| Diaz Ex Machina |
Hello everybody and thank you for your time.
I have created this PC for my group's upcoming Mummy's Mask campaign, and I would like to hear some advice about his background story, to adjust and expand it.
Here is a statblock of my hero, so you can see his abilities.
Farzheen:
Farzheen
Male human (Keleshite) bard (archaeologist) 1 (Pathfinder RPG Ultimate Combat 32)
NG Medium humanoid (human)
Init +4; Senses Perception +3
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +1
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Offense
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Speed 30 ft.
Melee scimitar +1 (1d6+1/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks archaeologist's luck 12 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—grease, heightened awareness[ACG]
. . 0 (at will)—detect magic, light, prestidigitation, read magic
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Statistics
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Str 13, Dex 18, Con 12, Int 12, Wis 8, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Extra Performance, Lingering Performance[APG]
Traits fate's favored, heirloom weapon (proficiency), trap finder
Skills Bluff +1, Diplomacy +6, Disable Device +9, Disguise +1, Knowledge (arcana) +2, Knowledge (dungeoneering) +6, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Spellcraft +5, Stealth +7, Use Magic Device +6
Languages Common, Kelish, Osiriani
SQ bardic knowledge +1
Other Gear leather armor, arrows (20), scimitar, shortbow, backpack, belt pouch, flint and steel, mirror, soap, thieves' tools, waterskin, 5 gp, 8 sp
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Special Abilities
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Archaeologist's Luck +1 (12 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Farzheen
Male human (Keleshite) bard (archaeologist) 1 (Pathfinder RPG Ultimate Combat 32)
NG Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +1 (1d6+1/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks archaeologist's luck 12 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—grease, heightened awareness[ACG]
. . 0 (at will)—detect magic, light, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 12, Wis 8, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Extra Performance, Lingering Performance[APG]
Traits fate's favored, heirloom weapon (proficiency), trap finder
Skills Bluff +1, Diplomacy +6, Disable Device +9, Disguise +1, Knowledge (arcana) +2, Knowledge (dungeoneering) +6, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Spellcraft +5, Stealth +7, Use Magic Device +6
Languages Common, Kelish, Osiriani
SQ bardic knowledge +1
Other Gear leather armor, arrows (20), scimitar, shortbow, backpack, belt pouch, flint and steel, mirror, soap, thieves' tools, waterskin, 5 gp, 8 sp
--------------------
Special Abilities
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Archaeologist's Luck +1 (12 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
And here is his biography.
Background:
The journeys of desert caravans can be filled with perils, and alas, Farzheen knows it all too well. When he was barely a child the caravan with which his family was traveling was attacked by a band of gnoll marauders. After an harsh battle between the armed escort and the hyena-men the attack was thwarted but with huge losses: half the guards and mostly all the merchants would never see the light of the day again, and among these were also little Farzheen's parents. Left alone in the world, his only luck was that of finding a charitable soul in Naome, a fellow merchant and friend of his parents who managed to save her daughter in the attack, but unfortunately lost her husband. The woman took the boy with her, and with what was left of the caravan made it to Wati where they settled to start a new life. However the death of his parents left Farzheen with a tremendous emotional scar: he cut himself from others, was apathetic, lacking appetite, it seemed like that miserable day his soul died too. But one day, almost a decade after that sad event something changed in Farzheen's life, and nothing was the same anymore.
That day Naome brought to her adopted son a book as a gift, hoping to cheer him up a bit, but it wasn't just any book, it was a copy of the Pathfinder Chronicles, the group of explorers known in all Golarion for their fantastic adventures in every corner of the world. Farzheen devoured the book, getting carried away by the tales of heroic deeds and becoming fascinated by the quantity of precise informations he came in touch with. In that moment the kid took the most important decision of his entire life: he would became an adventurer. Trying to quench the thirst for this tales he found himself hanging out at Damorea's library, a capable wizard with whom he would become friends with and get involved in little adventures.
This change revealed Farzheen's hidden side, who transformed from a lonely and gloomy kid into a sociable man, energetic and affable, developing a personality which few could resist. Obviously his good look helps him in being likeable to others, but what really fascinates those who know him is his vitality and his stubbornness, traits that his adoptive family never expected from that boy with the broken spirit.
That day Naome brought to her adopted son a book as a gift, hoping to cheer him up a bit, but it wasn't just any book, it was a copy of the Pathfinder Chronicles, the group of explorers known in all Golarion for their fantastic adventures in every corner of the world. Farzheen devoured the book, getting carried away by the tales of heroic deeds and becoming fascinated by the quantity of precise informations he came in touch with. In that moment the kid took the most important decision of his entire life: he would became an adventurer. Trying to quench the thirst for this tales he found himself hanging out at Damorea's library, a capable wizard with whom he would become friends with and get involved in little adventures.
This change revealed Farzheen's hidden side, who transformed from a lonely and gloomy kid into a sociable man, energetic and affable, developing a personality which few could resist. Obviously his good look helps him in being likeable to others, but what really fascinates those who know him is his vitality and his stubbornness, traits that his adoptive family never expected from that boy with the broken spirit.
Please notice that english is not my native language, therefore grammar and form may be a bit odd.