Full Name |
Yanko Gitane |
Race |
Sorcerer 1, HP 7, AC 12 T 12 FF 10, Init +2, Percep +1 (+3) |
Special Abilities |
Friend in Every Town, Vagabond Child |
Alignment |
CG |
Deity |
Desna |
Languages |
Common |
Occupation |
Sorcerer, Adventurer, Scoundrel |
Strength |
10 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
18 |
About Yanko Gitane
Yanko Gitane
Male Varisian Human Sorcerer 1
CG Medium humanoid (human)
Init: +2; Senses: Perception +1 (+3 if Sapientes w/in 5’)
Speed: 30, Languages: Common, Varisian
DEFENSE
AC 12 (Dex +2) Touch 12 FF 10
HP 7 (1d6+1)
Fort +1 Ref +2 Will +3
OFFENSE
Melee: Spear +0 (1d8 20/x3) or dagger +0 (1d4 19-20/x2) or club +0 (1d6)
Ranged: crossbow +2 (1d8 19-20/x2 Range 80, Ammo 20 normal)
Point Blank Shot: +1/+1 when within 30’ of target.
BAB 0 CMB +1 CMD 12
STATISTICS
Abilities: Str 10 Dex 14 Con 13 Int 10 Wis 12 Cha 18
SQ: Favored Class (Sorcerer; Skill Point 1), Skilled, Arcane Bond (Familiar; Owl named Sapientes)
Feats: Eschew MaterialsB, Point Blank Shot, Precise Shot
Bloodline Arcana: Spell DC +1 when metamagic feats applied. Class skill: Kn(Local)
Traits: Friend in Every Town (+1 Kn(local) & diplomacy, diplomacy is class skill), Vagabond Child (Sleight of Hand +1)
Skills: Bluff +8, Diplomacy +9, Intimidate +8, Perform (Act) +5, Sleight of Hand +7, Use Magic Device +8
Combat Gear: oil (10), tindertwigs (4)
Scrolls:
Potions:
Equipment: backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, waterproof bullseye lantern, spear, dagger, club, light crossbow, 20 bolts
Clothing: explorer’s outfit, cold weather outfit, entertainer’s outfit, hot weather outfit, pickpocket’s outfit, pocketed scarf, reversible cloak, reinforced scarf
Coin 36.8
Spells Known (CL 1, Concentration +4; Bloodline: Arcane)
Cantrips: acid splash, dancing lights, ghost sound, message
1st (4/day, DC 15): grease, sleep
Familiar: Owl named Sapientes
Size Tiny; Speed 10, Fly 60 (average) ; HP 3 (1d8-1) AC 15 (Dex +2, NA +1, Size +2); Fort +2, Ref +5, Will +4 Attack 2 talons +5 (1d4-2) Ability Scores Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6; Special Qualities low-light vision, scent Feats: Weapon Finesse; Skills: Fly +7, Perception +7, Stealth +15; SQ: Alertness, Improved Evasion, Share Spells, Empathic Link
BAB 0; CMB+1; CMD 9
Description: Yanko is a slightly built, dark haired Varisian man of exquisite features. His olive toned skin is without blemish or scar, with light brown eyes and a patrician nose. He carries himself with aplomb and seeks to be the center of attention whenever possible. He carries a fairly large satchel attached to his normal traveler’s backpack, carefully packed with a number of different outfits for seemingly any occasion.
He is quick to laugh and tell stories, encouraging others to join in and carry on the merriment whenever possible. His voice is clear and strong, a rich baritone which he uses to great effect. A constant companion stays with him, a fluffy brown and white owl. He routinely feeds the bird scraps of food and encourages people to gently stroke his feathers, using him as an icebreaker many times over.
Background: Yanko grew up poor, ostracized, and practically homeless. That is par for the course for many Varisians, so he at least was in good company. His father was one of any number of men, and Yanko never knew him. Sadly, Yanko’s mother died when he was about 5 years old due to an illness which claimed many of his clan’s adults. That left him in the care of around 15 or 20 young Varisians, both boys and girls, with next to no adult supervision. If they were shunned and mocked while the adults were around, they experienced the same redoubled now they had no “responsible” parties to engage with the villages and towns.
As might be expected, Yanko fell in with a rougher crowd, starting to run with the Sczarni. He learned to lie, cheat, and steal, and did fairly well for himself. It wasn’t until he grew into his magical prowess around age 17 that his eyes began to really open. He learned of the clan-leaders’ designs for him, planning to use his skills and talents to essentially con and rob everyone they came by. He didn’t mind the occasional filch or pilfer now and again, but this was wholesale theft on a scale that boggled his young mind.
Breaking ties with his former mates, he gathered up his belongings and set out for the great city at the center of the world, Absolom. Hearing stories about the Pathfinder Society and the wondrous things their members got into, he felt pulled towards them.