Low level goal - Find a "family" or somewhere to belong where he doesn't have to worry about where his next meal comes from.
Mid level goal - Find a way to use his skills to help the people of his new community (Treasure hunter for cultural preservation: Indiana Jones, or maybe he runs the local thieves guild to keep the peace and shares a good chunk of the profits with the poor and orphaned children, something like that).
High level - Become a legendary, devil-may-care philanthropist with a knack for adventure and an eye for the ladies.
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Backstory:
When Weylyn was a boy, he knew he'd grow into a valiant, selfless knight. He'd defend the weak, rescue beautiful women, slay dragons: that is the dream right? Well, it was.
The city where Weylyn grew up had a bad outbreak of cackle fever when he was a boy. It claimed no less than half the city, including his parents, and left his wits addled: To this day, Weylyn has a hard time with self-control and will occasionally break out in fits of laughter.
Weylyn spent the next years in and out of foster homes and work houses. Usually he was kicked out for inciting unrest among the other boys, but a few times were because the matron "did not like his face", he publically out-logic'd the father superior, he stole every silver spoon and sold them for a Bladed Scarf.
That last one got him a stint in prison, and it is there that Weylyn learned caution, how to measure a mark. He also found he had a foolishly large heart when it came to the exceptionally weak and downtrodden. Being something of an underdog himself, Weylyn would often, to his detriment, step in to defend such a wretch only to share their fate.
Guard Captain Knellenby noticed this though and urged the courts to release Weylyn to his charge.
Knellenby was determined to give Weylyn a fighting chance at an honest life as a city guard, and for his part, Weylyn did try at it, but he and the rules never fully got on. Weylyn was often late for drills, out of barracks, etc. He was known to turn a blind eye for an easy sovereign, and more than once shook down the thugs that abused the weak and the young for all they had.
This earned him something of a target on his back. Weylyn was never completely alone see? And that made it difficult for these thugs to get at him "properly", but their leader was a cunning bit of pastry: a fat, greasy, black-hearted villain named Grigori.
Grigori rigged it so as Weylyn was caught concealing Captain Knellenby's sword and house keys in his room. The young man did his best to acquit himself, but his reputation, in concert with the evidence was insurmountable.
Captain Knellenby, eyes brimming from the betrayal, sadly ordered Weylyn flogged and put out.
Unprotected from the rough stock of the streets now, Weylyn did the only thing he could think: run.
He drifted for a while, stealing this, hawking that, doing a bit of work here and there: but he was always kind to children and the truly unfortunate and shared with them all he could get his hands on.
Eventually, Weylyn ended up here, in this city. No prospects. No friends. Just him, his quick tongue, and his fast fingers versus the hard, unforgiving streets.
Weylyn Dell
Human (Varisian) Rogue (Cutpurse, Trapsmith) 1/Warrior 1 (Pathfinder RPG Advanced Player's Guide 0, 0)
CG Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +3
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +3 Dex, +2 dodge)
hp 21 (1d10+1d8+5)
Fort +4, Ref +5, Will -1; +1 trait bonus vs. charm and compulsion
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) and
. . dagger +3 (1d4+2/19-20) and
. . sap +3 (1d6+2 nonlethal) and
. . bladed scarf +3 (1d6+3) and
. . scimitar +3 (1d6+2/18-20)
Ranged dart +4 (1d4+2)
Special Attacks sneak attack +1d6
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Statistics
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Str 14, Dex 17, Con 14, Int 14, Wis 8, Cha 14
Base Atk +1; CMB +3; CMD 18
Feats Combat Expertise, Dodge
Traits affable, threatening defender, varisian tattoo
Skills Acrobatics +8, Bluff +6, Climb +6, Craft (alchemy) +6, Craft (traps) +6, Diplomacy +6 (+8 to gather information., +4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +8, Escape Artist +7, Knowledge (local) +6, Perception +3, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +8 (+12 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +7, Swim +6; Racial Modifiers measure the mark
Languages Common, Elven, Halfling, Varisian
SQ hero points, pride
Combat Gear oil (5); Other Gear leather armor, dagger, dagger, dart (6), sap, bladed scarf, scimitar, adventurer's sash, backpack, belt pouch, belt pouch, bullseye lantern, chalk, crowbar, fishhook, flint and steel, glass cutter, glue paper (10), journal, measuring cord (10 ft.) (2), pocketed scarf, sack, sewing needle, shaving kit, soap, soldier's uniform, string or twine, thieves' tools, thread (50 ft.), 218 gp, 89 sp, 6 cp
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TRACKED RESOURCES
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Dagger - 0/1
Dagger - 0/1
Dart - 0/6
Shaving kit - 0/50
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Special Abilities
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Affable +2 on Diplomacy to gather information and do so in half time.
Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Varisian Tattoo +1 trait bonus on saving throws against charm and compulsion effects.