Jakardros Sovark

Roedar's page

53 posts. Alias of Licitus.

Full Name





Cleric 1 (FC) / Monk 1 / Investigator 1 | HP 33/33 | AC 19, T 17, FF 17 | F/R/W 7/7/12 | CMD 16 | Init 4 | P 16, SM 14






Lawful Neutral



Strength 8
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 20
Charisma 14

About Roedar

Primary Info:

Male Human Monk 1 (Master of Many Styles / Kata Master) / Investigator 1 (Lamplighter/Sleuth) / Cleric 1 (Ecclesitheurge) (FC)
LN Medium Humanoid (Human)
Init: +4; Low-Light Vision; Sense Motive: +14; Perception: +16

Languages: Common, Sylvan, Lips

BAB +0


AC 19, touch 17, ff 17
CMD 16, ff 14
HP 33
Fort +7, Ref +7, Will +12


Speed 40 ft.
Melee -1
Ranged +2
CMB -1


Inspiration 2
Luck/Panache 2

Improved Unarmed Strike 1d6 x2 B
MW Dagger (+1, Merciful) 1d4 19-20/x2 P/S



Adventuring -- 19 ranks (1*4 Monk + 1*6 Investigator + 1*2 Cleric + 3*2 Int + 1 FC)
(1) Acrobatics +11 --
(1) Bluff +6 --
(1) Climb +3 -- 3.-1.1.0
(1) Diplomacy +6 --
(1) Heal +9 --
(1) Kn (Arcana) +6 --
(3) Kn (Local) +8 --
(1) Kn (Nature) +6 --
(1) Kn (Religion) +6 --
(3) Perception +16 --
(0) Ride +3 --
(3) Sense Motive +14 --
(1) Swim +3 -- 3.-1.1.0
(1) Spellcraft +6 --

Background -- 6 ranks
(2) Handle Animal +8 --
(2) Lore (Rats) +7 --
(1) Lore (Urban fey) +6 --
(1) Perform (Percussion) +6 --


Fey Magic (Urban SLA) (once each/day) -- from Alternate Racial Trait
Detect Poison
Know Direction
Purify Food and Drink
x Speak with Animals

Orisons (3/day)
Detect Magic
Enhanced Diplomacy

1st (3+1/day)
x Blessing of the Watch
Shield of Faith
Touch of Truthtelling



Carrying Capacity:
Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.

With MW backpack
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.

Current Load Carried 30 lb.

MW Dagger (+1, Merciful) (issued:1)

Bracers of Armor (+2) (issued:1)

Holy Symbol:
Gold Key (100:1)

Magical Equipment:
Eyes of the Eagle (+5 competence) <eye slot> (issued:-)
Sleeves of Many Garments <in backpack> (issued:1)
Traveler's Any-Tool <in backpack> (issued:2)
Ioun Torch <in pouch> (issued:-)

Mundane Equipment:
Backpack, MW (50:4)
Bag, waterproof <in backpack> (0.5:0.5)
Box, scroll <in backpack> (5:1)
Crossbow, MW light <attached to backpack> (issued:4)
Chalk x 2 <in waterproof bag> (0.01:-) --> (0.02:-)
Goggles, smoked <in backpack> (10:-)
Manacles <in backpack> (issued:2)
Outfit, Traveler's (free, 5)
Pouch, belt (1:0.5)
Pouch, spell components (5:2)
Sack <in backpack> (0.1:0.5)
Twine (50 ft) <in backpack> (0.01:0.5)
Vial x 2 <in pouch> (1:-) --> (2:-)
Whistle, trouble <in pouch> (issued:-)

Bolts, crossbow (12) (2d8 nonlethal, -1 attack) (issued:1)
Bolts, crossbow (12) (1d8 lethal) (issued:1)
Candle x 10 <in backpack> (0.01:-) --> (0.1:-)
Cheese (small piece) <in pouch> (-:-)
Healer's Kit <in backpack> (50:1) (10 uses)
Holy Water <in pouch> (25:1)
Potion of Cure Moderate Wounds <in pouch> (issued:-)
Potion of Cat's Grace <in pouch> (issued:-)
Potion of Touch of the Sea <in pouch> (50:-)
Scroll of Ant Haul <in box> (25:-)
Scroll of Know the Enemy <in box> (25:-)
Smelling Salts <in pouch> (25:-)
Tindertwig x 2 <in waterproof bag> (1:-) --> (2:-)

Material Components / Foci
Rings, Platinum (50:-)

Equipment - Stored:
Bedroll (0.1:5)
Blanket (0.5:3)
Compass (10:0.5)
Flint and steel (1:-)
Gear Maintenance Kit (5:2)
Grooming Kit (1:2)
Mess Kit (0.2:1)
MW tool (Spellcraft, item creation) (+2 circumstance) (50:1)
Pouch, belt (1:0.5)
Waterskin (full) (1:4)
Whetstone (0.02:1)

Consumables - Stored:
Cheese (0.1:0.5)
Holy Water (25:1)
Rations, Trail x 5 (0.5:1) --> (2.5:5)
Tanglefoot bag <in backpack> (50:4)

3 HP 2nd level -- 180
3 HP 3rd level -- 270

Money 476 GP; 8 SP; 5 CP

Special Abilities:

Circumstantial Abilities
+2 Saving throws vs death effects -- Fey Foundling
+2 HP per die when magically healed -- Fey Foundling
+4 Handle Animal (rats only) -- Lycanthropy Oracle Curse
+2 Diplomacy to gather information -- Affable
+1 Perception to locate traps -- Trapfinding

Activated Abilities
Fey Magic Spells -- Fey Magic
Blessing of the Faithful -- Class Feature
Channel Energy (1d6, 5/day) -- Class Feature
Deflection Aura (+2, 1/day) -- Defense Subdomain
Silver-Tongued Haggler (+1, 8/day) -- Trade Subdomain
Deeds (Derring-Do, Dodging Panache) -- Kata Master
Deeds (Opportunistic Evasion, Sleuth's Initiative) -- Sleuth

Standing Abilities
+1 Resistance bonus on all saving throws -- Defense Subdomain
+1 Aid Another -- Helpful Character Trait
+1 Handle Animal -- Beast Bond Character Trait
+1 Ride -- Beast Bond Character Trait
+1 Disable Device -- Trapfinding
Add wisdom bonus to Acrobatics -- Monkey Style
No penalty to melee AC or attack role while prone -- Monkey Style
Can crawl and stand up without provoking AOO -- Monkey Style
Can stand as swift action with DC20 Acrobatics check -- Monkey Style
Can gather information (Diplomacy) in 1/2 the time -- Affable
Can use Disable Device to disarm magical traps -- Trapfinding
Low-light Vision -- Fey Magic
Fly is class skill -- Fey Magic
Handle Animal is class skill -- Beast Bond Character Trait
Domain Mastery -- Class Feature
Bonded Holy Symbol -- Class Feature
AC Bonus -- Class Feature (Monk)
Inspiration -- Class Feature (Investigator)
Trapfinding -- Class Feature (Investigator)
Lamplighter -- Class Feature (Investigator (Lamplighter))
+10 ft. base speed -- Trade Subdomain
Panache -- Class Feature (Monk (Kata Master))
Sleuth's Luck -- Class Feature (Investigator (Sleuth))

suffers +1 damage when struck by cold iron weapons -- Fey Foundling


Fey Foundling -- 1st Level
Prerequisite: You may only select this feat at 1st level.

Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Toughness -- 3rd Level
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skill Focus (Sense Motive) -- from Focused Study
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Improved Unarmed Strike -- from Monk
Benefit: You are considered to be armed even when unarmed -- you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Monkey Style -- from Monk
Prerequisite: Wis 13, Improved Unarmed Strike, Acrobatics 5 ranks, Climb 5 ranks.

Benefit: You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.

Class Features:

Weapon and Armor Proficiency
An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. This replaces the cleric's weapon and armor proficiencies.

Ecclesitheurge's Vow
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su)
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Domain Mastery
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.

Defense Subdomain -- Secondary
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su) -- Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Trade Subdomain -- Primary
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Silver-Tongued Haggler (Su) -- Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bonded Holy Symbol (Su)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard's bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard's bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat's level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol's owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would.

Panache (Ex)
At 1st level, a kata master gains the swashbuckler's panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler's derring-do and dodging panache deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.

Derring-Do (Ex)
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex)
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Lamplighter (Su)
At 1st level, a lamplighter can take a move action to create a small flame that immediately ignites a lamp, torch, or similar flammable item he's holding.

Sleuth's Luck (Ex)
At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

At 1st level, a sleuth gains the following deeds.

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth's Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck do not gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites.

Character Traits:


Affable -- You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Beast Bond (Handle Animal) -- You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

Helpful -- When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Magical Knack (Cleric) -- You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait -- your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Overprotective -- If one of your allies should fall unconscious from hit point damage, you take a -2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Spooked -- Whenever you perceive a fey, outsider, or undead from within 60 feet, you become shaken for 1d4 rounds unless you succeed at a Will save with a DC equal to 15 + the creature's Charisma modifier. Immunity to fear effects does not allow you to forgo this saving throw; even if you are immune to fear, you must roll the Will saving throw for this drawback when applicable, albeit with a +4 bonus.

Alternate Racial Traits

Fey Magic (Urban) -- The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled.

Focused Study -- All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Oracle Curse

Lycanthropy (Curse of Corruption) (Rat) -- You suffer from a minor form of lycanthropy.
The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak -- only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears); you gain a +4 bonus on Handle Animal checks with these creatures.


TL;DR -- there's a lot in this background, too much to concisely put in prose, so the below list hits the main points.

  • Taken by urban Fey when young. Lived with them within the city walls for some time.
  • Loved it until the Fey, unexplicably, released/expelled him.
  • Experience with the Fey changed him.
  • After his release, had no one.
  • Sent to orphanage.
  • Was frequently bullied in orphange.
  • Taught himself defensive techniques, to be diplomatic, and to band together with others.
  • Spent much time with rats, both while with the Fey and in the orphanage.
  • Wants to join the Watch Guard to help protect citizens from the abuse of power.
  • While living in walls witnessed/learned much. Became wise beyond his years.
  • Very observant. Developed instincts for human behavior.
  • Still wary of Fey (still doesn't understand why him / what they did).
  • Raises rats, trains them, and releases them into the city.
  • Rats serve as an information/spy network.
  • Can only talk with animals when stressed.


Much of Roedar's early life was a mystery. He showed up crying on the streets one day all on his own. No one could understand him at all (his utterances sounded more like squeaks or grunts) until they got him reasonably calm. But there he was, a fresh, young face, seemingly known by no one and having come from nowhere. In talking with Roedar, it became clear he believed that he had been living inside the walls of various structures in the city with the rats. Obviously, this was not true, simply the product of a child's imagination. However, he did seem certain when relaying the details of sundry people's lives that he should never have known, especially as a child of the streets. He was told to keep quiet and was handed over to an orphanage.

Growing up in an orphange was hard. He was cut off from his former fantastic life, left with only a few rats who seemed to understand him only part of the time. Interestingly though, they did appear to rally and hear his cries when he was attacked by the older boys. This served as somewhat of a deterrent, as no one else seemed to like rats, and the boys would end an attack when the rats showed up. This was quite fortunate, as being small for his age, he was bullied relentlessly. He was observant, however, and through discipline combined with much trial and error, he began to teach himself in the ways of self-defense. As he grew older, he began to organize other small and young boys into a gang or patrol to help protect themselves.

Roedar gained a reputation as slightly weird and as a leader of a small, but effective, gang. He seemed to know things that he should not, and he could use that information to help sway the adults and administrators to seeing things his way.

Roedar continued to grow and knew that the time was coming that he would need to leave the orphange, but what to do? Following his desire to support the law and the common man who benefits from such, he became a cleric of Abadar. Once he learned of Mayor Thorne's efforts to restore law and order, he knew he had to do his part. "Now that's something I can get behind!", Roedar thought. "I can do more than just teach about the importance of the law. I can stop those who flout it." And off Roedar went to apply, followed at a discreet distance by several rats!?

Appearance and Personality:

Age: 20
Height: 5' 4"
Weight: 120
Hair: thick, short, straight, light brown
Eyes: black
Skin: tan

Roedar is short and leanish, but very healthy and durable. His hair is very straight and thick, and he sports a pointy, wiry moustache and goatee. He's very quick and mobile, perhaps even a little skittish.

Roedar tends to occupy himself observing others, studying a book, or training his rats. He hates the unfairness of the powerful lording it over the weak, and believes that rules and the law is how to provide opportunity and predictability to citizens at large. He seems to mutter or talk to himself quite a bit (but he thinks he is talking to the rats).


The character idea is a boy who was taken by urban Fey while young and separated from his family. He grew up bullied in an orphange until he gained the skills to organize others into a group. He spent much time with rats living in the walls and believes they are his friends (or at least, associates). He talks with them and listens to what they have to say.

  • Had what was initially a great experience with urban Fey.
  • The Fey dumped him (still does not know why).
  • Had to fend for self (initially) in orphanage.
  • From his orphanage experience, he emphasizes defense and working as a group.
  • Downplays offense to assist others.
  • Wants to prevent the powerful from abusing their position.