| Tanith Longshadow | |
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| Aliases: | Sometimes known as Hey You, or Other unflattering terms Such as Stop Thief! |
| Age: | 16 |
| Hair: | Brown |
| Eyes: | Brown |
| Height: | 6'1” |
| Weight: | 186 lb |
| Race: | Human |
| Class: | Rouge 1 |
| Alignment: | Chaotic Good |
| Level: | 1 |
| Experience: | 0 |
| Hit Points: | 7/7 |
| Gold: | 18 |
| Silver: | 5 |
| Current Status: | Active |
| Played by Wanderer | |
| Ability | Score | Mod | Temp Score | Temp Mod |
| Strength | 12 | +1 | +0 | +0 |
| Dexterity | 18 | +4 | +0 | +0 |
| Constitution | 12 | +1 | +0 | +0 |
| Intelligence | 20 | +5 | +0 | +0 |
| Wisdom | 12 | +1 | +0 | +0 |
| Charisma | 12 | +1 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
| Armor Class | |
| Total | Base 10 + 2(Leather Armor) + Dexterity (4) = 16 |
| Flat-Footed | 12 |
| Touch | 14 |
| Saving Throws | Base | Bonus | Total |
| Fortitude | +0 | +1 | +1 |
| Reflex | +2 | +4 | +6 |
| Will | +0 | +1 | +1 |
| BAB | Mod | Total Range/Melee |
| +0 | +Dex/+Str | +4/+1 |
| Initiative |
| Dex = +4 |
| Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
| X | Appraise (Int) | +0 | +5 | +0 | +0 | +5 |
| X | Balance (Dex) | +0 | +4 | +0 | +0 | +4 |
| X | Bluff (Cha) | +4 | +1 | +0 | +0 | +5 |
| X | Climb (Str) | +4 | +1 | +0 | +0 | +5 |
| C | Concentration (Con) | +0 | +1 | +0 | +0 | +1 |
| X | Craft (Int) | +0 | +5 | +0 | +0 | +0 |
| X | Decipher Script (Int) | +4 | +5 | +0 | +0 | +9 |
| X | Diplomacy (Cha) | +0 | +1 | +0 | +0 | +1 |
| X | Disable Device (Int) | +4 | +5 | +0 | +0 | +9 |
| X | Disguise (Cha) | +0 | +1 | +0 | +0 | +1 |
| X | Escape Artist (Dex) | +0 | +1 | +0 | +0 | +1 |
| X | Forgery (Int) | +0 | +5 | +0 | +0 | +5 |
| X | Gather Information (Cha) | +0 | +1 | +0 | +0 | +1 |
| C | Handle Animal (Cha) | +0 | +1 | +0 | +0 | +1 |
| C | Heal (Wis) | +0 | +1 | +0 | +0 | +1 |
| X | Hide (Dex) | +4 | +4 | +0 | +0 | +8 |
| X | Intimidate (Cha) | +0 | +1 | +0 | +0 | +1 |
| X | Jump (Str) | +0 | +1 | +0 | +0 | +1 |
| X | Knowledge (Local) (Int) | +0 | +5 | +0 | +0 | +5 |
| X | Listen (Wis) | +4 | +1 | +0 | +0 | +5 |
| X | Move Silently (Dex) | +4 | +4 | +0 | +0 | +8 |
| X | Open Lock (Dex) | +4 | +4 | +0 | +0 | +8 |
| X | Perform (Cha) | +0 | +1 | +0 | +0 | +1 |
| X | Profession (Seamstress)(Wis) | +4 | +1 | +0 | +0 | +5 |
| C | Ride (Dex) | +0 | +4 | +0 | +0 | +4 |
| X | Search (Int) | +4 | +5 | +0 | +0 | +9 |
| X | Sense Motive (Wis) | +0 | +1 | +0 | +0 | +1 |
| X | Sleight of Hand (Dex) | +4 | +4 | +0 | +0 | +8 |
| C | Speak Language (n/a) | +0 | +4 | +0 | +0 | +4 |
| C | Spellcraft (Int) | +0 | +5 | +0 | +0 | +5 |
| X | Spot (Wis) | +4 | +1 | +0 | +0 | +5 |
| C | Survival (Wis) | +0 | +1 | +0 | +0 | +1 |
| X | Swim (Str) | +0 | +1 | +0 | +0 | +1 |
| X | Tumble (Dex) | +0 | +4 | +0 | +0 | +4 |
| X | Use Magic Device (Cha) | +4 | +1 | +0 | +0 | +5 |
| X | Use Rope (Dex) | +4 | +1 | +0 | +0 | +5 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Literate, Trade Tongue, Draconic, and Goblin.
Skill Tricks:N/A
Skill Point Total: Total Here
1st 52
Feats:
Weapon Finesse
Type: General
Source: Player's Handbook v.3.5
You are especially skilled at using Light weapons, one that can benefit as much from Dexterity as from Strength.
Prerequisite: Proficient with weapon, base attack bonus +1 or higher
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.
For Spell Casters: You can designate touch spells as light weapons so as to add your Dexterity modifier on your melee attack rolls with such spells.
Combat Reflexes
Type: General
Source: Player's Handbook v.3.5
You can respond quickly and repeatedly to opponents who let their defenses down.
Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round- the one attack of opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the character's threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity per enemy. You may also make attacks of opportunity while flat-footed.
Special: A rogue with the Combat Reflexes feat still can only make one attack of opportunity in a round if he uses his opportunist ability to make that attack.
Class Abilities:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain a bonus feat in place of a special ability.
Racial Abilities:
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. ( He used his on intelligence)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
| Weapon | Attack Bonus | Damage | Crit | Damage Type | Weight |
| Rapier | +4 | +1d6+1 | 18/20 x2 | Piercing | 2lb |
| Weapon | Attack Bonus | Damage | Crit | Damage Type | Weight |
| Dagger | +4/+4 | +1d4+1 | 19/20 x2 | Piercing or Slashing | 1lb |
| Weapon | Attack Bonus | Damage | Crit | Damage Type | Weight |
| Short Bow | +4 | +1d6 | x3 | Piercing | 2lb |
| Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
| Leather Armor | +2 | +6 | 0 | 10% | 30ft | 15lb |
| Slot | Item | Description |
| Head | Item name goes here | Brief item description |
| Face | Item name goes here | Brief item description |
| Neck | Item name goes here | Brief item description |
| Shoulders | Item name goes here | Brief item description |
| Torso | Item name goes here | Brief item description |
| Arms | Item name goes here | Brief item description |
| Hands | Item name goes here | Brief item description |
| Right Ring | Item name goes here | Brief item description |
| Left Ring | Item name goes here | Brief item description |
| Waist | Item name goes here | Brief item description |
| Feet | Item name goes here | Brief item description |
| Pack | Item name goes here | Brief item description |
List of Items Here:
Backpack (2 gp, 2 lbs.); Bedroll (1 sp, 5 lbs.); scrollcase (1 gp, ½lb.); Flint and Steel (1 gp); beltpouch (1 gp, ½lb.); 4 days trail rations (2 gp, 4 lbs.); 100' silk rope (20 gp, 10 lbs.); sack (1 sp, ½lb.); 2 waterskins (2 gp, 8 lbs.); whetstone (2 cp, 1 lb.) Thieves Tool (Masterwork) (100gp, 2lb), Explorer's Outfit (10gp, 8lb), Soap (1gp, 2lb)Arrows (40)(2gp, 6lb), Lantern Bullseye (12gp, 3lb),Oil (3-1 pint flask's) (3sp, 3lb), Chalk (6 pieces, 6cp), Mug/Tankard, Clay (2cp, 1lb)Grappling Hook (1gp, 4lb), Crowbar (2gp, 5lb) Hammer (5sp, 2lb) Pitons (24) (24 sp, 12lb), Blanket Winter (2) (1gp, 6lb), Artisan Tools (Seamstress) (5gp, 5lb)
Statistics of Items Here:
Spells per Day:
Currently Unable to Cast Spells
Spell DCs:
10+???+Spell Level=???
Character History:
Tanith was born to poverty, the lower class, and all that entails. He came to know that he was in Avlaon city, though the slums of Avalon city, he's somewhat proud of being a city boy and all that entails, he makes fun of people who are country and not as sophisticated as him, but tends to frown on anyone putting city dwellers down. He was born into a rather large brothel in the center of the slums, he grew up their surrounded by prostitutes, and was taught by the prostitutes at a young age to be quite, and walk unseen by the men in the house, to get the things the Women wanted him to take from the men, he was taught almost every skill he could learn their, and proved an adequate student. He learned many skills and the madame taught him numbers and letters as well, in the hope that he would be able to help her with the ledgers.
He left the brothel shortly after he turned fourteen, as his mother had been killed, and he knew it had been one of the women who worked their, who had killed her, and he's not sure why, or if he could have killed the woman who did it. Their almost all his mothers in a way, but he's conflicted about it to say the least.
He survived for a time stealing linens, and clothing, from wealthy houses, and repairing and cleaning the clothing, and selling it to local clothing vendors, who would mix it in with their items. He has graduated to second story work, doing small gold and jewelry thefts. He best assets in thievery are his nondescript face, his smarts, and fast hands.
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)Tanith Is a Male Human, with face that relativity undistinguished, he dresses, and carries mannerism to help him blend in, avoiding distinctive clothing, and does his best to avoid notice, but a recent growth spurt, has placed him on the tall side.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?) He has a crescent shaped scar on his right index finger, and his right eyebrow has a small scar through which no hair grows.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior? He avoid distinctive mannerism, but when excited he tends to speak with his hands, and can be somewhat repetitive.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?) He was born in a whorehouse, he's unaware of the exact date, but was later told, it was high summer.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include) His mother was a prostitute, his father was unknown.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)No siblings
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above) Knows no members of his family
5) How did you get along with your family? His mother his only family member he knew was knifed several years back, by one of the other prostitutes.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long? He started small, learning from the ladies that practiced some small skills, showing a natural aptitude, and a flair for it, he was later taught, 2nd story work, along with the other simpler variations of thievery. He spent approximately 8 years learning and working with a small gang of thieves.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master? He was taught mostly by the prostitutes in the whorehouse he was raised in, after he demonstrated a talent, it was nurtured, and he was taught, to the best of their ability, to do things for them, while they would distract the customers. He was on friendly terms with most of his teachers, but he's still uncertain as to the identity of his mothers murderer, and left a few months ago to pursue a solo career.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along? Their were no other children, but some of the other prostitutes taught each other, as they could, and for the most part he got along well with all of them, being more or less surrogate mothers at times.
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read? Having learned to read at the old madame’s knee, books are a treasure to him, he finds the brevity of the written word to be able to communicate subjects he has never thought of, to be a wonderful thing.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require? He's a Freelance Treasure Relocator. Until a recent growth spurt made his climbing in and out of windows, more dangerous, because he's getting so tall, and their are only so many places to hide when your that big, he was stealing, articles of clothing, and other cloth items, out of the wash houses of the wealthy, cleaning and mending the items, and selling them.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult? The woman of the whore house were his family, and his sisters, his mothers, and friends for most of his young life. Growing up a little they were still his friends, and mothers, but there was a reserve.
2) How many of these people are still alive? How many are you still friends with?Several of the women are still alive, and he's friendly with them all, but he knows that one of them murdered his mother, she didn’t have much money, so what was the motive, jealousy?, afraid that a secret would get out?
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together? He didn’t have friends his own age, growing up, as their were no other children in the house.
4) What do you look for in a friend? Money, lots of money… and a bad memory for loans
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner? He grew up in a world of negotiable affection, and he slowly coming to terms with the idea, that not all women sleep with men for money, he's aware and has slept with women, of negotiable virtue, but he's not sure that “Love” really exists, he's never seen it, nor experienced it in any lasting fashion.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least? He likes the God pit, and often worships at his shrines, leaving offerings of clothing, or other items of value, and practical items mostly. He loves the idea of giving back to the community, and getting one over on the big rich dumb guy, at the same time.
2) Where do spirits of nature, the elements and the dead fit into these beliefs? He's aware they exist, and assumes pit, has a purposive for them, but he's unaware of it.
3) What gods, religions, or priesthoods will you have nothing to do with? Avoid the dark priest hoods, and anything particularly evil, though he can tolerate the worshipers, if there not blatant about random unnecessary killing, or other things. 4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings? He will kill when he believes it necessary, though he would prefer to avoid killing people if he can avoid it, as it draws attention, and attention gets someone in jail, or killed themselves. He's not horribly fond of offensive magic, but he's more than smart enough to see the point of some types of magic, that could be used to help him in his profession. He's fairly free minded about sex, and amoral about it too. Thought he wont use force.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started? He tries to avoid breaking his word, but he's a survivor, when he believes the odds are against him, he may pack up and try his luck at another table.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things? He's not interested in fame or honor, but Religion is interesting to him, and Knowledge is a grand thing he lives by the motto, all knowledge is worth having, and as for power and wealth, those are things he lives for, both of them are things he wants an abundance of. Family is not important to him really, though he would like to find out who killed his mother and why they did it.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You? He never remembers his dreams
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general? He loves magic, except when it's used against him, then he's not so happy with it, Monsters are OK, if they die, and as for the unknown, it's merely opportunity knocking.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit? He loves learning, and books, he's literate which is a rarity, and prides himself on it, as it set him apart. He's fond of books, and if he cant read them, he does his best to piece the things out, trying to learn as much as possible.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets? He's fond of broccoli, which gives you gas, so he tries not to eat it before a job. He is almost obsessive about cleanliness, it never occurred to him as a child, why the whores, took as many baths as they did, and cleaned them selves more often than other people, but he followed the example, and he cleans himself almost any chance he gets, though, he checks for ambushes and the like before hand. He's a clean freak, not stupid.
3) Do you have any enemies? How much trouble do those conflicts cause you? No particular enemies, he avoids the watch like they have the dripping herpagonasyphlaids, and want to do horrible things he's not interested in particularly, to him.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?) He's kind to whores, and he enjoys, bards, and plays are a wonder for him. He likes sausage, almost any type of sausage cooked in almost any way. He like gemstones, and other portable valuables, and almost any type of book, that he hasn’t read.
2) What do you hate? How do you typically react to these hated things? People who hit whores, they tend to spring leaks in the lower back. He's not fond of orcs either, but he doesn’t try and kill them first, he just runs given the choice.
3) What do you fear? What is your worst nightmare? He's not fond of water that could rise of his head, in fact he doesn’t like it at all, and will avoid it when possible, especially if he can see it.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)So far, hes only run across a pack of Were-rat's they took over most of the thieves where he was so, he decided to find a better place to be (i.e. one without were-rats), he barley escaped with his life, and limbs intact without putting on whiskers monthly. He's not fond of were rats at all. He's had a few encounters with orc's, mostly the “Civilized“ variety that actually come into city's, they frighten him being so big, and so outrageously rude. He avoids them, and has a poor view of them in most circumstances.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?He has a paste jeweled comb that belonged to his mother, it's not valuable, but rather, it something that she had for as long as he can remember, and it calms him, to hold and or use it. He also has a spoon carved out of some type of horn, it's merely a pretty spoon, not worth much, but it's been his for a long time.
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged) (Please See the Background Tab, as I don’t want to have to write it out more than once)






