Technic League Hireling

Queshem's page

1,430 posts. Alias of Azih.


Full Name

Queshem Bonuwat

Race

| HP: 56/56 | AC: 23 (16 Tch, 18 Ff) | CMB: 6, CMD: 22| F: +9, R: +9, W: +12 | Init: +9 | Perc: +15, SM: +15

Classes/Levels

| Speed 30ft | Second Judgement 3/3 | Bane 8/8 | Blessed Correction 0/4 | Awaken Discontent 4/4 | Active Conditions: None

Gender

LG Female Human (Bonuwat) Inquisitor of Abadar/Reformation 8

Size

M

Age

27

Alignment

LG

Deity

Abadar

Location

The Shackles/Sargava

Languages

Common, Polyglot, Aquan, Chelaxian

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

About Queshem

Queshem

Infiltrator Inquisitor (Reformation Inquisition) 8
LG Medium Humanoid
STR: 10
DEX: 20(+2 Human bonus +2 ABP 7th)
CON: 12
INT: 14 (+1 increase 4th)
WIS: 18 (+2 ABP 6th)
CHA: 10
Init +9 (+5 dex +4 wis)
Perception +15 (8 rank +4 wis +3 class)

Level up Choices:

All levels FCB +1 HP unless otherwise noted.

Level 1:
Feat: Point-Blank Shot

Level 3:
Feat: Rapid Reload (heavy crossbow)
Bonus Inquisitor Teamwork Feat: Coordinated Shot

Level 4:
Ability Score Increase: Int

Level 5:
Feat Rapid Shot

Level 6:
Bonus Inquisitor Teamwork Feat: Enfilading Fire
Add First Level Spell Known Forced Quiet

Level 7:
Crossbow Master: Reloading as a free action all crossbows.

Choose to enhance Dex ABP
Add First Level Spell
Add Two Third Level Spells
FCB Add One Second Level Spell

Level 8:
FCB Add One Second Level Spell
Add One Thrid Level Sepll

DEFENSE:

AC 23 (6 armor + 1 attune + 5 dex + 1 deflection )
T 16 (-7 armor)
FF 18 (-5 dex)
HP 56 (8 + 5x7 HD + 1x8 Con + 1x5 fcb)

Fort 9 (6 + 1 Con +2 resistance)
Ref 9 (2 + 5 dex +2 resistance)
Will 12 (6 + 4 wis +2 resistance)

Conditional:
+1 against charm and compulsion
reroll at +2 against charm and compulsion if directed to break the law

CMD 22 (10 + 6 BAB + 5 dex +0 str +1 ABP)

OFFENSE:

BAB 6
Speed 30 feet
attuned (+1) heavy underwater crossbow w/bayonet and weapon cord
Ranged
1d20+12;1d10+1 (6 bab +5 dex +1 attune; +1 attune) 120 feet 19-20/2x

Melee
Bayonet 1d20+6;1d6 (6 bab +0 str; 0 str)
dagger 1d20+6;1d4 (similar to above)
light, mace 1d20+6;1d6 (similar to above)
CMB 6 (6 BAB +0 STR)

TRAITS:

Human: Bonus Feat
Human: Extra skill point per level
Religion: Lover of the Law - +1 against charm and compulsion. May reattempt saving throw at +2 if directed to break the law
Regional: Good Folk - +2 bonus on Cha and Charisma checks with creatures that are friendly or helpful

FEATS:

First: Point Blank Shot
Human: Precise Shot

3rd: Rapid Reload (Heavy crossbow)
Bonus Inquisitor Teamwork Feat: Coordinated Shot

5th: Rapid Shot

6th: Bonus Inquisitor Teamwork Feat: Enfilading Fire

7th: Crossbow Mastery. Free action reload.

SKILLS:

Adventuring
acrobatic 2 Rank + 5 (Dex) = 7
bluff* 5 Rank + 0 (Cha) + 3 (Class) + 4 (Guileful Lore) = 12
climb* 4 Rank + 0 (Str) + 3 (Class) = 7
Diplo* 8 Rank + 4 (Wis) + 3 (Class) + 4 (Guileful Lore) = 19
Disable 1 Rank + 5 (Dex) = 6
Disguise* 0
Escape 0
Fly 0
Heal* 1 Rank + 4 (Wis) + 3 (Class) = 8
Int* 8 Rank + 4 (Wis) + 3 (Class) = 15
KN:Arc* 1 Rank + 2 (Int) + 3 (Class) = 6
Kn:Dun* 1 Rank + 2 (Int) + 3 (Class) = 6
Kn:Loc 2 Rank + 2 (Int) = 4
Kn:Nat* 4 Rank + 2 (Int) + 3 (Class) = 9
Kn:Plan* 2 Rank + 2 (Int) + 3 (Class) = 7
Kn:Rel* 5 Rank + 2 (Int) + 3 (Class) = 10
Perception* 8 Rank + 4 (Wis) + 3 (Class) = 15
Ride* 5 (Dex) = 5
Sense Motive* 8 Rank + 4 (Wis) + 3 (Class) = 15
Spellcraft 2 Rank + 2 (Int) + 3 (Class) = 7
Stealth* 2 Rank + 5 (Dex) +3 (Class)= 10
Survival* 2 Rank + 4 (Wis) + 3 (Class) = 9
Swim* 5 Rank + 0 (Str) + 3 (Class) + 1 (Trait) + 2 (MW Tool) = 11
UMD 0
Total 72

Background
appraise 0
Artistry* 0
Kn:Eng 0
Kn:Geo 1 Rank + 2 (Int) = 3
Kn:His 0
Kn:Nob 0
Lore:Pirates* 3 Rank + 2 (Int) + 3 (Class) = 8
Perform (ora)* 6 Rank + 4 (Wis) + 3 (Class) = 13
Prof:Sailor* 6 Rank + 4 (Wis) + 3 (Class) = 13
Sleight 0
Total 16

LANGUAGES:

Common, Polyglot, Aquan, Cheliax

GEAR:

Headband
Shield
Head
Armor: Mithral Breastplate (agile)
Ring
Ring
Shoulder
Neck
Chest
Body
Belt
Wrists
Hands
Feet
Eyes
Weapon: heavy crossbow, underwater, bayonet, weaponcord
Slotless Ioun Torch

Other Weapons
Dagger
Light Mace

Item Category Price paid Weight
Outfit, traveler
Handy Haversack
Mithral Chain shirt
Cross.Hvy/Uw/bay/wc
MW backpack
MW tool swim underwater
Wand-CLW
Ioun torch
acid flask x1
thunderstone x 3
alchemist firex2
caltropsx10
dagger
marblesx10
crossbow boltsx97
cold iron blanchx2
silver blanchx2
ghost salt blanch
mace, light
inquisitor's kit
Familiar Satchel(Key)

1 acid bolt 20 gp
1 barbed bolt 1 gp
20 blunt bolts 1 gp
20 incendiary bolts 5 gp
2 raining bolts 30 gp
2 smoke bolts 10 gp
4 tanglefoot bolts 40 gp
4 tripping botls 50 gp
20 whistling bolts 1 gp

Starting Budget WBL/2 5250
Spent 4538.2
Remaining 712
- 20 Bag Island Bribe.
692
-100 alchemical weapons Bag Island.
592
+1500 starmetal sale
-150 Quent brothel
1942
-158 special bolts
1784

Special Abilities:

Class:
**
Domain: Reformation Inquisition

Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Blessed Correction (Ex): At 4th level, when you make a Diplomacy, Intimidate, or Perform (oratory) check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Awaken Discontent (Su): At 8th level, you can deliver a stirring speech condemning the mistakes of those in power and calling for reform, causing the target of your rhetoric to be affected by charm person with a caster level equal to your inquisitor level and a save DC of 10 + 1/2 your inquisitor level + your Wisdom modifier. You may use this ability a number of times per day equal to your Wisdom modifier.
**

**
Judgment (Su)

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action.

Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Second Judgment (Ex)
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
**

**
Guileful Lore (Ex)

At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

This ability replaces monster lore.
**

**
Misdirection (Sp)

At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).

This power replaces stern gaze.
**

**
Cunning Initiative (Ex)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
**

**
Detect Alignment (Sp)

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
**

**
Forbidden Lore (Ex)

While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

This ability replaces track.
**

Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
**

**
Bane (Su)

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
**

**
Necessary Lies (Su)

An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.

This power replaces discern lies.
**

Spells:

Spells Known

Orision (6)
Create Water
Detect Magic
Read Magic
Sift
Acid Splash
Guidance

Level 1 (5+1 FCB 6th Level)
Bless
Cure Light Wounds
Divine Favor
Expeditious Retreat
Forced Quiet
Litany of Sloth

Level 2 (5) (+1 FCB 7th Level +1 FCB 8th Level)
Calm Emotions
Invisibility
Tongues
Zone of Truth
Blistering Invective
Honeyed Tongue

Level 3 (2)
Channel Vigor
Contagious Zeal
Hunter's Eye

Spells Per Day

Orisions
Unlimited
Level 1 DC 10+1+4=15
4+1=5
Used 0/5
Level 2 DC 10+2+4=16
3+1=4
Used 0/5
Level 3 DC 10+3+4=17
1+1 = 2
Used 0/3

Appearance:

Queshem is a dark skinned Bonuwat of average height and most often has a determined expression on her face. Her long dark hair is usually braided and accentuate her oval face well as they fall to just below shoulder length. She has an easy gait that comes from having spent most of her life on boats and her brown eyes are friendly though they narrow into sharp slits if she thinks she's being taken advantage of. She's not easy to take advantage of.

Personality:

The memories of a happy childhood, the terrible tragedies that ended it, and the years of wandering as a starving refugee, haunt Queshem. She has managed to overcome these memories though and is endlessly grateful for the safety and security that she has found in Absalom and Abadar. A refugee no longer she has built a good life in service to Abadar on the Sea Dragons through a lot of hard work and determination.

This determination is so palpable that it makes her charming in an odd way. She's been able to bring people around to her point of view in the past and even when she doesn't she's been able to find at least some common ground from which everyone can work constructively towards a shared goal. Whether this approach can continue to work in a nation as divided as Sargava and a region as lawless as The Shackles remains to be seen.

Background:

I love Absalom. I love the streets, the congestion, the sounds of haggling and laughter, as peoples from all over the world go about their lives in the greatest city of the world.

It's not home though. Home was a small town in Sargava where my ma and pa had built a good life for me and my sis. Pa fished and Ma sold it in the market. I remember the small shrine to Abadar that my Ma kept clean and venerated daily. I remember it all so vividly. I also remember the day the pirates came raiding. Besmara's bastards out of the Shackles came looting and pillaging when I was just a girl. Destroyed everything. Lost my whole family that day in the terrifying chaos. Pa was out fishing that day so I don't know what happened to him, I do remember Ma and sis being grabbed and taken away. Would have happened to me too if the burning timbers of our house hadn't crashed to the ground knocking me out ...

I woke up soaked through by a cold rain in the ashes of what had been my life. A few of the other scattered refugees found me and carried me along with them. I hadn't really known them before but they're my family now. We wound up in Absalom and I made my way to the temple of Abadar. The law and order he provides is a great comfort to me and I dedicated myself to his service, and got my education in his temple.

With my background it wasn't hard for me to use my credentials and skills to get an apprentice position one of the ships of the Sea Dragons. There's a lot to it, especially if you're an agent of Abadar, you've got to be, not just a good seaman but also a good negotiator and trader to do well. And I, daughter of a fisher and a shopkeep, and a devotee of Abadar, did really well in all those facets. Keeping the Inner Sea safe for trade, for a fair price of course, was a joy but it always felt like something was missing even as I rose through the ranks.

The missing piece came as a letter to the Church of Abadar from the colony of Sargava. Seems they want to move against the murderous 'free' captains of the Shackles. The Justiciars met with the Sea Dragons in our yearly moot at Absalom. One of the captains let me know what was happening as everyone knows the personal... connection I have with Sargava and the Shackles.

I volunteered. The Justiciars interviewed me long and hard and I guess enough in the Sea Dragons and my old classmates vouched for me to convince them that I was the right person for the mission. I dropped by my adoptive family to say my goodbyes; My old captain in the Sea Dragons was compensated for losing a valued crew member; and I've got my own ship now headed to bring some law and order and civilization to the Shackles. Abadar preserve me but the pirates and brigands of the Shackles best believe that I'm coming. One way or the other, by bolt, blade, blather, or bullion, they're going to learn the value of law and order. They're going to learn the name Queshem of The Second Wind

Campaign Concept:
Forced to pay off the pirates of the Shackles in exchange for their services as a naval buffer between them and their former Chelaxian masters, Sargava is barely hanging on as an independent entity. The 'tribute' they pay to the Free Captains is only enough to keep foreign navies at bay and does nothing to protect the naval trade the nation relies on from being harassed and hampered by piracy. These problems along with the restlessness of the oppressed native population has sapped the former colony's treasury and driven it to the brink.

Unable or unwilling to deal with their internal problems, driven to desperation, and taking advantage of the weakness of Cheliax as it is riven by the rebellion of The Glorious Reclamation, the leaders of Sargava decide to try a daring external gambit. They send a message to the Sea Dragons, the organization that policies the naval trade of the Inner Sea with an offer, a letter of marque that would allow the bearer safe harbour and diplomatic ports in areas of Sargavan control while at the same time turning a blind eye on any attacks the marquee might make on the Free Captains and Pirates of the Shackles. In exchange for this free reign and diplomatic immunity the marquee is expected to send a portion of their plunder to the government in Eleder as well as foster enough weakness in the Shackles that the Sargavan navy would be able to swoop in and establish dominance and control over the Shackles, turning them from a beleaguered and impoverished nation into one of Golarion's premier trading and naval powerhouses.

The Sea Dragon that accepts the letter of marque is actually a Sargavan who has a hatred of pirates. The place where the Sea Dragon and now privateer lived was by a pirate raid and the remnants of the shattered family drifted to Absalom where the privateer became a Sea Dragon. The privateer is a native though and is not fond of Sargavan aparthied and racism.

So the privateer has two goals.

One: Act as Sargava's privateer on the seas to weaken and destroy the more chaotic and bloodthirsty elements of the Free Captains and build a coalition of Free Captains that wouldn't mind a more orderly and richer existence as toll collectors for a booming sea trade rather than the chaotic life of preying on the trickle of well defended and wary trading ships that they subsist on now. The aim being to seize control of the Pirate Council.

Two: Use Sargavan diplomatic immunity and free travel within Sargava to build an alliance of rebellious natives and native friendly Chelaxians to force Eleder into a more just form of governance.

Quent Archive:

Unchained Rouge 5
CG Medium Humanoid
STR: 8 DEX: 18 CON: 10 INT: 13 WIS: 12 CHA: 16
Init +6 (4 dex +2 trait)
Perception +9 (5 rank +1 wis +3 class)

Level up Choices
All levels FCB +1 HP unless otherwise noted.
Level 1:
Feat: Two Weapon Fighting

Level 2:
Rogue Talent: Ninja Trick: Wall Climber

Level 3:
Feat: Combat Expertise
Finesse Training Weapon: Dagger

Level 4:
Rogue Talent: Favored Terrain - Urban
Ability Score Increase: Cha

Level 5:
Feat Two Weapon Fient
Rogue's Edge: Perception

DEFENSE

AC 20 (4 armor + 1 attune + 4 dex + 1 deflection )
T 15 (-5 armor)
FF 16 (-4 dex)
HP 33 (8 + 5 + 5 + 5 + 5 + 5 fcb)

Fort 2 (1 +1 resistance)
Ref 9 (4 +4 dex +1 resistance)
Will 3 (1 + 1 wis +1 resistance)

Conditional:

CMD 16 (10 + 3 BAB + 4 dex -1 str)

OFFENSE
BAB 3
Speed 30 feet
attuned (+1) dagger 1d20+8;1d6+5 (3 bab +4 dex +1 attune; 4 dex +1 attune)
dagger 1d20+7;1d6+4 (similar to above)
CMB 2 (3 BAB -1 STR)

TRAITS
Human: Bonus Feat
Human: Extra skill point per level
Religion: Fortified Drinker
Combat: Reactionary

FEATS
First: Two Weapon fighting
Human: Skill Focus (UMD)
Class: Weapon Finesse
3rd: Combat Experties
5th: Two Weapon feint

SKILLS
Ranks Attribute Class Misc Total
Adventuring
acrobatic* 5 4 3 0 12
bluff* 5 3 3 11
climb* 0 -1 0 -1
Diplomacy* 5 3 3 11
Disable* 5 4 3 2 14
Disguise* 3 3 3 9
Escape* 2 4 3 9
Fly 0 4 0 4
Heal 0 1 0 1
Intimi* 0 4 0 4
KN:Arc 0 1 0 1
Kn:Dun* 1 1 3 5
Kn:Loc* 5 1 3 9
Kn:Nat 0 1 0 1
Kn:Plan 0 1 0 1
Kn:Rel 0 1 0 1
Percep* 5 1 3 2 11
Rid 0 4 0 4
Sense Motive* 3 1 3 7
Spell 0 1 0 1
Stealth* 5 4 3 2 14
Survi 0 1 0 2 3
Swim* 1 -1 3 3
UMD* 5 3 3 5 16
Total 50

Background
Appraise* 1 1 3 5
Artistry* 0 0 0
craft:Trap* 0 0 0
Handle Animal 0 0 0
Kn:Eng 0 0 0
Kn:Geo 1 1 0 2 4
Kn:His 0 0 0
Kn:Nob 0 0 0
Lore:Poweful* 2 1 3 6
Perform* 0 4 0 4
Prof:Merc* 1 1 3 5
Prof:Thief* 2 1 3 6
Sleight* 3 4 3 10
Total 10

LANGUAGES
Common, ??

GEAR

Headband
Shield
Head
Armor Mithral shirt
Ring
Ring
Shoulder
Neck
Chest
Body
Belt
Wrists
Hands
Feet
Eyes
Weapon 2X dagger
Slotless Ioun Torch

Other Weapons
Sap

Item Price paid Weight
Outfit, pickpockets 0 3
Handy Haversack 2000 5
mithral shirt 1100 10
2x dagger 4 2
MW backpack 50 4
MW tool for wand use 50 handy haversack
MW thieves tools 100 handy haversack
Wand-Expeditious Retreat 750 0
Ioun torch 75 0
Wand-Disguise Self 750 0
2x clw 100 handy haversack
2x wrist sheaths 10 2
2x alchemist fire 100 handy haversack
10xcaltrops 10 handy haversack
sap 1 handy haversack
10x marbles 1 handy haversack
Hip Flask of decent spirit 1.5 1.5
Scroll of Ant Haul 25 handy haversack

Starting Budget WBL/2 5250
Spent 5127.5
Remaining 123

Special Abilities
Class:
Sneak Attack +3d6

Trapfinding: 1/3 level on Per to locate traps and Disable Device

Finesse Training Weapon Finesse Bonus Feat and Dex to Damage with Daggers

Evasion: No Damage instead of half on successful Reflex Save

Rogue Talents: Wall Climber Ninja Trick, Favored Terrain Urban

Danger Sense: +1 bonuses to Reflex and AC against traps and Per to avoid being surprised by foe

Debilitating Injury Sneak attack can choose to apply AC, attack, or movement penalty

Uncanny Dodge Cannot be caught flat footed. Does not lose Dex to AC if attacker invisible. Does not apply for immobolized or feinted rogue.

Appearance
Lanky and with an easy going smile Quent is a human who seems to wear the city like a skin. His ethinicity is hard to figure out as he's of a hertiage as mixed as befits a metorpolis as diverse as the Asylum stone. His clothing is non descript but the equipment on him definetly marks him as one of the more enterprising of the city's denizens. When he shakes your hand you can feel a callused palm but surprisingly soft fingers.

Personality
Charming would be the first word to describe Quent of Kaer Maga. He makes friends easily and is adept at keeping them despite his thieving inclinations

This is because Quent he keeps his schemes and hustles circumspect even though he is a restless man who works on the wrong side of what most would consider moral . He figures it's hard enough to stay afloat in the currents of Kaer Maga without adding his own waves to the mix. He treads lightly, never takes too much from any one person or place, and keeps his head down.

He concentrates on two things. First improving his skills and Second spending as much of his time with good drink and good cheer in the company of family and friends. What else could he want out of life?

That all changed when the Chelish came of course.

Background
Being a non magical third son of a third son of the Ardoc family means you're pretty much an afterthought even in Bis, the district where the Ardocs rule with an iron fist. Being the third daughter of a third son means you're completely and absolutely beneath notice. That's Zeilara Ardoc. Headstrong, strong willed and a non entity as far as her family is concerned. Left to her own devices she grew up a passionate idealistic woman completely unlike her dour money grubbing clan mates.

What's that got to do with me? Well, unlucky soul that I am, that's the woman I fell in love with. Who am I? Oh right, let me introduce myself. I'm Quent. No last name. Don't really need one. You can call me Quent of Kaer Maga if you really want to be formal about it. I was born to a mercenary ma and a mercanry da lived out in the Warrens. Da passed on about 10 years ago on one of the contracts. My ma retired after that. It's not so bad. I know many who didn't get to spend any time with their fathers let alone the 16 years I got. Still miss him though. My ma, Lucky Drunk bless that bruiser of a woman, grouses that the only thing I got from her was my hair and my eyes. The rest is all da. He wasn't a hefty man just like I'm not. But he was one of the best rangers the merc company had ever had. He did the dirty work behind the lines, and then the front liners like my ma came in and did the rough stuff.

He taught me most of what I know about spotting and sneaking and taking apart traps and the like. I was never as comfortable in the weeds and the trees like he was though. Me, I love the city. The streets, the alleys, the sewers, the towers.

Surprising how much of what I learned from da worked just fine in the middle of the city. Climbing a wall isn't much different from climbing a cliff face after all. And you can hide in a junkyard just as well as you can in the undergrowth. Better even! So as I grew up I left the mercenary life for the thieving life.

It's different! Less structure, Less army nonsense, fewer orders, less dependable work. But I like it. I get to be my own man as much as possible. There's still rules though. You pay your respect to the right people. You don't overstep your bounds.

That's where we come to the Ardocs. When it comes to them in Kaer Maga there's only four possibilites.

One, you don't have anything to do with them. Good for you.
Two, you work with them. That's for the movers and shakers of the city. Not me.
Three, you work for them. That's me.
Four, you're dead.

So with one and two not really not an option for a freelance thief and four not my preference I settled on working for them on a contract basis. In exchange they let me operate in Bis on the folks that aren't quite up to date on their protection money. It's fair enough.

So I'm working, keeping up my contacts, making nice with the right people, getting invited to the right parties, that I ran into Zeilara. Took my breath away the moment I saw her at some wedding reception for some minor hanger ons of the Ardocs. She was arguing with, what I found out later were her parents. She'd moved out to the Bottoms by then, taking up with the Freemen, but she still came back to Bis from time to time cause family is still family. Anyway she was obviously not on good terms with anyone else so it probably wasn't the best idea for me to drink up some courage and chat her up when she was standing to the side being shunned by everyone else. But hey, I'm just a freelance thief myself so it's not exactly a scandal to take up with an estranaged daughter of the Ardocs. Best decision I ever made in my life. I love her, she loves me. I spend a whole lot more time in the Bottoms than I ever did before and attending some deathly dull meetings on how terrible slavery is a small price to pay to be with her.

Now don't get me wrong I hate slavery. Cayden Caelian turn all my spirits sour if I don't. But it's not something I tried to think about. Can't save everyone after all. But... to do something for Zeilara and to ease my own conscience a bit I started doing some work on the side for the Freemen. Sabotaging some slavers, picking some locks to help some halflings escape. Easy stuff like that. Nothing to do with the Ardocs and everything's okay.

And that's how it would have kept going. Helping a few people escape to live better lives here and there to make Milani and Cayden happy and for the sake of my love and my soul while working on other stuff to save up enough coin to retire to a decent place maybe in Oriat.. maybe even Highside.

But the Chelish came and ruined all of that. Kaera Maga aint' the same under the infernal Hell Knights. The Freemen got some of the worst of it. Thank the drunk and the everbloom that Zeilara's safe.

But.. I don't think I can just sit back any longer. My ma and my love hate the devils and that's reason enough for me to do

more than just get by. I know people. I can get things done. So I think it's finally time to start making some waves of my own.