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 About Parvasumilien Imatheu Grivalti10 Minute Background:  Five Concepts
 1. To Parvasumilien gold isn’t the only thing of worth, but it is the scale against which all else is measured. 2. Despite his success and various business interests, he still has a traveling wagon which he feels comfortable operating out of. 3. He is a little vain, he enjoys the finer things in life and doesn’t mind splurging on high quality goods. He changes his clothing, both styles and outfits, often. 4. Part of him is addicted to danger and excitement. He worked for years trading between nations at war and was a freelance agent of the Aspis Consortium for over a decade. 5. He had enemies in Kyonin and parts of his past that he doesn’t feel comfortable talking about. Two Goals
 Two Secrets
 Three Important People
 Three Memories/Quirks/Mannerisms
 Super Brief History:  Parvasumilien Imatheu Grivalti, Parva to friends and Master Grivalti to his business associates, was on a long and winding road before it ultimately led him to the River Kingdoms. Born to a prosperous merchant in Magnimar, Parvasumilien spent his first three decades learning his father’s business and excelling at it. But following the path set out in front of him never quite suited Parva, he wanted to carve out his own form of success rather than just have it handed to him. He purchased a small cart, loaded it up and began traveling. He worked as a traveling merchant for fifty years, most of it spent trekking back and forth between Taldor and Qadira. By no means a safe route, it did guarantee that he was never bored. And despite the constant bad blood between the nations there were always individuals on both sides who were only too happy to pay a little extra for good that the wars made relatively inaccessible. 
 Initially he loved exploring both lands. He spent a considerable amount of time operating in Oppara. He actually attended the Rhapsodic College for several years, though personal entanglements would cause him to abandon his time there before graduating. Over time though he grew frustrated with Qadira’s overbearing restrictions and Taldor’s descent into stagnation and lethargy. He made various connections with some of the most powerful merchants he could meet and found that he appreciated some of the more dangerous sides of his business. For a time he worked as a freelancer for the Aspis Consortium and although he would never join officially he still has connections to the organization to this day. Personally he appreciates their willingness to do whatever it takes to accomplish their goals, it shows a drive and obsession that speaks to Parva. It was the Consortium who arranged his access to Kyonin via Greengold, where he worked for several years out of Omesta, the only gnome settlement in Kyonin. He prefers not to talk of the event that got him expelled from Kyonin with a warning of what would happen should he return. He took a job on a barge plying trade along the Sellen River, which is how he eventually found his way up into the River Kingdoms. He worked the river trade for several years before getting the attention of the nobles of House Lebeda. They recruited him to act as one of their merchants and soon Parva had made something of a name for himself. He found the lengths Rostlanders went to in order to keep up with strange and intricate customs to be entertaining. Anything new was always fun to experience so he was incredibly happy to be exposed to such an interesting and proud culture. When the call to settle the Stolen Lands went out Parva decided that he would go. He was encouraged by House Lebeda, who wanted some kind of representation amongst the potential colonists heading out to reclaim the Stolen Lands. Parvasumilien saw it as a chance to build up something greater than he ever could have dreamed, his own economic empire at the center of a brand new nation. The gnome was delighted to see what awaited him. Crunch:  Parvasumilien Imatheu Grivalti
 Male gnome bard (negotiator) 7 (Pathfinder Player Companion: Champions of Balance) LN Small humanoid (gnome) Init +2; Senses low-light vision; Perception +12 (+14 when used to inspect something within 5 feet) -------------------- Defense -------------------- AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 size) hp 52 (7d8+14) Fort +5, Ref +9, Will +7; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic -------------------- Offense -------------------- Speed 20 ft. Melee mwk longspear +6 (1d6-1/×3) Ranged mwk light crossbow +9 (1d6/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear) Special Attacks bardic performance 22 rounds/day (move action; countersong, distraction, fascinate [DC 19], countersong, inspire competence +3, suggestion [DC 19]) Spell-Like Abilities (CL 7th; concentration +13) . . 1/day—charm person (DC 19), guidance, message, prestidigitation Bard (Negotiator) Spells Known (CL 7th; concentration +13) . . 3rd (2/day)—charm monster (DC 21), good hope . . 2nd (5/day)—allegro[UM], glitterdust (DC 18), hold person (DC 20), invisibility . . 1st (6/day)—charm person (DC 19), ears of the city, heightened awareness[ACG], memory lapse[APG] (DC 19), saving finale[APG] (DC 17) . . 0 (at will)—dancing lights, detect magic, ghost sound (DC 16), mending, prestidigitation, read magic -------------------- Statistics -------------------- Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 22 Base Atk +5; CMB +3; CMD 15 Feats Breadth Of Experience[APG], Craft Wondrous Item, Leadership, Master Of The Ledger, Spell Focus (enchantment) Traits for the money, merchant family Skills Acrobatics +6 (+2 to jump), Appraise +15 (+17 on items valued by weight when using scales, +17 on checks involving small or highly detailed items), Bluff +20 (+22 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Diplomacy +20 (+22 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Disguise +10, Escape Artist +6, Intimidate +13 (+17 in your area of renown while in your vigilante identity, +15 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +14, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +5, Perception +12 (+14 when used to inspect something within 5 feet), Perform (oratory) +10, Profession (merchant) +20, Sense Motive +13 (+13 when using the hunch task vs. anyone of your profession), Sleight of Hand +6, Spellcraft +5, Stealth +10, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Profession (merchant) Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan SQ genial magic, master of rhetoric, rogue talent (claimed turf) Other Gear +2 mithral chain shirt, mwk buckler, mwk light crossbow, mwk longspear, cloak of resistance +2, costume bureau[UI], handy haversack, headband of alluring charisma +4, traveler's any-tool[UE], box of fishing tackle (2 lb), coffee pot[UE], cutting board, wooden (2 lb), everburning torch, fishing pole, simple (1 lb), hammock[UE], heavy wagon[UC], ink, inkpen, journal[UE] (2), knife, cutting (0.5 lb), ladle (0.5 lb), merchant's scale, obsession log[ARG], pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], teapot[UE], tinder packet (0.5 lb), tinker's cap, traveling garden[ACG], tripod, iron (3 lb), heavy horse, heavy horse, heavy horse, heavy horse, 1,508 gp, 2 sp -------------------- Special Abilities -------------------- Bardic Performance (move action, 22 rounds/day) Your performances can create magical effects. Celebrity Discount (Ex): The vigilante’s social identity is popular enough to receive discounts in his area of renown. Whenever he buys an item in his area of renown that costs 500 gp or less, he can buy it at 90% of the market price, rather than the full price. Claimed Turf (Ex) Gain the benefits of renown in a specific community. Genial Magic Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day-charm person, guidance, message Leadership (score 13: 9th; 10/1) You attract loyal companions and devoted followers. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Master of Rhetoric (1/day) Take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check (ranks in). Master of the Ledger (Profession [merchant]) You get a +2 bonus on Appraise checks, a +2 bonus on any one Profession skill, and when dealing with anyone of your profession, you get a +4 bonus on Sense Motive checks when using the hunch task (see the Sense Motive skill). You gain a +1 bonus on a Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. | 
 
	
 
     
     
    