Man in Mask

Theodric Valtrava's page

113 posts. Alias of Sam C..


Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12


30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan






Lawful Neutral




Common (Taldane), Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Hallit, Orc, Varisian

Strength 16
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 12
Charisma 12

About Theodric Valtrava

General Stats and Senses:

Human (Taldan) Fighter (Two-Weapon Warrior) 7

Favored Class Benefit: +1 skill rank/level
Human Stat Increase: +2 Dex

5' 11", 185 lbs.

Perception +8; Blinded


Init +4
AC 20, touch 13, flat-footed 18 (+7 armor, +3 Dex, additional +2 Dodge bonus when using Defensive Flurry)
HP 77 (7d10+7)
Fort +6, Ref +5, Will +3 (additional +1 vs fear effects)
Melee (two-handed) +1 Aldori dueling sword +13/+8 (1d8+5, 19-20/x2)
Melee (full attack) +1 Aldori dueling sword +10/+5 (1d8+5, 19-20/x2) and masterwork Aldori dueling sword +10 (1d8+4, 19-20/x2)
Ranged (touch) robe of needles +10 (1+3+1 bleed, x2, 10ft.)
Base Attack +7/+2, CMB +10 (additional +1 when using longswords or Aldori dueling swords), CMD 23

Abilties, Feats, Traits, and Skills:

Ability Scores and Modifiers
Str 16 (+3), Dex 17 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 12 (+1)

Blind-Fight, Blinded Blade Style, Blinded Competence, Double Slice, Exotic Weapon Proficiency* (Aldori dueling sword), Gruesome Butcherb, Improved Blind-Fight, Leadershipb, Quick Draw, Two-Weapon Fighting, Weapon Focus* (heavy blades)

*Modified for feat tax rules.

Feat Tax Rules
Combat Expertise: Replace with Defensive Stance maneuver.
Prerequisite: Base attack bonus +1.
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, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.

Exotic Weapon Proficiency: Altered to the following:
Weapon Proficiency (Combat)
Choose a single type of weapon in which you are not currently proficient. You understand how to use that type of weapon in combat.
Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: You can gain Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

Power Attack: Replace with Risky Strike maneuver.
Prerequisites: Base attack bonus +1.
You can choose to take a -1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Finesse: Eliminated. The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier).

Weapon Focus: Altered to the following:
Weapon Focus (Combat)
Choose one weapon group listed under the fighter’s Weapon Training class feature.
Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

Traits and Drawback
Survivor, Sword Scion, Wisdom in the Flesh (Acrobatics); Burned

Adventuring Skills
Acrobatics (7 ranks): +10 (+11 when jumping; +14/+15 in combat), Bluff (4 ranks): +5, Climb (1 rank): +3 (+7 in combat; +5/+9 w/climber's kit), Diplomacy (4 ranks): +5, Intimidate (4 ranks): +8 (+9 to demoralize w/battle mask), Knowledge (local) (5 ranks): +10, Perception (7 ranks): +8, Ride (1 rank): +2 (+6 in combat), Sense Motive (7 ranks): +12, Survival (1 rank): +5, Swim (1 rank): +2 (+6 in combat)

Background Skills
Handle Animal (7 ranks) +11, Linguistics (7 ranks) +9, Sleight of Hand (7 ranks) +9

Class Abilities:

Leadership, Honor, and Fame:

Count Elector of Krádira

+2 Great renown
+1 Fairness and generosity

-1 Moves around a lot

Leadership Score:

Honor Score:
Starting Honor: 19 (Chivalric Code)
Current Honor: 15

Expenditures: -4 (debt owed to Albin Cankar for his services)

Fame Score:
Permanent: 23
Current: 18
Titles: Wanderer, Intense Student (Acrobatics)

Expenditures: -1 Hero's Luck, -1 Miscellaneous (get courtier's outfit and matching accesories, at standard value and no cost, from Albin Cankar)

Cohort and Followers:

Darvan Singra

Seria of Valsic; N Human (Taldan) Fighter 1 (FCB +1 HP); S11 D15 C12 I10 W9 C8; 12HP F +3 R +2 W -1; Init +2 AC 15/12/13 Melee +1 Ranged +3 (+4 w/longbow) CMB +1 CMD 13; Auspicious Tattoo, Know the Land; Knowledge (nature) +5 (+7 w/adventurer's chronicle), Perception -1, Survival +7 (+9 w/survival kit); Big Game Hunter, Skill Focus (Survival), Weapon Focus (longbow); short sword, longbow, 60 arrows, 20 durable arrows, 20 thistle arrows, studded leather armor, cold-weather outfit, snowshoes, ranger's kit, masterwork survival kit, adventurer's chronicle (nature), grooming kit, gear maintenance kit, tattoo (valued at 10 gp), explorer's outfit, 9gp.

A devotee of the Green Faith, Seria swore service to Theodric after he saved her life during a goblin ambush while she was already grievously wounded from a prior encounter with their tribe. Blunt to the point of rudeness, Seria constantly has a distracted air about her, as though she's watching or listening to something only she can perceive. Seria is adept at living off of the land, and quite knowledgeable about the mysteries of nature and the habits of the creatures that live closest to it. Skilled with slings, bows of all sorts, and pretty much any thrown weapon she lays hands on, Seria prefers the longbow. Her most distinctive feature is an elaborate tattoo, in vibrant blue ink, that covers much of her face in abstract swirls and lines.

Mikos Valtrava; NG Human (Taldan) Alchemist 1 (FCB +1 skill); S8, D12, C10, I15 (Draconic, Varisian), W9, C11; 8HP F +2 R +3 W -1; Init +1 AC 13/11/12 Melee -1 Ranged +1 (+2 w/thrown splash weapons) CMB -1 CMD 10; Pragmatic Activator, Trifler; Craft (alchemy) +9 (+10 w/portable lab), Disable Device +5, Heal +3 (+5 w/ healer's kit), Knowledge (arcana), +6 Perception +3, Profession (Herbalist) +3, Spellcraft +8, Use Magic Device +8; Brew Potion, Magical Aptitude, Skill Focus (Craft [alchemy]), Throw Anything; bomber's eye, crafter's fortune, cure light wounds, identify; morningstar, light crossbow, 30 bolts, leather armor, cold-weather outfit, snowshoes, alchemist's kit, healer's kit, portable alchemist's lab, portable crucible, retort, 10 filters, thieves' tools, grooming kit, gear maintenance kit, explorer's outfit, 3gp.

A paternal cousin of Theodric's, Mikos was "apprenticed" to his successful relative--very much against both their wills--after several young women (only some of them unwed) in their home village turned up pregnant and named Mikos as the source. Mikos is, admittedly, quite brilliant when he sets his mind to something that interests him. Unfortunately, his major interest at this point in life revolves around attempting to seduce any female he finds remotely attractive. Seria has already had to threaten him with being staked out naked in front of a weasel den with his patrimony liberally smeared in lard--hot lard. When he isn't trying to dip his wick, Mikos does a passable turn at the alchemist's trade, though a brutal thrashing at his cousin's hands in the wake of a poorly considered prank has driven home the lesson that anything producing fire is to be kept far from Theodric's presence.

Lillana Selveratva; LN Human (Taldan) Aristrocrat 1; S10, D11, C8, I12 (Skald, Sylvan), W9, C15; 7HP F -1 R +0 W +1; Init +0 AC */*/* Melee +0 Ranged +0 CMB +0 CMD 10; Noble Born ("Success through Grace"), Princess; Bluff +6, Diplomacy +10, Intimidate +7, Knowledge (local) +5, Knowledge (nobility) +5 (+7 w/heritage book), Perception +3, Sense Motive +6; Skill Focus (Diplomacy), Skill Focus (Sense Motive); rapier, shortbow, 20 arrows, studded leather armor, light steel shield, cold-weather outfit, snowshoes, fighter's kit, grooming kit, gear maintenance kit, perfume kit, courtier's outfit, jewelry (valued at 50 gp), heritage book, signet ring, explorer's outfit, 12gp.

Lillana Selveratva is the fourth child of Theodric's noble sponsor to the dueling academy. Upon learning, somehow, of Theodric's intent to take part in Chalm Kowalskiy's venture, Lord Selveratva politely "suggested" that his youngest child would be a good addition to Theodric's party, with the intent that Lillana make a name for herself and expand her family's influence in the process. Fortunately, Lillana's father made it quite clear that Theodric was in charge--and made it equally clear that if anything unfortunate were to happen to his precious child, Theodoric would do well to never return to Brevoy proper. Lillana is quite attractive, well aware of it, and shows little hesitation in using her looks as a weapon and defense both. Equally charming and intelligent, she does display occasional flashes of naivete when confronted with something that doesn't match up with her book-acquired expectations. Currently the target of Mikos' professed affections, she delights in teasing him by pretending utter cluelessness as to his intentions.

Antiros Riverson; NG Half-elf Expert 1; S8, D11, C9, I13 (Varisian), W10, C14; 7HP F -1 R +0 W +2; Init +0 AC 12/10/10 Melee -1 Ranged +0 CMB -1 CMD 9; Horse Lord, Seeker of Brightness; Craft (blacksmithing) +5, Craft (bows) +8, Diplomacy +6, Handle Animal +9 (+11 w/horses), Heal +4 (+6 w/healer''s kit, +7 w/veterinarian's kit), Knowledge (geography) +5, Knowledge (history) +6, Perception +7; Skill Focus (Craft [bows]), Skill Focus (Handle Animal); shortspear, light crossbow, 30 bolts, leather armor, cold-weather outfit, snowshoes, fighter's kit, grooming kit, healer's kit, masterwork tools (Craft [bows], tools (Craft [blacksmithing]), farrier's anvil, tinker's anvil, portable forge*, bellows (priced at 5 gp), training kit (horses), veterinarian's kit, gear maintenance kit, artisan's outfit, 8gp.

*Such items do exist, but there is no PF listing for one. I've priced this one at 50gp, with a total weight of 75 pounds.

Irelda Surehand; N Dwarf Expert 1; S13, D9, C12, I12 (Orc), W13, C6; 9HP F +1 R -1 W +3; Init -1 AC 11/9/9 Melee +1 Ranged -1 CMB +1 CMD 10; Clearheaded, Goldsniffer; Appraise +5, Craft (armor) +5, Craft (weapons) +8, Knowledge (dungeoneering) +5 (+7 w/adventurer's chronicle), Knowledge (engineering) +5, Perception +5 (+7 to checks involving metal, jewels, gemstones), Sense Motive +5; Skill Focus (Craft [weapons]); warhammer, light crossbow, 30 bolts, leather armor, cold-weather outfit, fighter's kit, grooming kit, masterwork tools (Craft [armor]), masterwork tools (Craft [weapons]), blacksmith's anvil, portable forge*, bellows (priced at 5 gp, paid by Theodric), gear maintenance kit, adventurer's chronicle (dungeoneering), artisan's outfit, 2gp.

*Such items do exist, but there is no PF listing for one. I've priced this one at 50gp, with a total weight of 75 pounds.

Antiros and Irelda are somewhat unusual, in that they are a wedded couple. By far the oldest members of Theodric's retinue, they have spent the majority of their lives traveling across the length and breadth of Avistan, never settling for more than a few years in any one place. The couple met Theodric during the bandit attack that claimed his vision, and the bandit responsible was actually attempting to kill several of the bound and helpless merchants--Antiros and Irelda among them--when Theodric intercepted him. Once Theodric recovered, both physically and mentally, the couple sought him out and offered him their services, at a considerable discount, by way of thanks for his actions. When Theodric later informed the couple of his intentions to take up Chalm Kowalskiy's offer, he was surprised to have them offer to accompany him and use their skills to his benefit. Their usual cost, lowered though was it was for Theodoric, was waived entirely in exchange for Theodoric's aid in getting a shop set up in a choice location.

Antiros is the more personable and approachable of the couple, and acts as the negotiator and diplomat when such things are required. Over the years, he has acquired a number of skills that let him contribute under nearly any circumstance, and has made a living as a craftsman, a tutor, an animal trainer, and even a physician. Tall and thin, years of exposure to sun and wind have left Antiros with tanned skin, a near-permanent squint, and bleached hair that may at one time have been a fiery red in color.

Irelda is the opposite of her husband in nearly every way possible--short and wide, though just as tanned of skin and bleached of hair. She has an intense dislike of social situations that is rooted in a heavy stutter that makes it virtually impossible for Irelda to speak quickly and clearly to anyone but her husband. As a consequence, she is quite content to let him do the talking--though she won't hesitate to make her opinion known in nonverbal ways--while she works at her forge. Her work-built muscles and taciturn demeanor hide a sharp mind, and Irelda is surprisingly well-informed on the subjects of engineering and subsurface environments and their ecologies.

Possessions and Encumbrance:

+1 Aldori dueling sword,
masterwork Aldori dueling sword,
+1 agile mithral breastplate,
robe of needles,
battle mask,
cold-weather outfit,
adventurer's sash (pouch #1: 20 smoke pellets, 5 potions of cure light wounds [CL 1st]; pouch #2: 10 pepper smoke pellets, 8 smokesticks, 20 tindertwigs, 5 flash powder, 3 potions of protection from arrows [CL 3rd]; pouch #3: 6 days trail rations, 3 potions of enlarge person [CL 6th]; pouch #4: mess kit, canteen, 2 potions of haste; pouch #5: soap, shaving kit, grooming kit, gear maintenance kit, 2 potions of adhesive blood [CL 3rd]; pouch #6: 18 gp, 4 sp, 6 cp; satchel: climber's kit)

Weight: 58 lbs.

masterwork backpack (mask (common), mask (formal), bedroll, blanket, small tent, 50' silk rope, 14 days trail rations, 2 waterskins, dandy brush, snowshoes, explorer's outfit)

Weight: 75 lbs.

Theodric Encumbrance
Light: 76 lbs. (86 lbs. with masterwork backpack)
Medium: 77-153 lbs. (87-173 lbs. with masterwork backpack)
Heavy: 154-230 lbs. (174-260 lbs. with masterwork backpack)

heavy warhorse,
chain shirt barding,
bit and bridle,
military saddle,
saddlebags (4 days feed)

Mount Encumbrance
Light: 399 lbs.
Medium: 400-798 lbs.
Heavy: 799-1,200 lbs.

Caravan Gear & Party Supplies:

Wagon: Covered
Cost: 500 gp; +150 gp for runner conversion kit; +400 gp for 2 heavy horses (2 active, 2 spare)
Passengers: 6
Cargo Capacity: 1,569/1,600 lbs.
Cargo: collapsible bathtub (20 lbs.), 2 sets fishing tackle (10 lbs.), 4 50-foot coils of silk rope (20 lbs.), 2 bits and bridles (2 lbs.), 2 riding saddles (50 lbs.), 2 saddlebags (16 lbs.), 2 dandy brushes (4 lbs.), cooking kit (16 lbs.), coffee pot (4 lbs.), small chest with average lock and 7 keys (26 lbs.; tea [30 lbs.], common coffee [15 lbs.], powdered milk [20 lbs.]), small chest with average lock and 7 keys (26 lbs.; allspice [15 lbs.], pepper [15 lbs.], salt [15 lbs.], sugar [20 lbs.]), beans (100 lbs), flour (100 lbs.), potatoes (100 lbs.), nuts (30 lbs.), 70 trail rations (70 lbs.), barrel (70/75 gallons, 610/650 lbs.), 2 mess kits (2 lbs.), 4 gear maintenace kits (8 lbs.), crowbar (5 lbs.), 2 hammers (4 lbs.), grappling hook (4 lbs.), 40 pitons (20 lbs.), saw (2 lbs.), 2 block and tackle pulleys (10 lbs.), shovel (8 lbs.), sledge (10 lbs.), handaxe (3 lbs.), 2 50-foot lengths of chain (20 lbs.), 2 masterwork manacles (4 lbs.), 2 masterwork fetters (4 lbs.), 4 blocks of soap (4 lbs.), grooming kit (2 lbs.), shaving kit (.5 lbs.), 40 candles (4 lbs.?), 3 flint and steel (- lbs.), 2 candle lamps (2 lbs.), 2 waterproof bags (1 lb.), 5 sacks (2.5 lbs.), 4 empty waterskins (- lbs.), 4 belt pouches (2 lbs.), 2 board games (4 lbs.), 2 decks of cards (2 lbs.), dartboard set (10 lbs.), 6 dice (- lbs.), dominos (1 lb.), horseshoes set (3 lbs.), medium treasure chest with superior lock and 7 keys (51 lbs.; 10 heatstones [10 lbs.], Brevoy map [2 lbs.], River Kingdoms map [2 lbs.], everburning torch [1 lb.], 4 healer's kits [4 lbs.], 4 veterinarian's kits [4 lbs.], 10 water purification sponges [10 lbs.], wand of abstemiousness [CL 1st], wand of create water [CL 5th], wand of cure light wounds, [CL 1st, 50 charges], 5 potions of cure light wounds [CL 1st].)

Wagon: Supply
Cost: 300 gp; +150 gp for runner conversion kit; +200 gp for 1 heavy horse (1 active, 1 spare)
Passengers: 2
Cargo Capacity: 4,000/4,000 lbs.
Cargo: 20 days animal feed (1,600 lbs.), 20 days firewood (400 lbs.), coal (1,000 lbs.), charcoal (500 lbs.), iron (500 lbs.)


Appearance and Background
1) Theodric is a tall, well-built human of Taldan stock, with a short-cut warrior's hairstyle that won't interfere with a helmet's fit. He was, once, reasonably handsome, until an unfortunate encounter with alchemist's fire reduced his face to mass of burn-scarred flesh. He now conceals his face behind a featureless full mask. The mask's material varies according the circumstances; dull, unpainted iron for combat, an impressively painted wooden mask for social situations, and soft, undyed leather for comfort. But whatever the circumstances, the only time that the mask ever comes off for more time than it takes to change to different one is when Theodric is cleaning himself.

2) As child of innkeepers (Constan and Latreya), Theodric was often exposed to travelers from a variety of races and places, and he learned early on that the right approach at the right time could often convince these travelers to impart a story, or education, or even a bit of actual training in something neat! This constant exposure to new things broadened his horizons considerably, and he decided at a very young age that life as an innkeeper was not the future for him. It didn't take long either for him to fix his sights on a goal he felt was suitable for him: joining the ranks of Brevoy's vaunted swordlords. However, in spite of his dogged acquisition of the skills a swordlord would need, it seemed that his peasant ancestry would deny him his chance. Until Lord Nissim Selvertva--a vassal and distant relation of the Lebeda family--stepped in and offered to ease Theodric's way as repayment of an unspecified favor done him by Theodric's parents.

3) His opportunity secured, Theodric made the most of it. He stormed through the entry trials, gaining one of the few student slots available that year, and soon established himself as a natural student of the blade. His progress earned him many privileges, such as the chance to serve under senior swordlords in the field, where his skills could get thoroughly tested in actual battle. One such chance involved Theodric, along with a number of his fellow students, being given a stint of patrol duty on Brevoy's border with the fractious River Kingdoms, reassuring its citizens--and cowing everyone else--with a show of military might. The patrol was looking to be quite uneventful, when reports came in of bandits assaulting a merchant caravan. Rushing to the rescue, the bandits were soon overtaken and engaged.

Any expectations of an easy Brevic win, however, were soon laid to rest; though the swordlords were individually possessed of superior equippage and training, the bandits had more actual experience in real warfare. Unable to fight as their training dictated, the Brevic side suffered horrendous casualties until they finally abandoned their futile efforts at dueling. Even then, they still teetered on the brink of defeat, as the bandits resorted to using stocks of alchemist's fire--taken from the caravan's wares--against the swordlords. Only a number of daring charges, which resulted in horrific injuries from hurled vials of the incendiary compund, finally broke the bandits' defenses.

As the grueling battle finally came down to a clear albeit horribly expensive Brevic victory, Theodric and a few of his exhausted compatriots traded strokes with several bandits attempting to use the captured merchants as bargaining chips to secure their escape. Frustrated by their inability to break past the swordlords, one of the bandits decided to cheapen the Brevic victory by ensuring that the merchants didn't survive the fight. Seizing a bandolier loaded with vials, he prepared to hurl it into the huddle of captives, only to be interrupted by Theodric's desperate charge. Unable to reach his desired targets, the bandit switched focus to the only target remaining to him and, in a fit of spite, shattered the vials with his weapon...

4) The resulting wash of liquid fire consumed both the bandit and Theodric. While the former quickly perished, the latter was afforded a few critical moments of protection from his armor, enough for his quick-thinking to beat the flames out. Howeve, Theodric's choice of an choice of an open-faced helm proved an unfortunate one; by the time the flames were extinguished, his face was a ruin of heat-warped skin and his eyes destroyed. Possessing no means to restore his ruined sight, Theodric was forced to leave the dueling school, though a sympathetic teacher ensured that he took his blade with him, so as to give the disfigured young man an honorable means of committing suicide.

And Theodric did earnestly contemplate just such an end for himself, even going so far as to rest the weapon's tip against his chest and clumsily aim himself at a nearby wall in preparation for a stumbling charge against it that would drive the blade through his torso. His attempt was interrupted before it properly began when a voice announced the presence of Darvan Singra, who calmly inquired as to why Theodric was about to make a horrid mess of himself in such a fashion.

Darvan was an itinerant paladin in the service of Irori, seeking his own path to perfection by traveling to places where Irori's creed was rarely heard. Moved by the young man's plight, and quite knowledgeable on subject of overcoming the limits of mind and body, Darvan asked Theodric to hold off on his planned suicide for a year, during which Darvan would do his best to teach Theodric how to compensate for his blindness. Intrigued, the former swordlord-in-training agreed, and his training began that very day. For months, Theodric struggled to learn, but found little success in his efforts. Yet, with steady encouragment and advice from Darvan, he persevered and eventually began to get favorable results.

With those first hurdles finally overcome, progress was swift, and Theodric even managed to adapt what little he retained from his aborted training into a new fighting style with help from Darvan. During this process, he found Irori's teachings--which Darvan used extensively as part of his efforts--to be quite to his liking, eventually taking the Master of Masters as his patron. Though surprised by this, Darvan was also quite pleased to have won his very first convert, unintentional though it was.

5) In the years since his blinding, Theodric has steadily honed his new skills and abilities against a regular stream of bandit scum plaguing Brevoy from within and without. In the process, he has gained a reputation not only for ending bandit threats, but for doing his best to ensure that any captured bandits receive the justice they actually deserve; none of the bandits he brings in buy their way free with connivance from corrupt magistrates, while those who he feels are not beyond redemption aren't simply dropped off at the gallows and forgotten.

With Darvan in tow--less a teacher now than a friend--his efforts eventually won the attention of a small group of hireswords who espoused loyalty to Brevoy and its advancement in regional affairs, which they would gladly aid for a modest sum. Offered a spot in their ranks, Theodric didn't hesitate overmuch in accepting, even though he had to see to Darvan's support himself. In time, he and his companions found themselves discussing an interesting offer made under the name of Chalm Kowalskiy.

Theodric is entirely in favor of this venture, for a number of reasons. Foremost, it is sure to offer battles that will both test and allow him display his skills. It also offers an alternative to the stalled advancement his late parents had hoped for him. And finally, it offers a chance to sate his desire for revenge against the Riverlanders whom he holds indirectly responsible for his blinding and maiming; if those chaotic, argumentative clods could properly manage their affairs as a nation, then the bandits who wounded him wouldn't have been able to flourish and operate so brazenly to begin with.

1) Rise above his peasant origins in service to the newly-crowned King Kowalskiy, establishing the Valtravas among a new crop of noble families.

2) Prove to any doubters that being blind is no barrier to becoming a successful and renowned warrior, if one is willing to take the time needed to properly hone their skills in compensation for their lack.

3) Eliminate bandits whenever he can do so. Apprehension, a fair trial, and swift execution of sentence would be preferable to his sense of right and wrong, but battlefield justice will suffice if the bandits resist.

Mannerisms, Memories, and Quirks
1) Theodric has developed, quite understandably so, an aversion to fires of any size. When circumstances require that he be near one, he always positions himself as far away from it as he possibly can. And even then, he's constantly fidgeting and twitching in discomfort.

2) Theodric's most prominent memory is of his last moments of sight--a bandit, face twisted in hateful snarl, charging at him while smashing his weapon into a bandolier loaded with vials. Then fire everywhere.

3) With his other senses improved in wake of losing his sight, Theodric often runs his fingers lightly over things, or sniffs the air around him to catch more of an interesting scent.

Role and Advancement:

Theodric is a pure melee fighter, engaging his enemies in close combat or not at all. While his lack of vision hampers him at times, his increasing mastery of his combat style lessens the penalities considerably. And with two weapons--and specialization in using them to their utmost--every hit he does land is that much more dangerous. Eventually, he learns to incorporate a greater level of maneuvering in his fighting, frustrating enemies by adroitly dancing into their weak areas and ruthlessly savaging them with successive sword strokes.

Fighter (Two-Weapon Warrior)
1st - Human Feat: Quick Draw, Fighter Feat: Exotic Weapon Proficiency (Aldori dueling sword), Level Feat: Weapon Focus (Aldori dueling sword)
2nd - Fighter Feat: Two-Weapon Fighting
3rd - Level Feat: Blind-Fight
4th - Fighter Feat: Double Slice, +1 Str
5th - Level Feat: Blinded Blade Style
6th - Fighter Feat: Improved Blind-Fight
7th - Level Feat: Blinded Competence
8th - Fighter Feat: Greater Blind-Fight, +1 Dex
9th - Level Feat: Blinded Master
10th - Fighter Feat: Dodge (feat tax version)
11th - Level Feat: Spring Attack
12th - Fighter Feat: Circling Mongoose, +1 Dex
13th - Level Feat: Canny Tumble
14th - Fighter Feat: *
15th - Level Feat: Greater Two-Weapon Fighting (feat tax version)
16th - Fighter Feat: Two-Weapon Rend, +1 Int
17th - Level Feat: Combat Reflexes
18th - Fighter Feat: Greater Weapon Focus
19th - Level Feat: Combat Patrol
20th - Fighter Feat: *, +1 Int

Mythic Advancement: Champion Path
1st - Clean Blade, Mythic Feat: Mythic Weapon Focus (Aldori dueling sword)
2nd - Legendary Item 1, +2 Dex
3rd - Maximized Critical, Mythic Feat: Mythic Weapon Finesse OR Mythic Blind-Fight
4th - Impossible Speed, +2 Dex
5th - Legendary Item 2, Mythic Feat: Mythic Dodge
6th - Ever Ready, +2 Wis
7th - Climbing Master, Mythic Feat: Mythic Two-Weapon Rend
8th - Extra Mythic Feat (Mythic Combat Reflexes), +2 Cha
9th - Mythic Sight, Mythic Feat: Mythic Leadership
10th - Legendary Item 3 +2 Int

Kingdom Role:
Theodric is best suited to the role of a general. He has no problem with the chain of command, or his place in it, and lacks the skills, temperament, or moral flexibility required to assume a different role.

NPC Associations:

Swordlord of Restov Rytier Teodor Čierny, Master of the Misty Wave School of the Southern Schools. Powerfully built, agile despite it, and uses that strength to good effect with plenty of movement, almost to the point of acrobatics. Theodric's former master.

Rough Build:

25-point buy -7 -7 -2 -5 -2 -2
Str 15 +1
Dex 15 +2
Con 12
Int 14
Wis 12
Cha 12

Acrobatics 7 + 3 + 3
Bluff 7 + 1
Climb 5 + 3 + 3
Intimidate 1 + 3 + 1
Knowledge (local) 5 + 1
Perception 7 + 3 + 1
Ride 1 + 3 + 3
Sense Motive 7 + 3 + 1
Survival 1 + 3 + 1
Swim 1 + 3 + 3

LN Human (Taldan)
+1 skill rank/level
Bonus Feat
+2 Dex

Traits & Drawback
Sword Scion (Campaign)
Wisdom in the Flesh (Religion: Irori)
Survivor (Regional: Unlisted)

Campaign Details
Bonus Feat: Leadership
Bonus Feat: Story (Gruesome Butcher)
+1 background skill rank/level

24,000 gp
1 magic item up to 8,000gp (+1 agile mithral breastplate, 5,400gp)
1 magic item up to 4,000gp (+1 Aldori dueling sword, 2,320gp)
Any magic item up to 2,000 gp (robe of needles, 1,000gp)
2 wand maximum + 1 healing wand (wand of abstemiousness [CL 1st, 750gp], wand of create water [CL 5th, 1,875gp], wand of cure light wounds [CL 1st, 750gp])
10 potions/scrolls maximum + 10 healing potions/scrolls (3 potions of protection from arrows [CL 3rd, 900gp], 3 potions of enlarge person [CL 6th, 900gp], 2 potions of haste [CL 5th, 1,500gp], 2 potions of adhesive blood [CL 3rd, 600gp], 10 potions of cure light wounds [CL 1st, 500gp])

masterwork Aldori dueling sword, 320gp 3lbs.
cold-weather outfit, 8gp 7lbs.
battle mask, 50gp 2lbs.
adventurer's sash, 20gp 3lbs.
canteen, 2gp 1lb.
6 days trail rations, 3gp, 6lbs.
mess kit, 2sp 1lb.
soap, 1cp .5lbs.
shaving kit, 15sp .5lbs.
grooming kit, 1gp 2lbs.
gear maintenance kit, 5gp 2lbs.
climber's kit, 80gp 5lbs.

x20 smoke pellets, 500gp -
x10 pepper smoke pellets, 600gp -
x10 smokesticks, 200gp 5lbs.
x20 tindertwigs, 20gp -
x5 flash powder, 250gp -

masterwork backpack, 50gp 4lbs.
mask (common), 5sp 1lb.
mask (formal), 20gp 1lb.
bedroll, 1sp 5lbs.
blanket, 5sp 3lbs.
small tent, 10gp 20lbs.
50' silk rope, 10gp 5lbs.
14 days trail rations, 7gp 14lbs.
2 waterskins, 2gp, 8lbs.
dandy brush, 2sp 2lbs.
snowshoes, 5gp 4lbs.
explorer's outfit, - 8lbs.

heavy warhorse, 300gp
chain shirt barding, 400gp 50lbs.
bit and bridle, 2gp 1lb.
military saddle, 20gp 30lbs.
saddlebags, 4gp 8lbs.
4 days feed, 2sp 40lbs.

Caravan gear:
covered wagon with runner kit, 650gp
supply wagon with runner kit, 450
3 heavy horses, 600gp
20 days (x8 horses) animal feed, 8gp
20 days firewood, 2sp
coal, 1gp, 5sp
charcoal, 1gp, 2sp, 5cp
iron, 50gp

collapsible bathtub, 15gp
2 sets fishing tackle, 20gp
4 50-foot coils of silk rope, 40gp
2 bits and bridles, 4 gp
2 dandy brushes, 4sp
2 riding saddles, 20gp
2 saddlebags, 8gp
cooking kit, 3gp
tea, 12sp
common coffee, 3sp
powdered milk, 2gp
allspice, 15gp
beans, 2gp
flour, 2gp
pepper, 30gp
potatoes, 3gp
salt, 75gp
sugar, 1gp
nuts, 9sp
70 trail rations, 35gp
75-gallon barrel, 2gp
2 mess kits, 4sp
coffee pot, 3gp
4 gear maintenance kits, 20gp
crowbar, 2gp
2 hammers, 2gp
grappling hook, 1gp
40 pitons, 4gp
saw, 4cp
2 block and tackle pulleys, 10gp
shovel, 2gp
sledge, 1gp
handaxe, 6gp
2 50-foot lengths of chain, 300gp
2 masterwork manacles, 100gp
2 masterwork fetters, 100gp
4 blocks of soap, 4cp
grooming kit, 1gp
shaving kit, 15sp
40 candles, 4sp
3 flint and steel, 3gp
2 candle lamps, 10gp
2 waterproof bags, 1gp
5 sacks, 5sp
4 empty waterskins, 4gp
4 belt pouches, 4gp
2 board games, 2sp
2 card decks, 2sp
dartboard set, 5sp
6 dice, 6sp
dominos, 1sp
horseshoes set, 5sp

medium treasure chest w/superior lock and 7 keys, 163gp
10 heatstones, 200gp
2 maps, 100gp
everburning torch, 110gp
4 healer's kits, 200gp
4 veterinarian's kits, 100gp
10 water purification sponges, 250gp

small chest w/average lock and 7 keys, 48gp
small chest w/average lock and 7 keys, 48gp

bellows for Irelda's portable forge, 5gp