Lysle 65's page

No posts. Organized Play character for Lysle.


Full Name

Arim Senka

Race

Fetchling

Classes/Levels

Ninja 1

Gender

Male

Size

Medium

Age

26

Special Abilities

Disguise Self 1/day, Shadow Blending, Shadowy Resistance

Alignment

CG

Location

Kintargo

Languages

Common, Draconic, D'ziriak (understanding only, cannot speak), Infernal

Occupation

Thief-taker

Strength 10
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 12
Charisma 16

About Arim Senka

Arim Senka:

Class: Ninja 1
Alignment: CG
Size: Medium
Race: Fetchling
Type:Outsider (native)
Age: 26
Height: 5'10"
Weight: 108lb.
Init: +4; Senses: Perception: +6

Defense:

AC:17 , Touch: 14, Flat-Footed: 13(+3 armor, +4 Dex)
HP: 8
Fort: +0
Ref: +2
Will: +0
Racial:
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Offense:

Speed: 30ft.
Melee: Wakizashi +4 1d6 18-20/x2 P/S Deadly
Dagger +4 1d4 19-20/x2 P/S
Ranged: Dagger +4 1d4 19-20/x2 10ft. P/S
Blowgun +4 1d2 20/x2 20ft. P

Class Abilities:

Racial Abilities:

Skilled:+2 racial bonus on Knowledge (planes) and Stealth checks.
Darkvision:90 feet.
Low-Light Vision:In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Spell-Like Abilities (Sp):A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

Statistics:

Str: 10, Dex: 18(16), Con: 10, Int: 14, Wis: 12(14), Cha: 16(14)
BAB: +0
CMB: 0
CMD: 14
Adventuring Skills: Acrobatics +7{1+3+4-1}, Bluff +7{1+3+3}, Climb +3{1+3-1}, Diplomacy +7{1+3+3}, Disable Device +9{1+3+4+2-1}, Disguise +7{1+3+3}, Escape Artist +7{1+3+4-1}, Perception +7[+6 in daylight(+8/+7 vs traps)]{1+3+2±1(+1)}, Sense Motive +6{1+3+2}, Stealth +10{1+3+4+1+2-1}
Background Skills: Linguistics +6{1+3+2}, Sleight of Hand +9{1+4+3-1+2}
Feats: Weapon Finesse, Gloom Sight
Languages: Common, Draconic, D'ziriak (understanding only, cannot speak), Infernal
Traits: Historian of the Rebellion: You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil
War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond. Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Favored Class Bonus: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness. (.5)

Equipment:

Armor: Studded Leather 20lb.
Weapon: Wakizashi 2lb., Dagger 1lb., Blowgun 1lb.
Gear:
Masterwork thieves' tools 2lb.
Masterwork Backpack 4lb.
Canteen 1lb.
pickpockets' outfit 3lb.

34lb. equipment equals 38lb. light load limit.
Money: 41gp


10-Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1) Arim escaped the plane of shadow and sought refuge on the prime material
2) He was trained in infiltration and assassination by the shadow plane's counterpart to the Guild of Wonders in Shadow Absalom
3) His main weapon is a curved sword strapped diagonally across his back, with the hilt positioned on his right side at roughly waist height.
4) Despite his true calling, he is currently working as a thief-taker
5) Arim cultivates a false persona of boisterous good cheer, all the better to keep his working identity or identities unrecognizable.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) Arim is tired of being made a fool by Ash, and would very much like to capture him.
2) Rather than simply capturing Ash(ley) and turning the catburgler over to the authorities, I think I'd rather turn them into an ally for the rebellion.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Known: Arim Senka is simply another alias he uses to hide out on the material plane with. His true name is Jegan Otaktay.
Unknown: The elusive catburgler Ash is actually Ashley Aulamaxa, member of a minor branch of the famous Aulamaxa noble family and a noted philanthropist of Kintargo

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Arim rents a small room above the shop of a Human cooper named Helmund Boley
2) Arim's has a street-level contact in Rudani Mastu, a tiefling who keeps his ear to the ground for useful rumors
3) Ash Morgan, catburglar extraordinaire and the Moriarty to Arim's Holmes. Ash has thus far eluded capture, much to Arim's frustration.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) First seeing the silver city, standing on the deck of a ship out of Absalom.
2) Arim often squints and blinks more rapidly in sunlight, even if the sun is not particularly bright by normal standards.
3) Arim is compulsively organized; there is a place for everything and everything is in its place. His room over the cooper looks like it was arranged by somebody with OCD.


Personality:

Arim acts very outgoing and extroverted, but while he has many friendly acquaintances, he lacks actual friends. Internally, he is very suspicious of everybody based on his prior work, and doesn't let anybody get too close. He is very dependable, and has something of a reputation for honesty and finishing his contracts...with the exception of Ash's apprehension.

Party Role:

Arim is something of an expert in sneaking around and getting into places where he's not supposed to be. He's useful to the party in that he can do the traditional over-the-wall-sneaky-sneaky brand of infiltration, but he's also effective with disguises and simply walking through the front door like he belongs there. If we decide in the future that one or more assassinations need to happen, he should be very good at that as well (At least he will be at level ten or so). Depending on who else is selected, he may be useful in generating leads and other information, as well. He is essentially a skillmonkey.

Backstory:

Ruled by the Shifting Lady of Ebon Scales, an umbral dragon named Argrinyxia, Shadow Absalom is nothing if not a hotbed of intrigue. A twisted reflection of Absalom, even with less than ten percent of the original's population, it is the largest city on the plane of shadow. Arim doesn't know if he was adopted, abducted, or born to someone who was already a member, but he was trained from a very early age by a secretive organization in the western part of the city. He and his ersatz brothers and sisters were trained in various methods of infiltration via stealth or subterfuge, and combat with a variety of different weapons, of which Arim favored a sword with a wickedly sharp blade and shallow curve. The "family" made it's money by hiring out their services to others involved in intrigues.

It was an exciting life, but also an extremely nervous and lonely one. The Family had no compunctions about hiring out its members to opposing parties, so one could not even trust one's own "siblings". Usually, they were able to work around one another, but sometimes it came to blows...or worse. On his last assignment, he was opposed by a "sister" on her first assignment. Things went sideways fast, and he found himself fighting her near the peak of a penumbral Skyreach. During the fight she slipped, and Arim made the split-second decision to catch her. Faced with the choice of either dropping her to her death and continuing his assignment, or sparing her and failing, he pulled her up and fled into the gloom.

The consequences for failure tended to run on the fatal side of things, so Arim simply left the city. Unable to return home, he only had what possessions he carried, which were his sword and a blowgun. Trading the poison he had been supposed to administer via the blowgun for some coinage in the market, he bought some supplies before beginning his trek. Being a city boy, Arim had no idea where he was going and he failed to buy anywhere near enough food and water, running out after only a few days. Lost and delirious from lack of food and water, what happened next is a jumble in his mind. For some reason, he's positive that there was a dragon, but the fact that he is alive and free, means there probably wasn't one. He remembers waking up though, fully refreshed and on the material plane with no idea how he got there. Not hungry or thirsty, he got up and climbed the nearest hill and beheld the greatest sight he had ever seen: the Silver City. It was huge, and beautiful, and he instantly fell in love with it's soaring towers.

Arim has lived in Kintargo for nearly two years now, and still loves the city. While most non-Chelish take issue with the institution of slavery, Fetchlings were considered merely chattel on his home plane, so it seems pretty standard to Arim. He has managed to eke out a living as a thief-taker, turning his old skills to new purpose. Recent events have put a crimp on his livelihood, however. The declaration of martial law has made his job much more difficult, and the edict banning personal weapons has increased the danger as well. After all, a criminal tends to ignore laws anyway and will be armed in spite of the prohibition while law-abiding citizens, which Arim is, are legally handicapped in defending themselves. Arim is finally going to one of these protests, to hopefully raise this point. He doesn't want anything radical like independence or even for the soldiers to leave, he just wants the ability to do his job unhindered.


Reason to Protest:

To Protest the Government: Thrune’s takeover
of Kintargo is just that—a takeover. Despite the
government’s claims that the new lord-mayor will
only remain as long as the rebellions of the Glorious
Reclamation to the distant southeast continue, you
fear that Barzillai Thrune and martial law might be
here to stay. The time is right to strike a blow against
the oppression and to make the voice of the city
heard, for if Kintargo’s citizens simply roll over and
accept their new lives, restoring the city to its people
will become nearly impossible. You’re planning on
attending the Aria Park protest specifically because
it’s the largest and most organized protest yet, and if
there’s any chance to make your voice heard, it’s now!
You gain a +2 bonus on all Bluff and Intimidate checks
made during the protest itself.