Master Historian

Parvasumilien Imatheu Grivalti's page

3 posts. Alias of TheUnthinker.


Full Name

Parvasumilien Imatheu Grivalti

Race

Gnome

Classes/Levels

Bard [Negotiator, Studious Librarian]

Gender

Male

Size

Small

Age

134

Alignment

LN

Deity

Abadar

Languages

Common, Draconic, Dwarven, Elven, Gnome, Sylvan

Strength 9
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 22

About Parvasumilien Imatheu Grivalti

10 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
Character’s Goal - Control a merchant empire, have his hands in dozens of businesses and enterprises. Make a trade nation that rivals the likes of Absalom or Katapesh.
Player’s Goal - I mean it's essentially the same goal but I would love to get to play around with the personal building downtime rules. I just got involved in a game that uses them, a PC I control owns a coffee shop and its actually amazingly fun. I left a decent chunk of gold unallocated specifically to spend on a business as soon as possible.

Two Secrets
Known - He has a son living back in Kyonin. He regrets their separation and wishes he could see how he is growing up. Part of what drives him is trying to create a nation where his son could come and live and be proud of his father’s accomplishments.
Unknown - Someone in one of Brevoy’s royal houses has hired assassins to attempt to murder him and sever his connections both to the growing nation and to House Lebeda who sponsored him.

Three Important People
Ethumorion - His son living in Kyonin. He was on his way to becoming an accomplished engineer when Parvasumilien was expelled from the country with threats on his life should he return. He hasn’t seen his son since but misses him.
Davik Scrivani - A brilliant young man who is one of the only people Parvasumilien trusts to look over his books. An accomplished accountant and brilliant investigator he helps keep Parvasumilien’s many business interests running smoothly.
Fiona Lewin - A merchant who Parvasumilien has outmaneuvered for years to gain an advantage on. It was between the two of them for who House Lebeda would sponsor on the trek to the Stolen Lands and Parvasumilien won out. She is not without significant resources and influence though and she wants what her rival has managed to gain.

Three Memories/Quirks/Mannerisms
1. He collects stones, rocks and gemstones. Some are worth quite a lot of money but others are seemingly worthless. He finds or buys them to commemorate occasions. The first ruby he ever earned in Qadira and a white stone from the river by his home in Kyonin where his son was born are both important parts of his collection.
2. He can appear messy but seems to thrive on an organized chaos. He always seems to know where things are when he needs them as if his eclectic organization makes sense to him and him alone. Conversely he cant stand "real mess", making liberal use of prestidigitation to keep himself clean and presentable.
3. He is always wearing either gloves or a veil, this is part of his practice as a worshiper of Ng the Lord of the Crossroads, a fey Eldest.

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)
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.