Rat grew up in Cheliax - unfortunately, considering the fact that they are neither Chelaxian in ancestry, nor were they ever rich enough to pretend that they belonged there. In fact, they spent most of their childhood narrowly dodging slavery (or worse), and learning by necessity how to use whatever they had at their disposal to survive. In Rat's case, this meant their quick tongue and sharp wit, and they learned how to talk their way out of a situation - how to find out what a person wants, how to use that to their advantage, and how to obscure their own truth. They learned quickly, too, and before long, it had gone far beyond just being their method of survival. Rat had found a real, true talent, and it would just be such a waste not to use it. They began their network young, building a collection of people across the city who owed them favors or whose secrets they had uncovered, people they could count on to lend a hand when they time was needed. Anything they could use to try and get a leg up.
It wasn't long after they started that they discovered their magical talents. Not all of their attempts to add someone to their network worked out, and when one prospective victim attacked them, Rat was unable to fight back. They'd never been very strong, or even quick enough to avoid the attack, and there wasn't anything they could do. They clawed at the attacker's face, hoping they could at least manage some tiny, insignificant amount of damage, anything that might prove that they at least tried to fight back. To their surprise, rather than some insignificant scratches across someone's cheek, Rat's hand drained the life from their skin as soon as they made contact.
They didn't stop.
Rat didn't know what they were doing, but that didn't stop them from holding the contact for as long as they could - until the magic ran out, or their attacker was dead, and they didn't care which. Either way, it lasted long enough to get them out of the fight and out of sight, leaving the body behind them without a second thought to who they might have just killed. Rat didn't really stop running after that, either. They left Egorian, without much by way of a plan - but with a burning curiosity and drive to learn the limits of their newfound abilities, and the realization that the means to actually achieve the levels of wealth and power that had fueled their envy for most of their life was well within their grasp.
It hasn't been long since then, and they've learned how to use their gifts now. They've been travelling in the meantime, working as a smuggler and waiting for an opportunity to arise that they might be able to follow to what they believe is deserved wealth and glory. Now, with rumors of adventurers being sent into the River Kingdom, Rat is sure that this is the opportunity they have been waiting for.
Description:
Rat is of fairly average human height, and they have a slim, lithe build. They're dark in color, from brown skin and eyes to black, short-cropped hair, and they favor clothes that lend a little towards the ostentatious - they may not be one of the richest people in the world yet, but if they can afford to dress nicely, you'll pry that luxury out of their cold, dead hands. Their expression, when left to their own devices, is stern and almost stoic, though, if there's something they can stand to gain from it, they can be as light-hearted and friendly as anyone.
STATISTICS Str 9, Dex 12, Con 10, Int 15, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 10
Feats Persuasive, Skill Focus (Diplomacy), Conceal Magic (Hidden Magic revelation)
Skills Appraise +3, Bluff +8, Diplomacy +13, Intimidate +6, Knowledge (Local) +3, Sense Motive +5, Sleight of Hand +3
Languages Common, Varisian, Infernal
Traits Dealmaker (1/week, treat settlement as one category larger for buying/selling items), Friends in Low Places (in slums, gathering info takes 1d2 hours rather than 1d4. Poor NPCs start one step closer to helpful.)
Oracle Abilities:
Curse: Legalistic Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Mystery Intrigue
Revelation 1 Hidden Magic (grants Conceal Magic as a bonus feat, does not need to meet prerequisites.