pack, adorned with blanket and lantern, hangs from his back, but he doesn't look to be weighed down. He does indeed seem to be going quite fast, and with a certain purpose, as though he has a message which must be delivered soon, or wishes to get home in time for supper. At one hip is a bow, sheathed next to a full quiver, and at the other a spiked mace, upon which a hand gently rests. His shirt is white, with buttons and a collar, and over it he wears a black vest, red buttons standing out sharply. Fair hair obscures his face, but as he draws closer it becomes more visible. He is intensely attractive, and speaks softly to himself in the language of the elves. A careful listener or one who speaks the language might determine that the words he speaks occasionally rhyme, and there is a rhythm to the words, which matches the pace of his walk.

A Day in the Life:

It felt good to be back. Lemor had arrived from Magnimar last week, his second time on a boat, this time spent in good company. The professor had an uncanny memory, and was one of the first people Lemor felt safe admitting was smarter than him. They had talked late one night, a rare occasion for Lemor, who was used to spending his time alone, talking about various uses of magic throughout history, how its evolutions had shaped empires and led to their downfall. Thinking about people a long time ago always made Lemor feel human.

Today he had been tasked with finding out one of the Cyphermage's, a man by the name of Phillip Hurst, had been up to. The Cypherlodge not known for being forthcoming with it's secrets, Lorimer had quickly hit a wall. A few words with Grimas the ferryman and Lemor knew when and where to wait for the Cyphermage. After that, learning the man's schedule was as easy as following him. Lemor had come to Shorfa's brothel, sat for a drink, and waited till he went upstairs.

He has been in there quite long, which I suppose is good. Probably doesn't take that long just for the whoring, probably wants a bit of company, which is definitely good for me, more likely to want to talk. I bet I could just go directly to Shorfa, but I bet it'll be cheaper this way. More fun, too, which in all honesty is the real reason I'm doing it, let's not lie. Lemor reminded himself he was alone. Should only be a few more minutes till he leaves he thought, keeping his eyes open for people who might recognize him. Not that there's a problem with me being here, just don't need to talk to anyone right now. There's Phillip now. Lemor quickly took a drink, holding his mug in his face long enough for the man to pass. Bet he won't recognize me, later, though I bet it didn't matter to take that drink. Heh. Didn't matter to drink. Another glance around the room before he downed his drink.

A few minutes later the attractive lady Phillip had gone upstairs with came back down, taking her place at one end of the room. Lemor approached her with a smile, coins jingling in his hand.

Pay you to come upstairs with me? From the tone of his voice, she knew it was a real question. From the tone of his voice, Lemor was sure she wouldn't refuse. She's very pretty he thought to himself, taking her hand.

Upstairs, they sat in a well decorated and very private bedroom, all dark reds and soft sheets. I've not actually come here with the intention of having sex. Lemor began, pausing a moment before taking a seat at the edge of the bed. I mean, you're attractive and I'd definitely go for it if you were interested, but uh...why was I here? Right. Lemor nodded, crossing his legs and laughing quietly as he shook his head. He shrugged at her, noticed that she was smiling, and smiled back. I am here to ask you about your previous client.

Well that is a bold declaration. She sat down in a chair across from Lemor, arms folded. We're generally not supposed to talk about clients, not unless they're already in trouble. Which this fellow is, a little bit. She raisen an eyebrow and smiled, make an offer, and if I'm interested, I'll definitely go for it.

Lemor coughed slightly, then beamed up at her, eyes opened wide. She smiled coyly, winked, and then turned and admired the tapestries lining the walls. I'll make an offer he said, choosing his words carefully, for you. He laughed gently, and she turned to laugh back at him. She's definitely enjoying this I'll have a drink with you, tonight, Lemor said, looking her straight in the eyes, if you like. His words hung in the air for a moment.

Sure. What did you want? She looked straight back, only slightly less charming.

Lemor held her gaze for a second, then broke it, standing up slowly. Give me a minute. He turned around and walked to the other side of the bed, cracking his knuckles and rolling his neck slowly. He smiled at the wall for a long second, then shook his body out, letting his face relax and jumping gently in place.

Turning back around, Lemor sat back on the bed, back now straight, biting his cheeks gently to keep from smiling. Phillip Hurst was just here. Did he talk at all about what he's been working on? Where he spends his days or anything? He's supposed to be in charge of the latest project involving the Cyphergate, I think. Lemor kept his eyes on the girl, her face in sharp focus compared to the wall behind her. She smiled, and it took him a second to smile back, this time much less warmly than before.

He's digging. Well, he's not actually digging, but he's hired some people to do digging. They're at the base of the Cyphergate every day, tunnelling down. It's supposed to be a big round gate that goes underground, but no one has dug up the base of it, so now they are I guess. Lemor's smile bace real and warm once again, and he nodded. He's been complaining that he doesn't get enough sleep, because they only go at night, for secrecy I suppose, or something like that. guess it's not a secret anymore.

Don't worry about it, I'm working for an out of town fellow, we mean no harm. Thanks. Lemor meant it. What's your name?

Liza.

------------------------------------

The sky was still a bright blue, but the sun had sunk below the cliffs surrounding Riddleport almost an hour ago, and in the gloom Lemor was elated. My god, I'm totally amazing he said to himself, knocking on his parents door. Been awhile since I've had these shadows 'round me, feels great. Oh man, do I have the key? He felt in his pocket, fished out the small key and opening the door. Everything goes my way today I guess. He looked up to find the professor about to open the door.

Do you often talk to yourself? Lorimer asked, stepping back to allow Lemor to enter.

Yes, I do indeed. Lemor said, pausing for a moment. I do. No use denying it. Then he entered. They walked back to the kitchen, alone in the house for the present, though a cook would arrive soon. Figured out Phillip's project. He's been digging. Lemor nodded, opening a jar of cookies. Got some decent info, followed up on it, there's a tunnel at the eastern base of the Cyphergate. A bit of security during the day, and they work at night, so it'd be hard to go there directly. Not impossible, but it'd be a pretty huge amount of work, would have to impersonate a guard or something, which I could maybe do. Lemor took a bite of cookie as they headed upstairs.

Well, said the professor, I don't want to put you in excessive danger.

Don't worry about me Lemor said, perhaps a bit too quickly. Neither of them said anything for a moment. Then entered the guest room and sat down on two chairs pulled in front of a desk, an open book laying on its surface. What else are you paying me so much for, right? Easiest thing to do would be to bribe the daytime guard and have a look, if that's what you're interested in.

You don't seem to appreciate the importance of this task, the professor began, but bad things would happen to you if things went poorly and the wrong people found out. I think we might want to try a different approach.

I guess... Lemor trailed off, looking at the book. It was written in a language he couldn't read, but could probably learn in a few months. I don't really have a great sense of risk. Or my own mortality. Probably pride. He looked at the book for a long moment before speaking again.

Did you have something else in mind?

Rules Text of Abilities:

Memorable:
When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.

Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

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.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) 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 Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

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.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.