Dr. Si's Curse of the Crimson Throne - Alpha Group RG

Dr Simon

Explorer
Rogues Gallery for Alpha Group
(Shayuri, Kinem, Leif, Walking Dad, rpgramen)

(Departed: Airwalkrr)
 
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[sblock=Khadmeade]
Male dwarf cleric 1
LG Medium humanoid
Init +1; Senses darkvision 60 ft.; Perception +3 (+5 taste/touch, notice unusual stonework)
Languages Common, Dwarven, Giant

AC 17, touch 11, flat-footed 16; +4 vs. giants
(Dex +1, +4 armor, +2 shield)
hp 21 (1 HD) (currently 6)
resist hearty (+2 versus poison, spells, and spell-like abilities)
Fort +4, Ref +2, Will +7 (+1 Will from Missing Child trait)

Spd 20 ft.; slow and steady (speed never reduced by armor)
Melee warhammer +2 (1d8+2/x3)
Melee dagger +2 (1d4+2/19-20)
Ranged light crossbow +1 (1d8/19-20)
Ranged net -3 (entangled)
Base Atk +0; CMB +2; stability (+4 to resist bull rush or trip while on ground)
Atk Options acid dart (+1 ranged touch; 30 ft.; 1d6 acid)
Special Actions channel energy 6/day (1d6 positive energy; 30 ft.; DC 11), resistant touch (transfer own +1 resistance bonus to target for one minute)

Cleric Spells Prepared (CL 1st):
1st—bless, remove fear
0—create water, detect magic, vigor
Domains Earth, Protection

Abilities Str 14, Dex 13, Con 12, Int 12, Wis 16, Cha 12
SQ +1 to attack orcs and goblins, greed (Appraise a class skill to for nonmagical goods, gems, metals), favored class (cleric), stonecunning (automatic check to notice ununusual stonework when within 10 feet), weapon familiarity (dwarven weapons)
Feats Extra Turning, Martial Weapon proficiency (battleaxe, heavy pick, warhammer)
Skills Appraise +5, Knowledge (religion) +5, Sense Motive +7, Spellcraft +5

Possessions warhammer, light crossbow, bolts (10), dagger, net, scale mail, large wooden shield, wooden symbol of Torag, cleric's vestments, 11 gp

Background Khadmeade came to Korvosa full of hopes and dreams. Like many dwarves, he hopes to one day amass a sizable fortune. For many, the priesthood of Torag is both an honorable an profitable career path, and so he took to it like so many in his family before him. Because Janderhoff was simply full to the brim with overeager priests of Torag seeking to make a name for themselves, he came to Korvosa, where his successful merchant brother Norhin assured him that prospects were much brighter. Sadly, nothing could be further from the truth.

Norhin's motives for summoning Khadmeade to Korvosa were less than transparent. Khadmeade arrived to find a city quite in need, but little to offer him in the way of glory or wealth for his efforts. Moreover it seemed that Norhin's troublesome son Roin needed constant attending to, a task Khadmeade was stuck with all too often like a mere nanny. Now, Roin has gone missing under Khadmeade's watch, and if Khadmeade cannot find him before Norhin returns from a business trip in Janderhoff, it will be a great stain upon his honor.

Personality Khadmeade has a good nature, a wise soul, and a healthful spirit, but he, like so many other dwarves, has a critical weakness in his desire for wealth. He treasures wealth above almost all things, sometimes placing it even above family, even above honor. He has been known to put himself in great peril for a copper piece (though wisdom of age has now taught him only gold is truly worth risking his beard).

He likes heady ale, stout mead, and strong brandy. Occasionally, he even fancies a bit of elven wine, if its a good year, mind you. He is often the life of the party and always a steadfast companion. He never lets his friends down although he will bawl his eyes out if it means being forced to leave treasure behind.

Edit: 12/05/08, 10:15: paid Kester 1 gp (did not have a silver so that should pay to retain him for ten days)[/sblock]
 
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[sblock=Bael Tearlani]

Code:
[B]Name:[/B] Bael Tearlani
[B]Class:[/B] Rogue
[B]Race:[/B] Tiefling
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] L/N
[B]Deity:[/B] Asmodeus

[B]Abilities:[/B]                [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Str:[/B] 14(05pt) [+2] 
[B]Dex:[/B] 16(05pt) [+3]     [B]BAB:[/B] +0         [B]HP:[/B] 25 Dam.: -*
[B]Con:[/B] 14(05pt) [+2]     [B]CMB:[/B] +2         [B]Dmg Red:[/B] ---
[B]Int:[/B] 14(02pt) [+2]     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 11(01pt) [+0]     [B]Init:[/B] +3        [B]Spell Save:[/B] -
[B]Cha:[/B] 10(02pt) [+0]     [B]ACP:[/B]  -1        [B]Spell Fail:[/B] -%


           [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]      10     3     0    3     -      -     -     16
[B]Touch:[/B] 13
[B]Flatfooted:[/B] 13    

SAVES:
                     [B]Base   Abil Mod  Misc  Total[/B]
[B]Fort:[/B]                +0       +2               +2
[B]Ref:[/B]                 +2       +3               +5
[B]Will:[/B]                +0       +0               +0


[B]Weapon                  Attack    Damage      Critical[/B]
Rapier                   +2        1d6+2       19-20/X2
Dagger (ranged)          +3        1d4+2       19-20/X2    Range:  10 feet
Shortbow                 +3        1d6            20/X3    Range:  60 feet


[B]Languages:[/B] Common, Infernal, Draconic, Goblin

[B]Abilities:[/B]
Darkvision 60 ft
Racial Skills: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Special Attacks: A tiefling can use '[URL="http://www.d20srd.org/srd/spells/darkness.htm"]Darkness[/URL]' once per day (caster level equal to class levels). 
Special Qualities: Resistance to cold 5, electricity 5, and fire 5.

Sneak attack +1d6
Trapfinding

[B]Feats:[/B]
1: Combat Expertise

[FONT=Courier New][B]Skill Points:[/B] 10pts
Skills                              Ranks  Mod    Misc   Class   Total
Acrobatics                           1       +3     -      +3     +7
Bluff                                1       +0     +2     +3     +6
Disable Device                       1       +3     -      +3     +7
Escape Artist                        1       +3     -      +3     +7
Intimidate                           1       +0     +2     +3     +6
Knowledge (local)                    1       +2     -      +3     +6
Perception                           1       +0     -      +3     +4
Sense Motive                         1       +0     -      +3     +4
Stealth                              1       +3     +2     +3     +9
Use Magic Device                     1       +0     -      +3     +4


[B]Equipment[/B]: (starting 140gp)

Item                        Cost (gold)                 Weight(lbs.)

Explorer's Outfit                0                            0
Rapier                          20                            2
Dagger x2                        4                            2
Sap                              1                            2
Studded Leather                 25                           20
Shortbow                        30                            2
Arrows (20)                      1                            3
Whetstone                        0.02                         1
Backpack                         2                            2
- Bedroll                        0.1                          5
- Rations, trail (2 days)        1                            2
- Waterskin                      1                            4
- Rope, hempen (50 ft.)          1                           10
Large Belt Pouch                 1                            0.5
- Thieve’s Tools                30                            1

                               117.12                        56.5

Money: 22gp 8sp 8cp


                           Lgt   Med   Hvy  Lift  Push
Max Weight:        58    116    175   350   875[/FONT]

Age: 26
Height: 5'9"
Weight: 197lb
Eyes: Yellow
Hair: Black
Skin: Ruddy
Bael is an Acadamae Guard, who entered a forbidden love with a student. Suddenly she disappeared. After her dead body was found in an alley he used his contacts to see her a last time. There, he noticed, that a ring was missing from the body. Whoever murdered his loved one stole that ring — he is convinced of it. He has done some investigation on his own and recently found the ring for sale at a local merchant.
There, the merchant did tell him from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. (Love Lost: Widowed backround trait).

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Tristan Fuller, human Taldorian wizard 1 (conjurer)

[sblock=description]Tristan is a dark haired young human man, well built but not particularly handsome.

Born of a very minor noble family, he was taught the ways of Taldor from a young age: by scheming, one could climb the social ladder. Yet he proved inept at this; fortunately, he seemed to have an inclination towards magic, which could accomplish much the same goals.

He had always resented his sister Theresa. She was two years older and always seemed to do everything first, and unlike him, she was skilled at social manipulation and always made him suffer humiliations. But the worst part was that she shared his talent for magic.

Theresa was admitted to the Acadamae in Korvosa, so naturally, Tristan had to go there to study as well. He expected a private war against his sister, but there, for the first time, confronted with difficult studies and many pressures of life in the city, the two of them helped each other. He mainly helped her study, while she used her social connections to deal with those who wanted to bully him and soil the family name, and they made some mutual friends.

Just as he had finally found some satisfaction, disaster struck. Theresa suddenly disappeared. Later, she was found dead. Tristan's prime suspect was Bael Tearlani, a tiefling guard at the Acadamae who had an illicit relationship with his sister. However, as he investigated Bael it became clear that Bael was engaged in his own investigation of her disappearance, so he approached Bael and offered to help. Bael told him of his suspicions about Gaedren Lamm, who sold a ring of his sister's to a merchant.

At the same time as he had been trying to investigate Theresa's death, Tristan slipped into depression. Despite knowing better he found some solace in the drug Shiver. However, after a nasty overdose he quit, and fortunately recovered. He blames Gaedren as a drug dealer and now for his sister's death as well. (Trait: Drug Addict, +1 on Fort saves).[/sblock]

[sblock=stats]hp 17, move 30', AC 14 (touch 12, ff 12), init +2, BAB +0, grapple +2, align N

cost/base/tot/bonus
Str 5 / 14 / +2
Dex 5 / 14 / +2
Con 0 / 10 / +0
Int 10/ 16 / 18 / +4
Wis 0 / 10 / +0
Cha 0 / 10 / +0

saves: Fort +1, Reflex +2, Will +2

feats: Point Blank Shot, Spell focus (enchantment), Scribe Scroll
bonded item: silver ring (cast 1 spell/day from spells known)

att acid dart +3 ranged touch (1d6+1, crit 20/x2, 30' range) (already includes PBS)
or guisarme +2 (2d4+3, crit 20/x3, 10' reach, can trip + drop it to avoid countertrip)

Class Skills
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier + 1 (7)

skills (ranks/tot):
appraise 1/8
spellcraft 1/8
linguistics 1/8
knowledge (arcana) 1/8
knowledge (nobility) 1/8
knowledge (religion) 1/8
knowledge (history) 1/8
perception 0/0

school: conjuration (+2 armor bonus, acid dart)
prohibited schools: evocation, necromancy

[sblock=wizard spells known]
0-Level Sorcerer/Wizard Spells (Cantrips)
-Aburation
Resistance: Subject gains +1 on saving throws.
-Conjuration
Acid Splash: Orb deals 1d3 acid damage.
-Divination
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
-Enchantment*
Daze: Humanoid creature of 4 HD or less loses next action.
-Illusion
Ghost Sound: Figment sounds.
-Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
-Universal
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells (7)
-Aburation
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
-Conjuration
Grease: Makes 10-ft. square or one object slippery.
-Divination
Identify: Determines properties of magic item.
-Enchantment*
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber; full rnd action.
-Illusion
Silent Image: Creates minor illusion of your design.[/sblock]

Spells prepared (3 0th, 2 1st), DC 14 + spell level (+1 for Enchantment*)
0th: detect magic, daze*, ghost sound
1st: grease, sleep*

(note also bonded item: cast 1 spell/day from spells known)

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Languages:

Equipment: (70 gp total)
spellbook (wizard starts with)
bonded silver ring (starts with)
scholar's outfit(x2) (starts with 1) 5
spell component pouch 5
guisarme 9
backpack 2
ink, pen, paper(x2) 8.9
waterskin 1
scroll of disguise self 25
raw materials for scroll scribing 12.5
1 gp 6 sp[/sblock]
 

Doompocket

Name: Maya
Race: Shoanti Human
Class/Level: Sorceror 1
Gender: Female
Exp:

Desc:

Strength (STR) 13
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 10
Wisdom (WIS) 10
Charisma (CHA) 17

Alignment: Neutral
AC: 12 (10 + 2 Dex)
Buffed AC 16 (+4 shield)
Hit Points: 26
Movement: 30'/60'/120'

Init: +2
Base Attack Bonus: +0
Melee Attack: +1
Ranged Attack: +2
Fort: +3
Reflex: +2
Will: +3

Race Abilities
+2 to Attribute of choice (Charisma)
Favored Class: Any (Sorceror)
Bonus Feat
Bonus skill points

Class Abilities:
Spellcasting
Eschew materials
Cantrips (All lvl 0 spells cast at will as SLA's)
Red Dragon Bloodline
- Claws (2 attacks, 1d6+1 dmg)

Skills:
Intimidate +7 (1 rank +3 cha +3 class)
Perception +4 (1 rank +3 class) +2 for Spot
Spellcraft +4 (1 rank +3 class)
Use Magic Device +7 (1 rank +3 cha +3 class)

Feats
Trait: "Missing Child" +1 Will save
b Eschew Materials
1 Toughness
1 Totem Spirit (Shundar Quah - Spire Clan, +2 Spot & +1 Fort saves)

Languages - Common

Spells (caster level 1, save DC 13+lvl)

1 - 4/4

0 Detect Magic, Ray of Frost, Dancing Lights, Mage Hand
1 Shield, Magic Missile

Money - 53gp, 5sp

Weapons -
Dagger, 2gp

Armour -
None

Gear -
Backpack 2lbs 2gp
Bedroll 5lbs 5sp
Waterskin 4lbs 1gp
Small steel mirror .5lbs 10gp
2 belt pouch 1lb 2gp

Background:
Korvosa is no place for one of the fierce, proud Shoanti people...but still they come. From out of the Cinderlands, Shoanti who for some reason are unable or unwilling to live the lives of their forefathers come to the city to make their way. They are strong and honest, and often find work doing simple labor at the docks, or looming threateningly over troublemakers in taverns. When not working, they band together in the same neighborhood. Inevitably they had children. Maya is one of them.

Older than her years, Maya's mother died in childbirth. Her father was a quiet, stoic man who took care of her until he caught lung fever in one particularly bad winter, and died. Maya became the ward of the makeshift 'tribe' that has formed within Korvosa's walls. A tribe of outcasts and exiles, but that share the old tales and ways between them, and cling to the Shoanti culture even when it's hard to.

As Maya grew up, she became the de facto babysitter for the other children in the tribe. Most of the parents had hard work all day, and mothers were not always able to avoid it. Maya, by a quirk of birth, was the oldest child in the tiny community, and thus took charge of them.

As girl became woman, she felt strange...in ways that the older women could not prepare her for. Her maturation awakened the power in her blood. Magic poured from her. Among the Shoanti, such powers are distrusted...but these people had already been banished. What right did they have to judge this girl? And so, despite the misgivings of some, Maya remained with the tribe and care for their children.

Until one day, one of them disappeared.

Now Maya has taken up the hunt for the missing Shoanti child...she can't show her face at the tribe until it's done. Little does she know that it will be the first steps on a long and winding road...
 

Jerrigan Arbordelve

Jerrigan Arbordelve
Human (Varisian) (Male) Cleric1 (Favored Class), N/G
Deity: Sarenrae, Goddess of Sun, Redemption, Honesty, & Healing

XP: 0

Domains:
Fire (domain power at 1st level, Fire Bolt - see below for details),
Healing (domain power at 1st level, Rebuke Death - see below for details)

[SBLOCK=DETAILS]Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.[/SBLOCK]

S 13 | +1
D 14+2(human)=16 | +3
C 14 | +2
I 12 | +1 | Languages: Common (Taldane), Varisian
W 15 | +2
C 11 | +0

HP: 24 (14+2+8)
AC: 20 (see below under equipment), FF: 16, T: 14 (10+dex+dodge)
BAB: +0
Init.: +3

Saves:
Fort= +4 [+2(class),+2(ability)]
Ref= +3 [+0(class),+3(ability)]
Will= +5 [+2(class),+2(ability), +1(background trait)]

Feats:
Weapon Focus (Scimitar) [human bonus feat] totals with Scimitar= Att +2, Dam +1
Dodge (prereq: Dex 13, benefit: +1 AC) (not avail. when denied dex bonus to AC)

Skills: - 3 points/level +1 (human bonus) +1 (favored class bonus)
Spellcraft +5 (+1 rank, +1 ability, +3 class skill)
Perception +4 (+1 rank +1 Human Bonus Rank, +2 ability)
Linguistics +5 (+1 rank, +1 ability, +3 class skill)
Heal +6 (+1 rank, +2 ability, +3 class skill) (Favored class bonus)

Equipment
Scale Mail (+4)
Heavy Wooden Shield (+2) | AC=20 =10+4(armor)+2(shield)+3(dex)+1(dodge feat)
Scimitar [att=1d20+2 :13str+feat| dam=1d6+1(str), crit 18-20]
Silver Holy Symbol
Traveler's Outfit
Hooded Lantern
3 Flasks of Oil
Backpack
Pipe
Pouch of Tobacco
Tinderbox

Money Left 6 gp, 5sp (Assumed average funds for class, 140gp)

Spells Prepared:
0 Level: Detect Magic, Guidance, Resistance
1 Level: Bless, Summon Monster I

Background
Jerrigan was born and raised in a rural area outside Veldrain, a Varisian city to the east of Korvosa. He has come to the 'big city' of Korvosa to seek his fortune, since he was feeling a bit stifled in his home region. There were many farmers who attended the Church of Sarenrae in Valdrain, and it seemed to Jerrigan that they were always wanting help planting, weeding, cultivating, or harvesting. Fleeing from the strenuous farm work with which he was compelled to help his parishoners, Jerrigan sought a transfer to Korvosa. Upon arrival there, Jerrigan checked in with the Temple of Sarenrae and tried to settle in. However, he is very unhappy with this arrangement, too, because the priests in Korvosa also want him to work! :eek: So he doesn't plan to hang around there for any longer than he must, because he fears the kind of work that they are sure to assign to him. Jerrigan is not really 'lazy,' per se, he's just very careful with how he expends his limited energies. (That's his story and he's sticking to it!) Jerrigan feels an inexorable pull that draws him to the life of the adventurer, possibly to fill the great emptiness within him that cries out for new and different experiences, or possibly just as a marvelous excuse not to settle down and work. This trait of Jerrigan's is very much at odds with his rural upbringing which emphasized the virtues of long, hard work. Perhaps this shows the rebellion deep in his soul, or perhaps Jerrigan just feels that he has already done his share of hard work and is due a rest.

Background Trait: Country Born -- Jerrigan comes from one of Varisia’s rural regions,
where he was raised in an environment of rustic tradition, honest work, and common sense. A childhood of farm work has granted him reserves of endurance. Once per day, when an effect would normally leave him fatigued or exhausted, he may ignore the fatigue or exhaustion effect. This ability activates the first time Jerrigan is affected by fatigue or exhaustion in a day—he cannot “save” it to apply it to a specific effect. his traditional upbringing has sharpened his willpower as well, granting him a +1 bonus on Will saves.
 
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Crispin Jeggare -- Male Chelaxian Human Bard 1

Crispin Jeggare -- Male Chelaxian Human Bard 1
--------------------------------------------------------
Crispin Jeggare, Scion of House Jeggare (CL 1)
Male Chelaxian Human Bard 1
Neutral Medium Humanoid
Init +2; Senses Perception -1
--------------------------------------------------------
AC 15, Touch 12, Flat-Footed 13
(+3 Armor, +5 Dex)
HP 24 (1d8 + 16)
Fort +2, Ref +4, Will +1
--------------------------------------------------------
Speed 30 ft.
Melee Longsword +1 (1d8+1/19-20 x2)
Ranged Light Crossbow +2 (1d8/20 x3)
--------------------------------------------------------
Str 13 (+1), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 8 (-1), Cha 16 (+3)
Base Atk +0, Cmb +1
Feats Greater Spell Focus (Enchantment), Martial Weapon Proficiency (Scimitar), Spell Focus (Enchantment), Varisian Tattoo (Enchantment)
Skills Bluff +7, Diplomacy +7, Knowledge (Arcana) +6, Knowledge (History) +6, Knowledge (Local) +6, Perform (Oratory) +7, Spellcraft +6, Stealth +6, Use Magic Device +7
Languages Common, Chelaxian, Thasilonian, Varisian
SQ Bardic Performance, Bardic Knowledge (Arcana)
Bard Spells Known (CL 1) (0th) Daze (DC 16), Lullaby (DC 16), Mage Hand, Prestidigitation, Read Magic; (1st) Charm Person (DC 17), Sleep (DC 17)
Combat Gear --
Other Gear Backpack, Courtier's Outfit, Longsword, Light Crossbow w/ 10 Crossbow Bolts, Inkpen, Pocketed Scarf, Small Journal w/ 25 Sheets of Paper, Spell Component Pouch, Vial of Exotic Perfume, Vial of Ink, Waterskin, & 59.9gp

[sblock=Description]Short and lean, Crispin boasts only faint hints in regards to his Chelaxian heritage. While he clearly retains the cultural upbringing, mannerisms, and paleness of his skin, the traditional coal-black hair of his people has failed to manifest in his genes, replaced by his mother's auburn-brown shade instead, flaunting it pompously with his lusting emerald eyes. His most striking feature, however, is one that he traded one side of his torso for: a tattoo in Thasilonian by Varisian artists -- of whom much bribing and coercion was needed to perform -- in order to further magnify his magical prowess, reaching from the tip of Crispin's left shoulder to just beyond his left hip in bright blue ink.

Coming from Chelaxian society and as a scion of the wealthiest house therein, Crispin favors attire of the savvier faire, commonly dressing in the Chelaxian trademark colors of black and blood red with whatever outfits happen to be in style that season. Since his self-induction into this farse of an adventure, Crispin has retained -- at least to some degree -- his preferred clothing, garbing himself in a stylish black overshirt, matching leather slacks, and travelling boots, coupled with small suit of leather armor hidden beneath his malign fashions.[/sblock]

[sblock=Personality]Reserved, focused, intellectual, and often ominous, Crispin boasts a bit of a superiority complex in regards to the other cultures of Golarion, a common trait amongst the Chelaxian bloodline. As if this weren't enough, this particular Chelaxian was both vain and egotistical, having grown up living in the shadow of his forefathers of House Jeggare and pampered to the point of excessiveness.

This isn't to say he's entirely flawed, of course. Young Crispin is also confident, charismatic and emphatic, not to mention brutally open (perhaps to the point of cynicism) and a man of his word when given. While he's quick to use people when possible, should someone manage to impress him enough to warrant friendship, Crispin begrudgingly reciprocates in turn.[/sblock]

[sblock=Background]Abridged Background (Rough Draft)

Born a Scion of House Jeggare in the Chelish capital of Westcrown, Crispin lead a life of privilege and vice. His father, Creshin, served as one of the higher-ranking senior members of the House, whilst his mother -- of whom Crispin himself knows little of -- was sacrificed to appease a pit fiend in exchange for granting a blessing unto Creshin's first born: that of natural magic, more commonly known as Varisian sorcery, a gamble on Creshin's part to bestow his House with an edge over the ruling Thelune party of devil-lovers to breed the perfect leader for their future endeavors.
Life was easy for most of Crispin's early youth. He was attractive, intelligent, and had more wealth than he knew what to do with. For most of his free time, Crispin spent it amongst a slew of aristocratic youth much like himself, or attending one of the many Chelish operas at the local theatre. Indeed, Crispin wanted for nothing, and when he did, he always had his desires fulfilled, and his family spared no expense to properly educate their young scion in all manner of lore and aristocratic tutelage. By his twelth season, Crispin boasted the academic affinity of a young man, with minor understanding of swordplay, horseback riding, and an inkling of his magical heritage under wraps. By fifteen, he was enrolled in the Westcrown University, complete with a hefty "donation" from Creshin in order to continue his son's tutelage, much to the university's disdain of uneducated magical affinity. While certainly more than bright enough to meet all of his scholastic challenges, Crispin nevertheless had trouble improving his arcane studies. It was rather embarassing being sub-par in comparison to the gaggle of wizards that attended the University, especially with such high expectations from his House. To compensate, Creshin financially negotiated a local Varisian inker to imbue Crispin with the edge he needed to rise to the top of his class, receiving it in the form of a classical Varisian Tattoo written in ancient Thassilonian to augment his panache with Enchantment magics. With his newfound increase in minor power, Crispin steadily began his climb from Mediocre Apprentice to Initiate Valedictorian, much to House Jeggare's approval. All was falling into place; Crispin would progressively hone his natural magical talent, and through the combined tutelage of his personal Housemates and University professors, would serve as the secret weapon -- at least in theory -- to shift favor from the remaining houses to Jeggare, unifying them under a single banner to usurp the Thrune-controlled throne as the pinnacle of aristocratic leadership, magical prowess, and unrivaled intelligence. Your typical Chelish scheme, really.

Crispin, however, had other plans... plans that he himself saw fit to keep secret from even his most trusted of trustees. While he wasn't entirely opposed to dethroning the House of Thrune, per se, he did feel as though it shouldn't be him to lead his House in the future in this ill-conceived plan for power. Not that Crispin didn't feel up to the task, mind you, but rather on the grounds that it might put a fairly tough strain on the relationship he had with Malicia Thrune, his secret lover. The two had met during a costumed gala in Westcrown, and surprisingly attended the same University for study, albeit Malicia was a good three seasons Crispin's elder. The two were almost completely identical in tastes and preferences, sharing a fondness for literature and the finer things in life, as well as each other's intellectual equals, further sparking their hidden whirlwind romance whilst portraying familial hate for one another in most public settings. But at night, when all the Queen's beasts roamed the streets in search of traitorous blood, the two would meet discretely behind closed doors. Sadly, the romance wasn't meant to last more than three years as soon after Malicia's graduation the relationship was broken off in favor of her pursuing a career as a professional Pathfinder, much to Thrune's chagrin.

Heartbroken for the first and only time, Crispin continued his education at the behest of his father, now aged to the point of feebleness and nigh senility. Rigorously studious, Crispin was on his final semester at the Westcrown University when an ominous letter arrived for him, delivered personally by a messenger from Korvosa by carriage. Inside were the supposed final words of Malicia of the Pathfinder Society, with instructions to pass the message along to Crispin in the event of her untimely demise. Inside were the recordings of a venture she had been working on, cataloging the insidious exploits of one Gaedren Lamm and his frightening Little Lambs. Should she be unable to do so, Crispin was instructed to publish the works to bring light to the situation, making it public to all of Golarion. Unfortunately, the journal enclosed was damaged by water, the text all but ineligible as the ink spread across the pages. Distraught by the recent turn of events, the young Jeggare found himself at an impasse as to what to do. With the journal damaged beyond even House Leroung's magical mannerisms to repair and a growing concern over his friend and only love, Crispin dropped out during his final year at Westcrown University to pursue his compatriot in order to discover just what exactly it was she discovered and what happened to her. House Jeggare didn't take this well, even after the Chelish lad explained the situation in vague detail. The House refused to aid their scion, cutting his stipened as a means of deterrence, though ultimately failing. Pulling every string at his disposal and using the meager funds he'd hidden away, Crispin funded his own expedition from Cheliax to Korvosa, determined to investigate and uncover the truth on his own, if need be. Travelling to Egoria, then by boat to Magnimar and from there by carriage to Korvosa, the game was afoot. Crispin would find this Gaedren Lamm fellow, and he would rip the truth straight from his vocal chords... even if it meant selling himself to the Archdevils themselves to do so.[/sblock]
 

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