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About Timothy of house ChurinPersonality/Appearance:
Timothy is a 6'1" tall, 150lbs, blue eyed, blonde haired, tall standing and self-important man. His long hair is perfectly looked after and straight. Clothes spotless. He takes great pride in his appearance, no matter what he is wearing he will wear it like a king. He has joined the expedition with the hopes of making a new name for himself to become a noble, even high advisor of the new lands. He has left many friends behind, a hard thing for Timothy who was veey popular in his town. He is fair and enjoys a joke and a quip. He is not skilled with life in the wild and will have to learn much as his relatively soft life changes. He knows of the dangers of the land and is no child. He is always ready to use his magics when discussion fails. Backstory:
Timothy's life began one unfortunate night when a drunk nobleman of House Lebeda took a small fancy to a young and very pretty servant. She was an obediant girl and did not resist, having her own little crush on the stupid noble and not entirely unskilled with men. You can guess what happened. When it was found she was pregnant she was dismissed from service without notice and was out on the streets. Cursing the nobleman for her situation she looked for work as a maid for anyone willing to hire her. Luckily one old couple took her in and Timothy's mother, Sylvia, had a place to stay. She served him and his wife faithfully for many years. She tried to keep the secret of his father from Timothy but when he found the fancy hankerchief she kept hidden she told him everything. It was a lot for a boy of ten years to take in. But finally he knew who his father was. He was warned never to show himself or reveal his bastard self to the nobility or risk their retaliation on them for his insolence. What he didn't know was that his mother came from an even more noble and powerful line, centuries ago to long passed away kings and queens of the River Kingdom and Brevoy lands. The combination of his known and secret nobility was a slow catalyst that burned inside Timothy every day. He 'knew' that he deserved better than he had and he was not content to sit and enjoy the rather comfortable life he lived growing up in the countryside of Silverhall. He discovered his own magical gifts at 16 and taught himself, drawing on his secret bloodline to fuel his experiments. When asking a wizard to help him he was dismissed when the wizard discovered his sorcery, unwilling to teach one so unteachable. He resolved to learn on his own. Much to his surprise he is aided by the old man who tells Timothy of his younger days of travel and adventure as a bard. He teaches Timothy how to convey himself to others and speak in a way to influence others in the most advantageous way for all, especially himself. Timothy takes in everything the old man shows him with natural skill. The old man and woman both pass away the same year, leaving their small estate to Sylvia as they had no other family. Sylvia and Timothy had become their only family and Sylvia now looked after everything and hired several servants of her own to improve the place. Timothy was saddened for several months and kept mostly to himself, hardly eating. Everyone was worried for his health but nothing they did could rouse him from the pit until one day. He decided he could no longer stay a commoner. He would use his new resources courtesy of the recently deceased (bless their souls) and claim his right as a noble. Fate had a different plan for young Timothy. He was rejected by every official he saw, thrown out when he refused to leave. Nothing he could say, no words he uttered could make them change their minds and he dared use no magic in trying to do so. He was a bastard to them and would always be, every evidence of his was refused or ignored. After one week he ran out of options. He would have to return to his mother defeated and common. On the evening before he planned to leave however, he heard news of an expedition called to secure the lands to the south and another idea came to him. Sieze this opportunity. Become a noble in this recovered land that he himself would help secure. His secret bloodline called to him along with his own desires for greatness and he decided this was his destiny. In the morning he signed one of the charters, discarding his previous claims. He would make his own way into nobility. He would give his mother the same and they would finally reclaim their ancient blood rights. But first, breakfast.
Timothy of house Churin's Stats:
Timothy Human Imperious Blooded Sorcerer 1 LN Medium Humanoid (human) Init +1; Senses Perception +1; -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 7 (1d6+1) Fort +1, Ref +1, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee Dagger -2 (1d4-2/19-20 x2) Quarterstaff -2 (1d6-2/1d6-2/x3) Ranged Dagger +1 (1d4-2/19-20 x2) -------------------- Statistics -------------------- Str 7, Dex 12, Con 12, Int 15, Wis 13, Cha 18 Base Atk +0; CMB -2; CMD 9 Feats Eschew Materials, Persuasive Traits Bastard, Suspicious Skills Bluff(1)+10, Diplomacy(1)+12 (16 against humans), Intimidate(1)+10, Sense Motive(1)+8 Languages Common, Elven, Sylvan Outfit Traveler's Outfit Other Gear Sorcerer's Kit, Dagger, Quarterstaff, Scroll x 2, Donkey -------------------- Special Abilities -------------------- Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Persuasive You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Eye for Talent Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait. Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled. Bastard -1 on cha skills when dealing with Brevoy nobility. +1 on will saves. Suspicious +1 on Sense Motive checks and Sense Motive is a class skill. Favoured Class(Sorcerer) 0/0/1 1 skill point/ 1 hit point/ 1 extra spell must be one level lower than the highest level you can cast. Weapon and Armour Proficiency Sorcerer's are proficient with all simple weapons and no armour or shields. Spells Known Level 0 = 5 (Read Magic, Detect Magic, Detect Poison, Message, Daze) Level 1 = 2 (Colour spray, Disguise Self) Spells per day Level 0 = Infinite, Level 1 = 4 Imperious Bloodline Class Skill: Perform(Oratory). Bonus Spells: moment of greatness (3rd), eagle's splendor (5th), heroism (7th), threefold aspect (9th), greater command (11th), pure strain (13th), greater age resistance (15th), prediction of failure (17th), overwhelming presence (19th). Bonus Feats: Diehard, Endurance, Heroic Defiance, Heroic Recovery, Improved Initiative, Lingering Spell, Magical Aptitude, Persuasive. Bloodline arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions. Student of Humanity (Ex) At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks. Equipment:
Traveler's Outfit free/5lbs Dagger 2gp/1lbs Quarterstaff 0gp/4lbs Scrolls x2(Mage Armour, Burning Hands) 50gp/0lbs Sorcerer's Kit 8gp/--(on donkey)(backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches(10), trail rations(5 days), waterskin.) Donkey 8gp/--(weighs 700lbs) PC carrying 2gp/10lbs Carrying Capacity
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