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About Valiard TessarStatblock:
Valiard Tessar
Languages Common, Halfling, Shadowtongue SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (fast stealth, trap spotter), trapfinding +2 Combat Gear
Other Gear
alchemy crafting kit[APG], backpack, bedroll, belt pouch, bit and bridle, disguise kit, feed (per day), flint and steel, ink, inkpen, mask[UE], masterwork thieves' tools, masterwork tool, medium wagon[UC], mess kit[UE], noble's outfit, pot, reversible cloak[UE], silk rope (50 ft.), silver coin, worn smooth (worth 1 gp), soap, tear-away clothing[UE], torch (10), trail rations (5), waterskin, light horse, fine cut emeralds (worth 500 gp) (5), 272 gp, 7 sp, 5 cp Party Medical Supplies: 3 potions of cure moderate, 2 potions of lesser restoration, 2 potions of remove disease, 3 vials antitoxin, 2 vials antiplague, 2 doses of bloodblock, 3 doses of smelling salts, 2 vials of soothe syrup, 2 healers kits --------------------
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd. Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd. Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. (+10 total) Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Backstory:
-------------------- Valiard was a local. The owner of a small apothecary known as "True Tonics", a tiny shop wedged between the temple of forgotten Ba-istava a tree goddess from somewhere in the south, and a temple to the decay aspect of Gozreh. A painted sign of a golden mortar and pestle, with rays of light (and some lightning bolts for good measure) surround the mortar and pestle. Valiard counts the Councilwoman Dimyian, Rupman Myre and Arlend Hyve among his clients. (the council woman for health tonics, Arlend Hyve for digestive aids and Rupman Myre to treat a case of gout. As both a respected and knowledgeable person in the arts of herbology as well as one of the last people to see poor Arlend alive, it makes sense for Valiard to be summoned. Valiard is also a good person to assist in the investigation. He has many contacts in the local community through his work, and may more easliy make inquiries. The majority of the stock that Valiard sells comes from a yard garden behind his house, that he weeds and tends with fastidious attention. The remainder he buys or orders from traders and recieves in dried form. Valiard gets bored easily, so he breaks into people's houses. Wait, that didn't sound right. Let us start over from the beginning. Valiard had the normal upbringing of any merchant's child in the city. Lots of work learning his future trade with his father, Oril Tessar, and plenty of time, running through the streets of the city with the other children. His mornings were always filled with lessons, sums, chopping, weeding, grinding, mixing, making poultices and unguents. But in the afternoon he was one of the wild children, climbing walls, running on rooftops, chasing stray dogs and generally being a nuisance. On one particular afternoon he found himself in the Crown and when a patrol of Ravens was coming down the street, he scurried over a wall into the Cobal family compound. Scared out of his mind, he hid in the eaves of the house. Curiosity overtook him while he was there and he became fascinated with the life that he heard and saw before him. The speech patterns, the mannerisms, the activities of the household, they were a fascinating window on a world that he had never known. Valiard stopped running with the other children, and started skulking the houses of the rich. He never took anything, well, he didn't take anything at that time of his life, he was observing. And he found out things about his father's clients, ways to help them, ways to make them healthier. With this information, two things happened: Valiard made his first sale in his father's shop, and the shop began to prosper as after that first upper class sale, more people came to know and trust their services. His father let him keep the silverpiece from that first sale, as a lucky token. Valiard plays with it whenever he is nervous or thinking, and he has rubbed it smooth over the years. Valiard inherited the business when his father passed on, and his nocturnal activities dwindled. His good looks and grace got him invited to many a party though, not as a suitable suitor, of course, but as an escort and dancing partner, he continued to exist at the margin of that world. Some might have been bitter by that, Valiard was keenly aware of the facade that the upper class placed on their lives, and in many ways found the unwritten rules they followed to be stifling. It was at a party that he heard a curious thing. While they were dancing one of the young ladies remarked that a brooch of hers had gone missing. When she described the brooch, Valiard felt a moment of recognition, he had seen the brooch somewhere else quite recently. Later in the evening he realized that he had seen it on the chest of another, older madam when she had been leaving the party. It was at this moment, that the Taker was born. Valiard broke into the house of the older woman, removed the brooch from her possession, broke into the house of the young lady, and returned the brooch to her, placing it beside her bed. The gossip in the town went wild. Young ladies were sighing and swooning like crazy and wild speculation abounded. Valiard never stole for himself (unless you consider how much he enjoyed the challenge) but continued to work small magics, returning stolen items every so often, perhaps every other month. He broke into houses regularly though, honing his skills and learning to work with the night, blending in wherever he was. There was that one incident, years ago, where Valiard, snapping out with reflexes honed on the rooftops, snatched a man away from the path of a cart and horse tearing at breakneck speed down the Hill. The man professed eternal gratitude, and after Valiard ensured he had not been injured in the rough tackle, thought nothing more of the man. ----
The only thing to do, to ensure such evil never had a chance to come into the world, was to chase it down and snuff it out before it garnered a foothold. So the shop was sold and plans were made. Mireza, Grigor, Izoef, Windle and himself, adventurers all, had made their way first north, then to the far southern reaches of Ustalav, chasing rumors of the manuscript. In Caliphas, bereft of leads, they had parted ways. Mireza and Valiard setting up an apothecary, calling it “True Tonics” once more. Mireza, fortune teller and soothsayer was able to set up a business as well, and quickly became a part of the flow of life of the Rushwater neighborhood. It was there that the letter from the Professor had found them, delivered the day after Mireza had determined that she was pregnant. After a very boisterous argument, Mireza, knowing Valiard’s heart, allowed him this last trip before he settled into the new adventure…fatherhood. Description:
Flaw: Meddling - Valiard has a pathological need to get involved. He is certain that if he dosen't "help" then things won't end up in the best possible way. Aura: Aura of Shadows Crystal Power:Channel Positive Energy, 2d6, DC14, 5 per day
Channeling description:
Channel Energy - Positive (Su): Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the person. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the combined levels + the users Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A person may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A person can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. |