Lem

Ravin Thornfable's page

126 posts. Alias of Tilnar.


About Ravin Thornfable

Ravin Thornfable
Male Halfling Bard (Court Bard) 2
NG Small Humanoid (Halfling)
Init: +3, Senses: Perception +6
Languages: Common, Draconic, Halfling, Goblin
Deity: Picoperi (Merrygleam)
Age: 24 Birthday: 6 Desnus
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DESCRIPTION/BACKGROUND
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Tall and rakish (by halfling standards at least) Ravin stands just over 3'2" tall and has a slender, slight build, making him appear almost gnomish. His complexion is slightly paler than the halfling norm, his skin the colour of light oak, with a dusting of cinnamon freckles. The paleness of his complexion contrasts with his deep eyes, the colour of polished sapphires. His thin build extends to his facial features, with high, almost elfin, cheekbones with a single dimple on the left side, a small pointed nose and a pointed chin. He wears his strawberry blond hair cropped short in the back, with his bangs grown out and brushed behind his pointed ears, with a single braid hanging down next to his left eye. He keeps his bright-green shirt with billowing sleeves and high collar and his deep violet cloak as immaculately clean as his hair.

History:

Ravin was born in Korvosa, the son of Irlana, a Chelish sorceress who'd escaped Chelish slavery by hiding on a cargo ship to Korvosa from Corentyn. His father, Miro, was a con man of the Cerulean Society and a Bellflower tiller, one who helped escaped halflings find a safe place to lose themselves in Korvosa, away from the Hellknights and the other dangerous trappings of "Little Cheliax". Irlana was taken by the young rogue who helped her set up her new life, and began a relationship with him, being caught up in the romance of it all. She set herself up with a small magic shop, and was initially able to get herself established almost entirely by taking commissions for the Society.
Ravin grew up near the docks of Old Korvosa amongst the families of halfling sailors, with the time away at sea being the perfect cover for his father's long cons. On the rare occasions that he was home, Miro would regale the boy with the fantastical stories of his adventures and schemes, spoiling the child with his newfound coin, buying him little gifts and trinkets. Ravin wasn't the most popular child in his neighbourhood, being considered a spoiled "rich" kid -- at least by the standards of fishermen and cargohands. To compensate, Ravin was a bit of a braggart, telling tales of his father's connections and his mother's great magical prowess and how she'd passed her bloodline onto him... and how he would use his magic and connections to punish the unwashed kids who pushed him around..
This behaviour led to Ravin getting into a fight when he was 8 when an older boy challenged him to use that magic to stop him. His mother, scared for her son's safety, moved them into an apartment nearer her shop in the Midlands and enrolled the boy in the bardic college, filling his days and trying to give his imagination a better outlet. She also told Miro that he could no longer see the boy, as he was clearly a bad influence. She stopped taking Cerulean commissions and instead dedicated herself to spending more time with him, telling him stories about her old life and the harsh realities of being a halfling in Cheliax. All in all, these changes in his life suited Ravin well, he was delighted for the extra attention, enjoyed living in a better neighbourhood and attending school where his fellow students were more appreciative of his imagination. More that that, htough, he was was pleased to hear tales - both at home and at school - of people overcoming challenging circumstances, or real darkness, and becoming heroes. These tales were just fuel for his already active imagination.
Unfortunately for Irlana, Miro didn't comply with her wishes -- frequently convincing his son to skip out on his lessons, taking him up into the Shingles, instead -- showing him a whole different side of Korvosa, while being sure his mother wouldn't find them. It was on one of these outings when he was thirteen that Ravin met a young Half-Orc named Sakor the son of another member of the Cerulean Society with dreams of overcoming all the prejudices and joining the Sable Company. Something about hearing these big dreams resonated with Ravin, reminding him of the stories he loved the most, and the unlikely pair became best friends.
Together, Sakor and Ravin explored the city -- generally avoiding getting into too much trouble due to the combination of Ravin's quick tongue and Sakor's strong fists. It was during this time that Ravin saw Korvosa for what it really was -- how it could crush the dreams out of its people, how it seemed to thrive on the notion of a permanent underclass. Worse, he began to see the signs of how "Little Cheliax" still clung not only to simply Chelish traditions like summoning Imps at the Academae, and maintaining order with Hellknights -- but to Chelish values as well. ...even if the slaves here were called servants, at least officially. He realized that the stories and civilization in which he'd been raised were, in far too many cases, simply a thin veneer that the entitled could wrap themselves in to protect themselves... and, worse, that too many people of the city here all to happy to have be wrapped around their eyes and blind them from the realities.
Still, despite his terrible attendance record, and the growing disillusionment that caused him to turn even the greatest of oratories into wry satire, Ravin managed to complete his formal education and graduate. His mother, now generally serving a higher class of clientele was able to use her contacts to get her son a few commissions, working for various lesser houses of the Dock Families, trying to cement his place in society. Ravin generally enjoyed the wine more than the company on these occasions, and his performances were generally acerbic and critical of the noble's hypocrisy, riding a very fine edge and stopping just a hair's breadth short of insulting his hosts, the Peerage Review, the King and his wife.... until the day he'd learned that Sakor had been killed.
His friend had pursued his dreams, and while a penniless half-orc would simply not do as a member of Sable Company, he used the rules he'd learned from the Cerulean Society, and followed the money to House Jeggare, taking a job as a member of the House Guard, nominally connected to the Korvosan Guard, with promises that he would be well-trained, well-equipped and have the chance to make a name for himself, eventually earning the right to ride the Hippogriffs. However, instead of serving a nobleman like the late Montlarion Jeggare, Sakor found himself part of a small patrol group and being ordered by a sadistic, corrupt captain into doing the very sort of brutish thuggery he'd hoped to avoid. Sakor refused to beat protection money out of a refugee, and was forced to watch his patrol beat the woman to death... and then arrest the "beastial half-blood" for her murder. Sakor was quickly hung for his crime on the testimony of his fellow patrolmen -- it was quick military "justice", and he never even got to stand before the arbiters.
That day, Ravin was set to perform at a large noble's ball, telling the tale of whatever anniversary or other it was that made the day worthy of a ball, according to Korvosa's nobles. Instead of telling that tale, however, he told another one. One of a gentle half-orc with a noble spirit and a dream ... and how that nobility of spirit contrasted clearly with the noble titles of all those present.. including members of the Peerage Review and two of Korvosa's magistrates. The outrage and shock at the halfling's biting commentary was so high that Ravin actually managed to leave the building before the shouts for his arrest began. Having nowhere to turn, he fled to the Shingles, finding his father and using his Bellflower connections to smuggle his son out of the city -- to a place where the long reach of the Korvosan peerage wouldn't have much sway, where he could wait out their anger until the next outrage distracted them.
With all that, there was only one possible destination. Ravin was on a ship to Magnamar before dawn, armed only with his wits, a few coins he'd had on his person.... and some of his father's old gear.

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DEFENSE
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AC 18, Touch 14, Flat-footed 15, CMD 13
(+3 dex, +3 armour; +1 shield, +1 size)
HP 15 (2HD) [9,6]
Fort: +2, Ref: +7, Will: +3
Special: +2 vs. fear
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee:
Rapier +5 [+4 ACP] (1d4/18-20) {Piercing}
Dagger +5 [+4 ACP] (1d3/19-20) {Slashing, Piercing}
Ranged:
Shortbow +5 (1d4/x3), 60' range increment {Piercing}
Dagger +5 (1d3/19-20), 10' range increment {Slashing, Piercing}
Base Atk: +1, CMB: +0
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STATISTICS
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Str 10, Dex 16, Con 12, Int 13, Wis 8, Cha 16
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TRAITS
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Rooftop Runner (Regional)
You’ve spent more than your fair share of time among the strange sloping slums that cover the rooftops of much of Old Korvosa. When using the Acrobatics skill to make a long jump, you treat the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is.

Crowd Dodger (Combat)
You spent much of your youth on crowded streets, dodging quickly around and under others. You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.
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FEATS
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Armour Proficiencies: Light + Shield (not tower).
Weapon Proficiencies: Simple + longsword, rapier, sap, short sword, shortbow, and whip.

Weapon Finesse
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SKILLS (6+int) [7+1/7+1]
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Trained are marked with *, italics for class skills.
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+8] = 2.0 + 3 + 3 + 2 (Surefooted) - 2 (AC)
--- Avoiding AoOs [+10]
--- Jump [+4] -- Special: Treat longjumps as 5' shorter
Appraise [+1] = 0.0 + 1 + 0
Bluff [+3] = 0.0 + 3 + 0
-- Bluff (Versatile Performance [+8]
Climb* [+6] = 1.0 + 2 + 3 + 2 (Surefooted) - 2 (AC)
Diplomacy* [+9] = 2.0 + 3 + 3 +1 (Heraldric Expertise)
Disguise [+3] = 0.0 + 1 + 0
Escape Artist* [+6] = 2.0 + 3 + 3 - 2 (AC)
Intimidate [+3] = 0.0 + 3 + 0
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Linguistics* [+5] = 1.0 + 1 + 3
---(Draconic)
Perception* [+6] = 2.0 + -1 + 3 +2 (Keen Senses)
Perform (Sing)* [+8] = 2.0 + 3 + 3
Perform (Untrained) [+3] = 0.0 + 3 + 0
Ride [+1] = 0.0 + 3 + 0 - 2 (AC)
Sense Motive [-1] = 0.0 + -1 + 0
-- Sense Motive (Versatile Performance [+8]
Stealth* [+10] = 2.0 + 3 + 3 +4 (Size) - 2 (AC)
Use Magic Device* [+8] = 2.0 + 3 + 3
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MAGIC (Bard; CL 2; Concentration: +5)
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Level 0: (DC 13) Detect Magic, Ghost Sound, Light, Message, Prestidigitation. (At Will)
Level 1: (DC 14) Cure Light Wounds, Grease, Touch of Gracelessness. (ooo)
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SPECIAL ABILITIES
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Fearless (Ex)
Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex)
Halflings receive a +1 racial bonus on all saving throws.

Keen Senses (Ex)
Halflings receive a +2 bonus on Perception skill checks.

Sure-Footed (Ex)
Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity (Ex)
Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Armored Casting (Ex)
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
* Countersong (Su): You can counter magic effects that depend on sound (but not spells that have verbal components).
* Distraction (Su): You can use your performance to counter magic effects that depend on sight.
* Fascinate (Su): You can use your performance to cause up to 1 creatures to become fascinated with you.
* Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a -1 penalty on attack and damage rolls (minimum 1) and a -1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by -1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

Heraldic Expertise (Ex) [Bonus is 1]
A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
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EQUIPMENT
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Carried/Equipped
Entertainer's Outfit; Buckler; Studded Leather; Rapier; Dagger; Shortbow; 20 arrows

Backpack, Masterwork [ Bedroll, Waterskin, Mess Kit, Trail Rations (x4); Pint of Oil (x2) ];

Belt Pouch #1 [ Chalk (x5); 50' of twine];
Belt Pouch #2 [ Mirror; Magnet ];

Coinpurse: 2pp, 16gp, 17sp, 14cp.

Current Weight: 26.5 lbs (Light)
Limits: 28.5 (Light), 57 (Medium), 115 (Heavy).