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About SholanoBackground:
The half-elven live in a strange mix of sudden endings and prolonged beginnings. They lack the ageless perspective of the elves, that allows them their legendary peace of mind, and also the incredible drive of humans, which raises that race to new heights in mere generations. Instead, they stand somewhere between the two, allowed options that no human could ever pursue, but without the motivation to do so. Or at least, that's what the purebloods say. For some half-elves, this presumed legacy of inferiority shapes their lives in such a way that they exceed the expectations of either side; though perhaps not in the way their parents may have wanted. The story of one such, called Sholano Gale, begins in the island kingdom of Talingarde, in the time of the monarch now called Markadian the Mad.
He was a bastard of a minor noble house, the product of his mother's dalliance with a passing elf in her youth. While not completely removed from the family, he was treated with little affection, his slightly pointed ears an ever-present reminder of the shame he brought to the Gale family. But still, he lived within the noble household, and grew used to luxuries in his life. When first sent off to school, he was mocked and pushed around for his elven heritage. That same elven heritage caused him to grow slower than his classmates, and so had little defense against the larger, human children. But soon enough, with the aid of a quick wit and venomous tongue, he discovered a talent for ferreting out just enough family secrets to hold his tormentors in line. Within a short time, he ruled his school, without ever having to learn to throw a punch. For a while, this served him well, until by the most unlucky of circumstances, he fell afoul of true peril. When Sholano was twelve, he had punished one of his classmates from a more prominent noble house for a crack about his father by spreading a rumor that his family was in league with devils. It was mere days after that the decree came down from the palace, declaring the beginning of the Asmodean purges. The rumor was investigated far more thoroughly than Sholano had ever anticipated, and the Mitran church became involved. When the truth was discovered, the Mitrans and Markadian the Fourth began to put political pressure on House Gale, and the heads of the family took action - disowning Sholano as the bastard child he was. Stunned, suddenly on the street with nothing left to his name, Sholano scrabbled to survive. He found, much to his surprise, that the political games he had played in school were of far less value on the streets. He needed to rethink his tactics. Armed with a combination of natural charm and practiced guile, he managed to skate by on the kindness of strangers for a time, gliding from inn to inn picking up useful stories and even more useful information, until he eventually earned a reputation in the city's underside as a reliable information broker. He took care to remain just dangerous enough that no one wanted to get on his bad side, but likewise remain a low enough threat that no one needed to put him down. He still had the same vindictive streak that got in his way back in school, and although he was more subtle about indulging it, more than a few who thought they could strongarm the young half-elf found themselves turned in for a crime they didn't commit, or stranded dockside without a penny to their name. All of this was leading to a goal, of course. Sholano may have excelled at the criminal's life, and indeed, he came to love the thrill of it, but he was far from willing to let his expulsion from the lap of luxury go unpunished. Although he hadn't worked out just how yet, he intended to revenge himself on the Mitran church for getting him cast out. Along the way, he wouldn't mind bringing a bit of retribution to the family that hadn't bothered to fight for him as well. Faster than he would have liked, though, the city's authorities caught on to his games, and he was forced to flee Talingarde. Out in the wide world, he came to the conclusion that a reputation was not always a good thing. Yes, it brought people to you, but as he'd just learned, it wasn't always the sort of people you wanted to find you. With this in mind, he set about picking up another new set of tactics. He wandered the countryside for a time, visiting different countries and towns, learning of their ways. Everywhere he went, he shed his old name and personality like others would a cloak, putting on a new one just as easily. As he learned the craft, he began to leave behind him an increasing trail of missing riches and ill-planned investments, amassing the stake he would need to re-establish himself into Talingarde's elite. In the right circles, he even earned a bit of a reputation again, although very few indeed knew his real identity. Most simply called him the Pretender. When he considered his skills honed enough, and his fortune great enough, he worked his way back to Talingarde, and lazed about for a few years, intending to gauge the political situation before beginning to make his play to enact his revenge. He pulled the occasional swindle, mostly just to keep his hand in, and built up an array of wandering personae around the island, just to have someone to escape into if he needed. He got careless, though. Running a simple con on a merchant called Treblefast, he underestimated the man and ran afoul of the authorities - but not before hiding a rather tidy sum of gold with contacts outside the island. The blasted Mitran justice system managed to uncover a number of his past crimes, and even his true identity. With all these offenses thrown at his feet, they sent him to Branderscar, to his great horror. So far, he'd always managed to bribe or bamboozle his way out of every petty jail he'd found himself in, but Branderscar was a different animal. Not to mention the brand! But he'd be damned if he would simply give up. There were too many thrills yet to be had, and Mitra still had some comeuppance coming to him, him and his self-righteous clergy. Oh yes, he'd find a way out of here, and when he did... Well. Then he'd find out how to trick a god.
Description:
Sholano is a devilishly handsome young rogue, and he knows it. His age is hard to pinpoint, thanks to his elven blood. He looks to be just over twenty in human terms, but could probably pass for anywhere from seventeen to his mid-thirties, although he's actually seen forty years. While he often alters his features slightly, mainly to hide or accentuate his elven self, he almost never downplays his looks. Over the years, he's found that almost everyone responds better to a good-looking man. His dusty blonde hair, sometimes with a matching thin mustache, is usually kept at a length of a few inches, suitable to cut or grow out to match local styles as quickly as possible. Left undisguised, his ears come to a very slight point, and his blue eyes slant just barely upwards. He's learned to hide this deftly with just a hint of makeup and wax, or exaggerate them with much the same manner. All this, coupled with a smooth, tanned complexion (another bonus from his half-elf heritage combined with years of travel), allow him to fit in as a local in many cultures without anyone blinking an eye.
While his build is slight, and he stands just a bit shorter than many men, he moves gracefully and with a surety of purpose that most lack, and has perfected a devastatingly disarming smile that's closed many a deal and coaxed many a willing woman upstairs. Usually, when left to his own devices, he dresses in a faintly Varisian fashion, with many different colors and articles of clothing. Not only does he like the flashy look this can achieve, it's also easy to reverse a vest or remove a scarf and achieve an entirely different visual effect. He keenly feels the loss of his wardrobe here in prison, feeling like he's lost some of his best tricks. Trait: Extremely Fashionable Character Hooks:
Quirks and Personality traits Almost Religious: While not exactly a worshiper, Sholano has a healthy admiration for Besmara, the Pirate Queen. A whole religion dedicated to taking what you want when you want it? Now that's a good con. He also has some respect for Asmodeus, whose deals are the stuff of legend, although he is a bit too willing to ignore the law to be entirely in the Archfiend's good graces. Sucker for a Pretty Face: Sholano has a bit of a sweet tooth when it comes to women. He rarely has trouble walking away with his pick, although he has a particular weakness for a difficult catch, which has gotten him in more trouble than he'd care to admit. A Dish Best Served Cold: Convinced that violence is only necessary when you've already screwed up the bigger game, Sholano rarely pulls a blade on his enemies. After all, there's almost always something that can cause more pain than a simple stabbing, and Sholano excels at getting close to his enemy and proving that the most dangerous foe is the one you trust to watch your back. What a Tangled Web We Weave: There is a long line of people behind Sholano that know him by a different name. Blessed with a quick mind and a good eye for faces, he can usually catch it in time, but every so often, someone pops up that he doesn't recognize - which usually leads to a hasty exit! Life of the Party: Sholano has long believed in the old axiom about flies caught with honey. To that end, he goes to great lengths to become friends with nearly everyone he meets, entertaining them with a ready story and swift banter. He naturally gravitates towards taverns and the like, as they are fantastic places to build up both a base of contacts and an easy alibi. Friends/Enemies
The Wrath of the Wealthy: The deed that caught him caught here in Talingarde was an attempt to fleece "expedition funds" out of an influential local merchant by the name of Treblefast. If continuing to operate in the region, this man could make life a bit harder than Sholano might like. Defenses:
Hit Points: 28/28
AC = 13: 10 + 3 Dex
CMD: 15 = 10 - 1 Str + 3 Dex + 3 BAB Fort = 1: 1 Class
Traits:
Fraud: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. Feats:
(Level 1) Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (Level 2 Rogue Talent) Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (Level 3) Improved Feint: You can make a Bluff check to feint in combat as a move action. (Level 5) Deceitful: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Combat:
BAB = 3 CMB = 2: 3 BAB - 1 Str Attacks = Rapier: +7 to hit, 1d6 Damage. 3d6 Sneak Attack Skills:
Total: 55 points = 40 Class + 10 Intelligence + 5 FC Acrobatics = 7: 1 Rank + 3 Class + 2 Dex
Class Abilities:
Rogue (Charlatan) Sneak attack +3d6 Natural Born Liar (Ex) At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding. Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Grand Hoax (Ex) At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level. Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. Rogue Talents
Racial Attributes:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Integrated: Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait. Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Equipment:
Weapon: +1 Rapier [2300] Armor: +1 Chain Shirt [1150] Shield: Belt: Belt of Tumbling [800] Body: Chest: Eyes: Feet: Boots of the Cat [1000] Hands: Head: Headband: Neck: Shoulders: Muleback Cords [1000] Wrist: Sleeves of Many Garments [200] Ring: Ring: Gear
Handy Haversack, side pocket 1 (13/20)
Handy Haversack, side pocket 2 (18/20)
Explorer's Outfit [10]
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