Ernie's Enchanted Emporium
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
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.”