Fey

Mishap "Hap" Laronal's page

5 posts. Alias of Orannis.


Full Name

Mishap "Hap" Laronal

Race

Half-Elf

Classes/Levels

Unchained Rogue (Eldritch Scoundrel) 1 | HP [10/10] | AC 13, Touch 13, Flat-Footed 10 | Fort +2 (+2 vs. Poisons), Ref +5, Will +3 (+2 vs. Enchantment) | Low-Light Vision, Darkvision 60', Perception +7 (+8 Traps) | Initiative +3

Gender

Male

Size

Medium

Age

24

Alignment

Neutral Good

Deity

Gozreh

Languages

Common, Elven, Polyglot, Draconic, Undercommon, Aklo

Strength 10
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Mishap "Hap" Laronal

Mishap "Hap" Laronal
Class: Unchained Rogue (Eldritch Scoundrel) VMC: Magus
Race: Half-Drow
Deity: Gozreh
Alignment: Neutral
Age: 24
Height: 5'9"
Weight: 135lbs

Appearance:

Hap is a bit on the shorter side for a Half-Elf, and while not possessing much in the way of muscle mass he is fairly fit. His inherited Drow features are thankfully somewhat faint (most notably his lack of white hair) but the casual observer can tell he's no typical Half-Elf, and those with any familiarity with the Drow can place his heritage with some scrutiny. A small, somewhat crude tattoo of Gozreh's holy symbol adorns the back of his right hand. Beyond that, his features are rather plain.

Hap is given to wearing comfortable, loose-fitting clothes (mostly so it's easier to pocket things) and practical boots. He wears no armor, even while adventuring. When out in the field he sports a finely made backpack carrying the various tools of the trade. A cestus on each hand dispels any notion he is foolish enough to go completely unarmed. He is virtually never seen without his spellbook.

Personality:

Hap tends to be sarcastic and combative, though rarely ever mean. In truth, he would very much like to make and have friends but his upbringing has left him largely bereft of people skills. The trait that most often manages to endear him to others is his sharp wit and well-developed sense of humor, though when his frustrated or upset his good-natured jokes slide into snide sarcasm.

Hap has not even remotely shaken his pickpocket's habits, and will often palm interesting things he finds unattended. He outwardly espouses pragmatic action in most things but inwardly tends toward overconfidence, evidenced by the subtle boast of favoring weapons that actively hinder his thieving skills.

Background:

Hap's parents were both adventurers. His mother was a Half-Elf sneak-thief and treasure hunter, and a bit of a ne'er-do-well. His father was a Half-Drow cleric of Gozreh liberated from slavery by Hap's mother's adventuring band. Joining up with the adventuring party, it was not long before Hap's parents began what would be a long, tumultuous, and ultimately failed relationship.

Hap was born while the relationship was still relatively strong, and his name -Mishap- was intended as a wry testament to the increasingly outsider nature of the burgeoning family. The relationship disintegrated when Hap was a toddler, and while the breakup was not particularly acrimonious both parties agreed it was best the two never see each other again and that the child would fare best under the care of his mother.

Needing to find some place where a quarter-Drow child could grow up with a minimal likelihood of being despised out of hand, Hap's mother moved them to Ilizmagorti. Having some professional contacts there she semi-retired to raise Hap, supporting them with the occasional job.

Hap's mother was ill-equipped for parenthood and while parent and child's relationship was not hateful by any stretch, it was strained. His mother knew no trade other than adventuring and thievery, and so these were the skills she passed on to Hap. He proved to have inherited much of this mother's finesse, of which she was proud. Though she was worried by his proclivity for pickpocketing: law was lax in Ilizmagorti, but snatch the wrong purse and you could wind up on the wrong end of an assassin's blade.

When his mother began teaching him the smattering of magic she knew, something finally clicked between them. Hap's hunger for learning the arcane quickly outstripped his mother's meager abilities with it and she ultimately paid to apprentice him to a local street mage. This tutelage only lasted a couple years, as the mage eventually grew to find the boy's constant trouble-making not worth what he was being paid to teach him, but by then Hap had learned enough to continue his studies on his own. It was during his arcane studies that Hap also discovered his knack for languages: he learned them easily, and he found deciphering tongues unknown to him kept his mind sharp.

It was through his acquisition of languages that he first tried to develop a connection to the father he would likely never meet when he taught himself the language of the Darklands with whatever texts he could buy or steal. Hap's mother was less than thrilled he'd chosen this avenue, but recognized the boy's need for some sort of identification with the paternal half of his parentage so she taught him the bits and pieces she could remember of his father's faith.

Hap's mother was largely agnostic, so faith was something the two rarely discussed. At first it made discussions of Hap's father's religion a bit odd, but as his mother could only recall the very basic tenants of Gozreh's faith this instruction soon turned to what were essentially "nature walks": a day or two outside of the boarders of the city. While Hap learned little of practical nature skills, he found the business of "running, jumping, climbing trees" a refreshing change of pace and began to feel a somewhat strong, if poorly educated, connection to his father's faith. Enough so that he got a simple tattoo of Gozreh's holy symbol, a dripping leaf, on his right hand.

Having reached adulthood and his skillset coming into it's own. Hap has decided to make a place for himself in the world by following in his mother's footsteps as an adventurer. While not relishing Hap putting himself in danger, Hap's mother holds no illusions that she prepared him for anything else in life and is largely supportive. Their goodbyes were short and matter-of-fact, the parent and child still finding it difficult to express themselves to one another even after 24 years.

Hap boarded the Jenivere figuring he would to best sticking to what he knew, the outskirts of regular society, and Sargava seemed like a place where someone of his diverse talents could make their fortune. He's also considered signing on with Captain Kovac as part of the Jenivere's crew, but hasn't had much luck selling himself to the man. Hap also found himself somewhat taken with the redheaded woman, Sasha, who boarded with him in Ilizmagorti. A handful of very inept attempts to flirt with her have gone poorly. With two failed attempts to ingratiate himself with population of the ship, he's grown somewhat dour and has largely been keeping to himself.

Stats:

Str. 10 (+0)
Dex. 16 (+3)
Con. 14 (+2)
Int. 16 (+3)
Wis. 12 (+1)
Cha. 8 (-1)

Offense:

BAB: +0
CMB: +0
Initiative: +3
Movement: 30’

Cestus +3, 1d4, crit 19-20(x2), Bludgeoning or Piercing, -2 on skill checks requiring precision.

Cestus +1/+1, 1d4, crit 19-20(x2), Bludgeoning or Piercing, -2 on skill checks requiring precision.

Jolt +3, 1d3, crit 20(x2), 30, Electricity, Ranged Touch

Defense:

HP: 10
AC: 13 (Touch 13, Flat-Footed 10)
CMD: 13
Fort. +2 (+2 vs. Poisons)
Ref. +5
Will. +3 (+2 vs. Enchantment Spells and effects)

Immune: Spider Vine Poison

Armor/Shield:

None

Feats:

Two-Weapon Fighting
Weapon Finesse

Skills:

(1)Acrobatics +7
(1)Climb +4
(1)Disable Device +8 (+6 wearing Cestus)
(1)Perception +7 (+8 for Traps)
(1)Spellcraft +7
(1)Stealth +7
(1)Swim +6

Background Skills:

(1)Linguistics +7
(1)Sleight of Hand +7 (+5 wearing Cestus)

Traits:

Boarded In Mediogalti: +2 saves vs. Poison. Immunity to Spider Vine Poison.

Strong Swimmer: +2 on Swim checks. Can hold breath for two additional rounds.

Class Abilities:

Favored Class Bonus: +1/6 extra Rogue Talent/Level

Proficiencies: Simiple Weapons, Hand Crossbow, Rapier, Sap, Short Sword, Short Bow. No armor, no shields.

Finesse Training: Receive Weapon Finesse as a bonus feat.

Trapfinding: +1/2 Level (minimum +1) on Disable Device checks and on Perception checks to find traps. May disarm magical traps.

Racial Abilities:

Elven Immunities: Immune to magical Sleep effects. +2 bonus on saves vs. Enchantment spells and effects.

Dual-Minded: +2 bonus on Will saving throws.

Keen Senses: +2 bonus on Perception checks.

Low-Light Vision: Can see twice as far as humans in dim light.

Elf Blood: Count as both Elf and Human for any effect related to race.

Darkvision: 60'

Spells:

Spells Memorized:

0-Level(At will, DC 13)

Detect Magic
Jolt
Mage Hand

1st Level(2/day, DC 14)

Color Spray
Thunderstomp

Spells In Spellbook:

0-Level

All

1st Level

Color Spray
Mage Armor
Ray of Sickening
Shocking Grasp
Snowball
Thunderstomp

Languages:

Common, Elven, Polyglot, Draconic, Undercommon, Aklo

Gear:

Cestus x2
Pickpocket's Outfit
Mwk. Backpack
Waterskin
Belt Pouch
Spellbook
Bedroll
Rope, Silk (50')
Grappling Hook
Thieves' Tools
Small Steel Mirror
Mess Kit
Trail Rations x5

PP:
GP: 24
SP: 2
CP:

Weight Carried: 38lbs (Light Load)

(Masterwork Backpack provides +1 effective Str. for determining carrying capacity.)

Light Load: Up to 38lbs
Medium Load: 39lbs - 76lbs
Heavy Load: 77lbs - 115lbs

Character Development Map:

1: Two-Weapon Fighting, Weapon Finesse(b)
4: Combat Trick, Improved Initiative(b), +1 Dex
5: Accomplished Sneak Attacker, Rogue's Edge: Disable Device
6: Resiliency
7: Familiar
8: Certainty, +1 Dex
9: Extra Arcana, Hasted Assault
10: Rogue's Edge: ???
12: Double Debilitation, Dispelling Attack, +1 Int
13: Accomplished Sneak Atttacker
14:
15: