About Lershoth SholmeBackground:
Left in Onóir by unknown parents, Lershoth lived in a small orphanage for a time, readily bullied by the other children and (somewhat) feared by the owners for his Infernal Heritage. Lershoth taught himself to read at a young age, and soon the books of the orphanage would become his escape from this wretched life.
Lershoth does not remember much from his childhood; he remembers the many books he spent time studying, the tales they held were his family, and the knowledge his friends. He also remembers the day that everything changed. Lershoth, at age 8, was in his usual location in the basement of the orphanage. The other children feared the darkness below, and with supplies strained from the battles with the Giants, even basic things such as candles were in short supply. So the young Tiefling naturally took to a place where the darkness protected him from the insults of the children and the uneasy looks from the adults. He had been rereading a favorite tail of his, a story of a war that was waged between 5 kingdoms, where political turmoil marked the stories as much as brave knights, and powerful wizards. As he was reading he heard a cacophony of noise above him, several thudding footsteps could be heard, which were much too blunt sounding for the small children or even the adults. Naturally curious, Lershoth rose up the stairs to investigate. As he poked his head out into the hallway he saw several men in armor instructing the children to gather what belongings they had and then ushering them out the door. Lershoth at first did not know what to do until a soldier with a sharp face grabbed him, and told him to hurry with the rest of the children. Lershoth gathered what few things he had, and a favorite book, and then hurried out with the rest of the children. As the approached the entrance to the caverns, the last thing he remembered hearing before going underground was a mighty screech which pierced the air. During the first several weeks Lershoth did not know what to do with himself, the caves were packed and he was stuck among people who he could not escape from. The rest of the orphanage had little interest in him and he was left on his own. Eventually a young girl and her father, the soldier he had seen before, approached him and asked if he would like to stay with them, seeing no other choice the Tiefling agreed. He later learned their names, Charlotte and Garrot. After a few weeks, as order took over the place and children were instructed to begin studies, Lershoth found himself happy for the first time in his life. He had a family, of sorts, and was being offered teachers of various subjects to learn more than he ever he could have at the orphanage. After some initial distrust, Charlotte and Lershoth became friends, with Charlot being the first child who showed curiosity at Lershoth's "unique" features, and found his lack of knowledge over basic social etiquette to be amusing. The first few years of his life in the caverns, despite the conditions were truly some of Lershoth's happiest. The world is a cruel place, and this happiness was only fleeting. Garrot became sick and eventually passed, devastating both Lershoth and Charlotte. Charlotte, with the loss of her father closed herself off from Lershoth, and focus on her studies, training to become a doctor. Lershoth decided that she was right and the time was to focus, and he too dedicated himself completely to learning as much as possible. Between his natural talents and his obsession, Lershoth become knowledgeable and adept at many subjects and skills. One of the teachers, a lady named Felicia, the area's resident alchemist, took interest in Lershoths almost obsessive nature, taking him under to learn the secrets of Alchemy. Felicia was a tough instructor, focusing on their relationship as master and student, and taught Lershoth the basics of philosophy and logic, allowing him to use his natural cunning rather than charisma to rule the day with debates. But, as it is said, the world is a cruel place, and she too eventually passed. During the remaining years, and up until the present, Lershoth has continued to hone his talents. He obsessives over knowledge, constantly seeking out answers in the forms of pre-recorded knowledge (books+instructors) when applicable, running his own experiments, and digging around the extents of the caverns to find answers. 15 years have passed since they had been stuck in the caves, no answer had been found yet to the problems of the mist, it is to this that Lershoth has his mind currently set on, puzzling over a way to safely leave their prison. Personality and Appearance:
Lershoth is a quiet person with an analytical mind. He does not believe in the idealist fantasies that others might pursue, this world is a cruel place and if one wants to survive you must face the facts and approach them with cold rationale. He believes the answer to any problem can be found with the right application of logic.
This is not to say the Lershoth does not appreciate the company of others, when they are not distracting him from his studies/projects, it is only natural that after spending 15 years and losing so many that even a quiet Tiefling like himself eventually grows bonds with others. He does keep others at a distance, the loss of Garrot and the distancing of Charlotte have left a certain hesitancy in his mind. Why grow close to others when that closeness will only bring pain and sorrow eventually. Lershoth is insatiably curious though, and if one can see past his cold exterior they will find a troubled young man who wants nothing more to learn and to use that knowledge to solve problems. A man who might be able to learn to trust others as more than just acquaintances and possibly even make friends. Deep down, even if he will not admit to it, he wants nothing more than to make amends with Charlotte, and resume the bond they had forged many years ago. When it comes to decision making Lershoth is not above doing what it takes to make ends meet. One does not have the luxury of always following the high road if they hope to survive, sometimes less than tasteful actions have to be taken in order to insure that success is met. If the ends justify the means, then so be it. Appearance
Clothing wise he wares a somewhat modified Artisan Outfit, with many pockets and loops to attach equipment to. It is very much an item of efficiency and not style. He also carries a cloak which he uses to conceal his tail when engaging in social occasions along with a wide brimmed hat to hide his "mini-horns". He also has a set of studded leather armor that he wears on top for protection. Defense and Offense:
Defense HP=30 AC=18, Touch=14, Flat-Footed=14 CMD=18 Fort=+3, Reflex=+8, Will=+4 (+2 vs Illusion Spells or Spell-Like Abilities) Resistances= Fire:5 Offense
Skills:
Adventuring Skills Acrobatics= +8 Bluff= +10 Climb= +4 Diplomacy= +11 Disable Device= +12 Heal= +4 KN Arcana= +9 KN Dungeoneering= +10 KN Local= +10 KN Nature= +9 KN Planes= +9 KN Religion= +9 Perception= +11 (+13 vs Traps) Sense Motive= +11 Spellcraft= +8 Stealth= +12 Use Magic Device= +10 Background Skills
Class Features & other Abilities:
Class Features 1) Alchemy 1) Inspiration (6/Day) 1) Trapfinding (+2) 2) Ceaseless Observation 3) Infusion Discovery 3) Keen Recollection 3) Trap Sense (+1) 4) Unfailing Logic (+2) 4) Studied Combat (+2, 4 rounds) 4) Studied Strike (+1d6) Racial Abilities
Feats & Traits:
Feats 1) Weapon Finesse 3) Two-Weapon Fighting Traits:
Student of Philosophy: Can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (Was trained in a philosophical tradition and learned to use logic and reason to persuade others.)
Extracts Known/Prepared:
Extracts Known 1st Level: Cure Light Wounds, Comprehend Languages, Detect Secret Doors, Reduce Person, Crafter's Fortune, Monkey Fish, Shield, Heightened Awareness 2nd Level:
Extracts Prepared
Equipment:
Investigator Kit+Thieves Tools Formula Book Artisans Outfit (w/cloak+hat) Shortswords x2 Shortbow w/ 20 Arrows Studded Leather Armor Key from dead Orc
Active Effects:
Heightened Awareness |