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13:40, 23rd April 2024 (GMT+0)

zAhryn Rhyl


DESCRIPTION


A cloaked figure lounges casually against the wall, quietly observing the coming and goings of those around him as he pars his nails with a small dagger. He may be considered ruggedly handsome by some, with tanned skin, brilliant hazel eyes, light brown hair streaked with blond, and the subtle hint of a goatee, BUT the most notable feature however his his pointed ears, marking him as having elven blood flowing his Varasian veins.

Slightly on the scrawny side, standing just a little over five and a half feet tall, his slender body almost seems obscured in the voluminous, multicolored patchwork cloak he wears over his clothing.  A long, elaborately embroidered, vibrantly colored scarf is wrapped around his neck hanging down to his waist, almost obscuring a pocketed bandoleer hanging across his chest, and a slender rapier hangs at his belt.


BACKGROUND


Practically raised under the shadow of the Irespan in the poorer section of Magnimar, Ahryn took to running with a rough Sczarni gang much to the dismay of his mother, who used to be an innocent young serving girl at one of Magnimars finest inns until she was seduced by a suave elven wizard that was passing through. Having lost her position once it became obvious she was with child, she was forced to move to the poorer section of Magnimar where she found a job washing and mending clothes in exchange for room a board. At first Ahryn started running with the gang for protection, the weak don't survive survive very long on the streets larking solo, as a young boy all he had to do was keep his eyes open and his mouth shut, but as he grew older he was pressed into other services.

Finding an absent minded scribe wandering the streets of the Shadow, Ahryn volunteered himself as a volunteer, intending on leading the poor man into a secluded dead end alleyway, so the other gang members could mug him, but the scribes constant talk of the mysterious artifacts of Magnimar distracted and intrigued him, and instead he spent all day, and even the next several, guiding the scribe around the districts learning about the monuments he grew up around, but knew nothing about. A they got to know each other, the scribe offered to teach the young man in exchange for helping him with his research, which mainly consisted of examining monuments, making detailed sketches and notes, and running errands all over the city. Falling out of favor with his gang leader, the scholar suggested he might find employment and protection with the Pathfinder society.


Bard Archaeologist/Pathfinder Delver


LEVELHEALTHSKILLSATTACKSAVESSPELLSSPECIAL CLASS ABILITIES
FORTREFLWILL1st2nd3rd
10808+0+0+2+21--
  • ArchaeologistÂ’s Luck
  • Bardic Knowledge (x2)
  • Master Explorer
21316+1+0+3+32--
  • Clever Explorer
  • Surefooted
  • Trap Sense (+1)
  • Uncanny Dodge
31824+2+1+3+33--
  • Guardbreaker
  • Thrilling Escape 1/day
  • Trap Sense (+2)
42332+3+1+4+431-
  • Resourceful Disabler
  • Rogue Talent
  • Vigilant Combatant
52840+3+1+4+442-
  • Left for Dead
  • Lore Master
  • Trap Sense (+3)
63348+4+2+5+543-
  • Evasion
  • Fortunate Soul 1/day
  • Trap Sense (+4)
73856+5+2+5+5431
  • Thrilling Escape 2/day
84364+6+2+6+6442
  • Rogue Talent
  • Trap Sense (+5)




ABILITY TRAINING (12)
+2 to all ability scores

BARD FEATS
[*] Lingering Performance - performance continues for 2 rounds

DROW FEATS (4)


SKILL FEATS (3)

COMBAT FEATS (5 feats)

MAGIC FEATS (4 feats)