Diana Howland

Description:
Name: Diana Howland
Race/Talent: Striking Human
Specialty: Aristocrat
Class: Keeper 1/Emissary 4

Movement: 30 = 30 base
Vitality: 33
Wounds: 11
Starting Dice: 3
Die Type: d4
Legend: 4
Reputation: 16
Renown: Noble Rank 1
Appearance: 6
Lifestyle: 8
Panache: 8
Income: 80s
Prudence: 0
Money Saved/Earned: 15%

Attributes
STR:	8		8      -1
DEX:	14		14   +2
CON:	13-2		11   +0
INT:	14+1+1		16   +3
WIS:	14		14   +2
CHA:	13+1+2		16   +3

Skills
Origin Skills: Impress, Prestidigitation, Blend

			Total	Ranks	Misc
Blend			7	6	-2
Bluff			13	8	2
Crafting			4	1
Haggle			10	8
Impress			15	8	2+2
Investigate		12	8	2
Medicine			3	1
Notice			10	8
Prestidigitation		10	8
Resolve			8	8
Search			13	8	2
Sense Motive		10	8

Combat
INITIATIVE: +6 = +4 (Class) +2 (Dex)

BAB: +3
Unarmed: +2 [ +3 (BAB) -1 (Str)]
Melee:  +2 [ +3 (BAB) -1 (Str)]
Ranged:  +5 [ +3 (BAB) +2 (Dex)]

Attack		To-Hit	Damage	Threat	Const	Notes
Boarding Pistol	+5	3d6	19-20	Hard 2	Load 7, Spread


FORT: +2 [ +2(Base) +0(Con)]
REF: +4 [ +2(Base) +2(Dex)]
WILL: +6 [ +4(Base) +2(Wis)]
Defense: 14 [10 +2(Class) +2(Charisma)]
Damage Reduction: 0

Proficiencies and Advanced Actions/Tricks (5)
Black Powder Forte
Edged
Siege Weapons
Canny Shot: Use intelligence instead of dexterity for shooting

Interests(5)
Languages: Common, Draconic
Study: Tarsis Culture, Music, Nobility, Taverns
Alignment: Mirresh (Goddess of Laughter)

Race
HUMAN

Talent
STRIKING
Attributes: +2 Charisma, –2 Constitution
Base Speed: 30 ft.
Celebrated: Your Legend increases by 2.
Engaging Diversion: You may Distract up to 3 opponents at once. You roll only once for the action, 
while each opponent rolls to resist separately.
Natural Elegance: Your Appearance bonus increases by +1.

Specialty
ARISTOCRAT
Bonus Feat: Basic Skill Mastery (Actor)
Charming:  Once  per  session,  you  may  improve  the Disposition of any 1 non-adversary NPC by 5.
Flashy: Your Panache rises by 2.
Noble  Blood:  You  may  purchase  Noble  Renown  for  20 Reputation per rank (see page 187).
Origin Skill: Choose 1 additional Origin skill.

Class
Teacher: You’re a skilled  teacher, passing along practical lessons gleaned from your incredible store 
of knowledge. Once per scene as a free action, you may temporarily grant your teammates 1 of your Basic
Skill Mastery feats until the end of the scene.

Man of Reason: You’re well-versed  in  the most  advanced techniques of your time. At Level 1, each time
you fail a Crafting or Medicine check and don’t sufer an error, you still succeed as long as the check DC
(or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of 
success are possible, you achieve only the lowest possible positive result.

Human  Nature:  You  always  look  past  peoples’  actions to  the motives behind  them. At Level 1, each
time you fail an Investigate or Sense Motive check and don’t sufer an error, you still succeed as long as
the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several
 grades of success are possible, you achieve only the lowest possible positive result.

Sources  I:  You  carefully  cultivate  a  network  of  beggars, government functionaries, watchmen, and 
lovers who feed you useful information. At Level 2, your Reputation cost for Contacts drops by 10 
(minimum 1/2 base cost, rounded up). 

Bonus  Feat: At Levels 3, 7, 11, 15, and 19,  you gain an additional Covert or Skill feat.

Insightful: At Levels 4, 12, and 20,  the lower of your Intelligence or Wisdom scores rises by 1.

Feats:
BASIC SKILL MASTERY: ACTOR [Specialty]
Beneft: You gain a +2 insight bonus and a threat range of 19–20 with Bluff and Impress.

BASIC SKILL MASTERY: INVESTIGATOR [Bonus]
Beneft: You gain a +2 insight bonus and a threat range of 19–20 with Investigate and Search

QUICK DRAW [Level 1]
Beneft: Twice per round, you may Handle an Item as a free action.

AGGRO BASICS [Level 2]
Beneft:  You may  Taunt  up  to  3  opponents  at  once.  You roll only once for the action, while 
each opponent rolls to resist separately. Also, you gain a stance.
Easy Prey (Stance): You gain a +4 bonus with Taunt checks, and sufer a –2 penalty to Defense.

BLESSED [Level 4]
Beneft: You take the frst Step along one of your Paths. You may cast spells granted by this Step 
with a Casting Level of 1.

COMELY (from Path of Beauty I)
Beneft: Your Charisma score rises by 1. You also gain a +2 bonus with Impress checks but suffer
a –2 penalty with Blend and Disguise checks.

Paths
Beauty I: You gain the Comely feat.
Beauty II: You may cast Charm Person I once per scene. You also gain beguiling (see page 231).

Gear (500s):
Magic Item: Class Ability: Path of the Devoted (Beauty II) (10 Rep) 
 Ceremonial Cushioned Reinforced Blessed Insulated Vented Superior Giant-craft Fitted Discreet 
    Partial Leather with Light Fittings	220s
    (DR 1, Cold Resistance 6, Divine Resistance 6, +1 appearance, Blunt Resistance 4, Electrical 
     Resistance 6, Edged Resistance 4, Heat Resistance 6, Fire Resistance 5, +1 armor save)
Holding 1 (2 rep)
- Fortification I (DC 14 Bluff or Stealth to get past doorman, DC 14 Prestidigitation to pick lock)
- 1 Tradesman I (Craft: Cooking +0)
Keen Armor Piercing Razor - 10s
Powder and Shot, 20 - 20s
Boarding Pistol - 85s
Bandolier - 20s
Grooming Case - 8s
Musical Instrument - 50s
Pouch - 2s
Doctor's Kit - 20s
Thieves' Tools - 20s
Common Ink - 2s
Paper, sheaf - 5s
Balm -12s
Salve -12s
Bandages - 3s
11s remaining
Bio:

Backstory: Diana Howland has never been one to be interested in actual “work”. Luckily, between her family’s money, her innate charm, and her skill with a fiddle, she never actually had to. And to those in her family who attempted to suggest that she try something serious for a change, she simply pointed out that her family had always revered Mirresh and they could hardly blame her for being a devout follower, could they?

Diana’s life was happy and carefree. Well, at least it was until Tarsis was sacked. In a matter of days she went from layabout playboy to refugee with only what she could carry on her back. Of course, while many have accused Diana of being lazy, no one had ever accused her of being stupid, and what she could carry on her back included a number of valuable family heirlooms.

She relocated to Ptolus, where she resumed her hedonistic ways. Unfortunately, no longer having access to her family’s money, her stash of valuable objects gradually dwindled until she was down to her gun and her family’s heirloom armor. Sge’d have to do something to fix that, and her remaining gear seemed to suggest a path.

Meeting Ernie: Diana met Ernie on the way to Ptolus. One of Ernie’s few remaining magical items was a Fiddle of Easy Travel, and in exchange for Diana’s musical skills activating the item’s magic Ernie allowed her free passage on his wagon (after all, walking to Ptolus was hardly acceptable.

Pitch: “Ernie, my good friend! You and I working together would be the perfect combination! You’re excellent at identifying items and haggling over prices, of course, but you’re not necessarily a people person. Whereas I, on the other hand, definitely am. I can talk to adventuring types who might have found something and relate to them as one of their own, or to manufacturers and get them to realize that you’re the perfect person to display their creations. I mean, I heard there was some sort of ‘secret guild’ who controls this stuff, but that’s gotta be just rumors. I’m sure if I talk to a few people I can get them to see the benefits of working with you.”

Diana Howland

Ernie's Enchanted Emporium Bouquet Piell