The Dragon's Call
Gregory Carden had three sons; Nicholas, Gregory II, and Oswald. Before Nicholas became of age it became apparent that he had no interest in ruling Ethaydus. He left the kingdom in search of his own destiny and for sometime Ethaydians lost contact with Nicholas and considered him dead. Gregory II and Oswald met with little success as rulers. Although they gave it their sincerest attempts they could not command or earn the respect of their people. Several factions rose up to exert their control and influence over the kingdom.
Then Nicholas returned and it became apparent that while he was away he had matured and learned the difficulties of life in this world. He also brought with him a bride, Soreth, and the kingdom fell deeply in love with her. He assumed the throne and prosperity reigned over Darkwell and Ethaydus. During this time Nicholas had two sons; Stephen and Swain. Swain, died during child birth.
Then an army led by Cornugon, threatened to destroy Darkwell and Ethaydus. As the army surrounded Darkwell and prepared a siege with the cities destruction its aim a powerful earthquake rocked the land as Darkwell Castle ripped itself free of the earth and floated upward stopped only by a large iron chain. Refusing to admit defeat Cornugon attacked. There are few who know what truly happened that day. Great magics were released; lightning, fire, brimstone, winged warriors, and worse. In the end Cornugon’s army fled and Darkwell was saved but at great cost; Nicholas’ son and wife. Since that time Nicholas has retreated into his castle and leaves the administration of Ethaydus to his Steward and his bureaucracy. Ethaydians still have a great love and respect for their ruler Nicholas Carden. They long for the day that his mourning will come to an end.
Male human aristocrat 2/rogue 5
LN Medium humanoid (human)
Init +7; Senses darkvision 60 ft.; Perception +7
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
Vig 32 (7d8) Wnd 32 (Threshold 14)
Fort +4, Ref +7, Will +3; +2 resistance bonus vs. poison, spells, and spell-like abilities
Defensive Abilities evasion, trap sense +1, uncanny dodge
Speed 30 ft.
Melee: +2 cold iron rapier; +9 (1d6+3/18-20) or dagger of venom +8 (1d4+2/19-20)
Special Attacks sneak attack +3d6 +3 bleed
Str 12, Dex 16, Con 16, Int 12, Wis 8, Cha 13
Base Atk +4; CMB +7; CMD 20
Agile Maneuvers, Combat Reflexes, Improved Initiative, Leadership, Mounted Combat, Weapon Finesse
Appraise +7, Bluff +6 (+10 vs. Dwarves, +8 vs. Gnomes and Halflings, 4 vs. any who are not Dwarves, Gnomes, or Halflings), Diplomacy +9 (+13 vs. Dwarves, +11 vs. Gnomes and Halflings, 7 vs. any who are not Dwarves, Gnomes, or Halflings), Disguise +1 (+5 vs. Dwarves, +3 vs. Gnomes and Halflings, -1 vs. any who are not Dwarves, Gnomes, or Halflings), Handle Animal +6 (+10 vs. Dwarves, +8 vs. Gnomes and Halflings, 4 vs. any who are not Dwarves, Gnomes, or Halflings), Intimidate +5 (+9 vs. Dwarves, +7 vs. Gnomes and Halflings, 3 vs. any who are not Dwarves, Gnomes, or Halflings), Knowledge (geography) +9, Knowledge (history) +7, Knowledge (local) +11, Knowledge (nobility) +9, Perception +7 (+9 to notice unusual stonework), Profession (courtesean) +5, Profession (merchant) +7, Ride +12, Sense Motive +7, Stealth +11, Survival +3, Swim +5; Racial Modifiers +2 Perception to notice unusual stonework
Languages Common, Dwarven, Dwarven
SQ dwarven hardiness, rogue talents (bleeding attack +3, finesse rogue), trapfinding +2
Combat Gear potion of fly; Other Gear +2 studded leather, +2 cold iron rapier, dagger of venom, belt of dwarvenkind, ring of protection +2
Agile Maneuvers Use DEX instead of STR for CMB
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dwarven Hardiness +2 resistance bonus to saves vs poison, spells, and spell like effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Leadership (Base Score 8) You attract loyal companions and devoted followers.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.