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Farvad al-Mehri, Keleshite Aerialist


Nasdaq

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Fantasy Character Illustrations - #2
 

إذا سمعت الرجل يقول فيك من الخير ما ليس فيك فلا تأمن أن يقول فيك من الشر ما ليس فيك
"If you hear a person talking good about things that aren't in you, don't be sure that he wouldn't also say bad things about things that aren't in you.
"
Theme: 

Farvad al-Mehri
Human (Versatile) • Aerialist • Swashbuckler 1
Medium • NG • Humanoid


Abilities
Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 10 (+0)
Boosts
• Ancestry: +2 STR, +2 DEX
• Background: +2 DEX, +2 CON
• Class: +2 DEX
• Free: +2 DEX, +2 STR, +2 CON, +2 WIS


Adventuring & Combat
HP 20/20
Perception +6 • Expert 5 • Wis 1 • Item 0 • Senses
Speed 25 feet
Class DC 17 • Trained 3 • Base 10 • Dex 4 • Item 0


Armor and Shields 
AC 18 • Trained 3 • Base 10 • Dex 4 • Item 1
Trained: Light armor, unarmored


Saving Throws 
• Fortitude +5 • Trained 3 • Con 2 • Item 0
• Reflex +9 • Expert 5 • Dex 4 • Item 0
• Will +6 • Expert 5 • Wis 1 • Item 0

Weapon Proficiencies
• Trained: Martial, simple, unarmed


PalaKukri +7 • Trained 3 • Dex 4 • Item 0 • Damage 1d6+2 S • Agile, Finesse, Trip, Uncommon


Skills
Acrobatics +7 • Trained 3 • Dex 4 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +5 • Trained 3 • Str 2 • Item 0 
Crafting +3 • Untrained 0 • Int 0 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +0 • Untrained 0 • Cha 0 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore: Rope +3 • Trained 3 • Int 0 • Item 0
Medicine +1 • Untrained 0 • Wis 1 • Item 0
Nature +4 • Trained 3 • Wis 1 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance (Dance) +3 • Trained 3 • Cha 0 • Item 0
Religion +1 • Untrained 0 • Wis 1 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth +7 • Trained 3 • Dex 4 • Item 0 
Survival +4 • Trained 3 • Wis 1 • Item 0
Thievery +7 • Trained 3 • Dex 4 • Item 0

Languages: Keleshi, Taldane (Common)


Abilities
Versatile Heritage • Human Ancestry, Heritage • +1 general feat
Panache • Swashbuckler 1 • Gain Panache when succeeding on certain actions. +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to certain checks when you have Panache
Swashbuckler Style (Gymnast) • Swashbuckler 1 • Trained in Athletics. Gain panache during an encounter whenever you successfully Grapple, Shove, or Trip a foe.

Precise Strike • Swashbuckler 1 • When you have panache and you Strike with an agile or finesse weapon, deal 2 additional precision damage, or 2d6 precision damage if it is a finisher.
Confident Finisher • Swashbuckler 1 • 1act.png, Attack, Finisher: Make a Strike that would apply precise strike damage. On a failure, deal half precise strike damage to the target.


Feats
Cat Fall • Skill 1 (Background) • Treat falls as 10 feet shorter.
General Training • Ancestry 1 (Human 1) • Gain a 1st-level general feat.
Titan Wrestler • General 1 (General Training) •  Can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger.

Steady Balance • General 1 (Versatile Heritage) • Success using the Balance action is critical success. Not flat-footed while on narrow surfaces and uneven ground. Can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Dueling Parry (Swashbuckler) • Class 1 (Swashbuckler 1) • 1act.png • Gain +2 bonus to AC while wielding a one handed weapon and keeping a free hand until the start of your next turn.


Inventory
Money: 4 gp, 9 sp
Bulk 4/12 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2)

Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Grappling Hook • Bulk L • Used for climbing.
Clothing, Fine • Bulk L • Fine clothing.
Clothing, Explorer's • Bulk L • Clothing, for an explorer.


Arms and Armor
Leather • Bulk 1 • +1 AC, Dex Cap +4, CP -1
PalaKukri • Bulk L • 1d6 S, Knife, Agile, Finesse, Trip, Uncommon
Light Mace • Bulk L • 1d4 B, Club, Agile, Finesse, Shove
2x Dagger • Bulk L • 1d4 P, Knife, Agile, Finesse, Thrown 10 ft., Versatile S
10x Throwing Knife • Bulk L • 1d4 P, Knife, Agile, Finesse, Thrown 20 ft.


Appearance
Very noticeably Keleshite, Farvad draws eyes by being somewhat exotic in the current places he find himself, and he dresses such as play up for the crowds. He does not find this particularly bothering; though he has gotten used to it, the odd ways and dress of those around him is no less alien than he is, and thus he can appreciate the sentiment, and knows how to use it to his advantage. It also helps offset his somewhat notable lack of familiarity with the customs or language, at times; he speaks Taldane, the common tongue, but it is not his primary language, of course.

He keeps weapons tucked on his person and his pala at his side. The pala, a short, curved blade similar to a scimitar, though shorter and with a less pronounced curve, somewhat like a small talwar. This, alongside a small mace, a pair of daggers, and a brace of throwing knives are tucked away across his body and in the folds of his robes. Light leather armor is worn as well, a jerkin and other such items, though his primary talent for defense comes from his mobility and ability to skillfully use his parrying blade.

Physically, he is handsome though not amazingly so. He is athletic more than beautiful, whipcord muscle and the like, a body built from hard work and exercise, practice in his acrobatics and other feats of agility.


Personality
Farvad is something of an oddity for a person so wrapped up in performance and panache; he's actually rather introverted, even insular at times. Raised among the bustle of Katheer, a city of over a hundred thousand souls, he found himself often hemmed in by the sheer scale of it all. He was eager to get on with his military service, hoping for a chance to apply himself outside the cities, though in truth much of his ill-fated service still remained in civilization. He is not a true wilderness soul, but rather merely one who finds himself oddly pressed upon by the mass of civilization. He enjoys performing, largely because he finds the attention of a crowd exhilarating in both its intensity and briefness; it is a set period of engagement that he knows will end, and he can enjoy the moment for what it is.

On a personal level, Farvad is broadly kind and truthful, as he takes to heart the teachings of the goddess Sarenrae, his personal deity and that of his people as well. Long has the Dawnflower served as the patron for the Padishah Empire of Kelesh, and Farvad has adopted this as well. He is devout, if not particularly well initiated into the faith. Its precepts, however, he does struggle with as his experiences have led to his feeling a grudge yet trying to forgive and move on from the wrongs he has suffered.


History
Born to the Karid Tribe of the Tzorehiyi people, Farvad's family was one of the few of that people that had spread from the great steppes of Casmaron into the western sections of the Padishah Empire of Kelesh. In ancient days they had been raiders, and later traders, starting first as escorts for caravans bringing up the manyfold wonders of impossible Vudra and later entering the trade themselves. Spread across the routes in caravansaries first, the tribe had gradually shifted fully into the role of merchants and traders, and in that role eventually established themselves in towns and cities, and finally into the Satrapy of Qadira and its capital of Katheer in Farvad's line. In doing so, they adopted much of the dominant Althameri culture, and thus their naming conventions and more. In the old ways, he would be Farvad Karid. In the new, the is Farvad al-Mehri Karid Ibrah Saadelnousef Tzorehiyi Al-Qadira, that is Farvad, son of Mehri, of the Karid tribe, Ibrah clan, Saadelnousef trading house, Tzorehiyi people, from Qadira. And in that name, much history and knowledge is contained, and yet very few know it now in his current predicament.

Qadira, many jeweled and always coveted, has long had a period of mandatory service for its citizens. Two years are owed by all, and it was during these two years that Farvad, to his great misfortune, was assigned to the service of one Captain Jahand, an officer of mild renown but greater ambition, who had done much to claim the hand of his beautiful wife, somewhat to her chagrin. In Farvad's youth, despite his family's more sedentary nature at the end of the long tribal trade network, he had been taught the ways of riding and fighting from horseback, but also of scouting and the other ways that had once served his people as raiders and then guards. Now, though, it merely made him an effective member of the Qadiran military as a scout, and he was chosen to serve as such for Captain Jahand's unit. It was this duty, and thus Farvad's time around his household, that led his eventual exile.

Jahand's wife, a beautiful woman named Suri, had been won by the captain in his youth, though their marriage had never been one of stability or love. Jahand took the Althameri cultural standards of valuing his wife as a prize jewel to heart, though it was a jewel he struggled to keep his grasp on. Playful, flirtatious, and with a malicious streak, Suri's eye wandered far during her and Jahand's years of marriage, and Jahand took it out on whatever her eye settled upon. Indeed, Suri seemed to take perverse pleasure in this game, one that the young Farvad was utterly ignorant of when he began his term of service.

Indeed, Farvard actually rather enjoyed the attention Suri chose to shower on him; from early on she spoke highly of him, praising this quality or that, some of which Farvad deep down knew he did not have. He was not the most promising ride, not the most skilled archer, not the most skilled dancer. He was agile, yes, lithe with whipcord muscle and talented with a curved pala blade, but the glories heaped upon him were not truly in him. Yet he basked in it, ignorant of Jahand's growing disdain for the new object of his wife's affections. Things came to a true head, however, when Suri made a direct pass at the young man. For all the big head she'd given him, Farvad was an honorable sort and refused her advance. However, he awoke to find a furious Jahand at the head of a posse; he had been accused of impropriety by Suri in vengeance for his spurning. With haste, Farvad fled through the streets of Katheer and, eventually, stowed away on an outbound vessel.

Discovered later, he barely was able to avoid being thrown overboard, and served hard aboard before being dumped off when the ship docked in its port of call: Absalom. Essentially sold by the captain of the vessel he'd stowed aboard, Farvad entered the service of Celestial Menagerie under the brutal care of Mistress Dusklight. His natural talents and agility led to him entering the troupe of aerialists, and he was played up as an exotic attraction of the east. His 'debt,' such as it was, was used as a leash, yet Farvad had no desire to remain under Dusklights brutal claws. Fleeing once more, he eventually found himself a place among the Circus of Wayward Wonders alongside several others of formerly of the Menagerie. Joining the aerialists once more, Farvad still dreams of a return to his home some day and clearing his name... somehow.

Edited by Nasdaq (see edit history)
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  • 4 weeks later...

Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good)spacer.png


AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None


Post goes here.

"Speech"

Thoughts


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

 

Edited by Nasdaq (see edit history)
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