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A Bloody Little Tale: The Valiant
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<blockquote data-quote="Azaar" data-source="post: 2750601" data-attributes="member: 1988"><p><strong>Farsis Nightshade</strong>: Male human warlock 1; Medium humanoid; HD 1d6+2; hp 8; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +0; Grp +0; Atk or full atk +0 melee (1d6/20, light mace) or +0 melee (1d4/19-20, dagger) or +3 ranged touch (1d6, eldritch blast); SA --; SQ --; AL CG; SV Fort +2, Ref +2, Will +3; Str 10, Dex 14, Con 14, Int 14, Wis 12, Cha 15.</p><p></p><p><em>Skills and Feats</em>: Bluff +3, Concentration +4, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Disguise +4, Knowledge (arcane) +4, Knowledge (the planes) +3, Knowledge (religion) +3, Search +3, Sense Motive +2, Spellcraft +4, Spot +2, Use Magic Device +6; Able Learner, Weapon Focus (eldritch blast).</p><p></p><p><em>Languages</em>: Abyssal, Common, Draconic</p><p></p><p><em>Invocations Known</em> (1 least): least -- <em>see the unseen</em></p><p></p><p><em>Possessions</em>: studded leather, light mace, dagger, backpack (1 week’s trail rations, bedroll, sack, 50’ rope (silk), 3 torches, flint & steel), tent, hooded lantern, 3 pints of oil, explorer’s outfit, 25 gp.</p><p></p><p>==================================================================</p><p></p><p>Originally from Tyvers, Farsis Nightshade has almost always been on the move, learning a number of skills in order to better hide his true nature. Nearly a century ago, his great-grandfather struck a pact with a succubus in an attempt to bolster his personal power. While Farsis’s ancestry did achieve a certain prominence, it was believed that the truth of their pact had been discovered, and the family line hunted almost to extinction as a result. Farsis’s grandfather changed his name, and taught his daughter (Farsis’s mother) how to hide among the masses for her own protection, and so on down to Farsis himself.</p><p></p><p>It was only three years ago that the abyssal pact that his great-grandfather had made caught up with Farsis, as his warlock abilities began to manifest themselves. Farsis immediately made certain to keep himself on the move, although he later discovered that his family had not been hunted by Tyvers as originally thought: Farsis’s great-grandfather had broken the pact, and the demons of the Abyss were not forgiving of such transgressions. Word of Farsis’s growing power began to spread, giving him a certain notoriety.</p><p></p><p>Farsis is, while perhaps not the most observant compared to roguish professionals, is typically the quiet sort who keeps an eye out for trouble -- especially the kind of abyssal trouble that he feels more and more certain is hunting for him. He likes to be prepared for any eventuality, although he knows that sometimes things happen that can’t be planned for. He seems somewhat aloof, mostly out of concern that allowing himself the luxury of any close friends will only bring about their doom. Still, however, if there’s a chance that he can learn more behind the abyssal pact that has made him who he is, Farsis will travel any road he must in order to maintain his freedom -- and perhaps, in the process, cause some mischief for the abyssal forces searching for him.</p></blockquote><p></p>
[QUOTE="Azaar, post: 2750601, member: 1988"] [b]Farsis Nightshade[/b]: Male human warlock 1; Medium humanoid; HD 1d6+2; hp 8; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +0; Grp +0; Atk or full atk +0 melee (1d6/20, light mace) or +0 melee (1d4/19-20, dagger) or +3 ranged touch (1d6, eldritch blast); SA --; SQ --; AL CG; SV Fort +2, Ref +2, Will +3; Str 10, Dex 14, Con 14, Int 14, Wis 12, Cha 15. [i]Skills and Feats[/i]: Bluff +3, Concentration +4, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Disguise +4, Knowledge (arcane) +4, Knowledge (the planes) +3, Knowledge (religion) +3, Search +3, Sense Motive +2, Spellcraft +4, Spot +2, Use Magic Device +6; Able Learner, Weapon Focus (eldritch blast). [i]Languages[/i]: Abyssal, Common, Draconic [i]Invocations Known[/i] (1 least): least -- [i]see the unseen[/i] [i]Possessions[/i]: studded leather, light mace, dagger, backpack (1 week’s trail rations, bedroll, sack, 50’ rope (silk), 3 torches, flint & steel), tent, hooded lantern, 3 pints of oil, explorer’s outfit, 25 gp. ================================================================== Originally from Tyvers, Farsis Nightshade has almost always been on the move, learning a number of skills in order to better hide his true nature. Nearly a century ago, his great-grandfather struck a pact with a succubus in an attempt to bolster his personal power. While Farsis’s ancestry did achieve a certain prominence, it was believed that the truth of their pact had been discovered, and the family line hunted almost to extinction as a result. Farsis’s grandfather changed his name, and taught his daughter (Farsis’s mother) how to hide among the masses for her own protection, and so on down to Farsis himself. It was only three years ago that the abyssal pact that his great-grandfather had made caught up with Farsis, as his warlock abilities began to manifest themselves. Farsis immediately made certain to keep himself on the move, although he later discovered that his family had not been hunted by Tyvers as originally thought: Farsis’s great-grandfather had broken the pact, and the demons of the Abyss were not forgiving of such transgressions. Word of Farsis’s growing power began to spread, giving him a certain notoriety. Farsis is, while perhaps not the most observant compared to roguish professionals, is typically the quiet sort who keeps an eye out for trouble -- especially the kind of abyssal trouble that he feels more and more certain is hunting for him. He likes to be prepared for any eventuality, although he knows that sometimes things happen that can’t be planned for. He seems somewhat aloof, mostly out of concern that allowing himself the luxury of any close friends will only bring about their doom. Still, however, if there’s a chance that he can learn more behind the abyssal pact that has made him who he is, Farsis will travel any road he must in order to maintain his freedom -- and perhaps, in the process, cause some mischief for the abyssal forces searching for him. [/QUOTE]
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