Joshua

Male Human
*Level 7 Thief (64,693xp (party) +550 for dying = 65,234) (70K for lvl 8)- Specialisation: Spy
*Level 8 Druid (64,693xp (party) +550 for dying = 65,234) (90K for lvl9) - Totem: Kirsten
Religion: Reformed Wyldwood (Neutral)
===Combat Stats===
Hit Points: 	54 	Base THACO: 16 Druid 19 Thief
Armour Class 	0 Leather Armour (+3 Leather, -2 Dex, -3 M. of Doom ) 	
Main Weapon 	Club Specialisation: +1 hits/round, +2/+2 to hit/damage. 	
Secondary Weapon 	Dagger D4/D3. 	+1 when thrown.
Base Saving Throws:	Para/Poison/Death 7 Rod/Wand/Staff 11 	Petr/Poly/Missile 10 Breath 13   Spell 12
Saving throw mods 	-1 on all throws. Doomed: If ever a saving throw failure would directly or indirectly result in death for the wielder, the save is failed automatically.	+1 Prot from Rod, +2 ROP, +2 vs Fire/Lightning (Druid) +6 vs Mental (wisdom), +2 Dex, +3 Leather Armour vs elemental, +4 Save vs poison/disease (Totem)
Spells 	10*1st (4+3Wis+3Rod), 9*2nd (4+3Wis+2Rod), 5*3rd (3+2Wis+1Rod), 4*4th(2+2Wis) 	
===Stats===
Stat	Effective Stat	Effects 	Base Stat	Items/Status mods
Str 	12 	Weight Allowance +100 	12 	
Con 	12 	 	13 	-2 Totem Resurrection,+1Totem
Dex 	16 	AC-2, +1 Missile 	16 	
Int 	14 	 	11 	
Wis 	20 	+6 vs mental attack. Bonus Spells 3*1st,3*2nd,1*3rd,2*4th,1*5th 	17 	
Cha 	17 	+30% Reaction, +30% Loyalty+10%xp Druid (at 15 char - Special Dispensation)	15 	
===Thieving abilities===
Ability 	FinalChance	SkillPoints	%/pt	=Skill%	Base	Stat Mod 	Spy Mod
Back-Stab 	*3 Dam 	 	 	 	 	 	-1 Level
Det Lie/Deception	100% 	10 	*5% 	=50% 	+20%	+30% (Char) 	
Pick Pockets 	35% 	2 	*5% 	=10% 	+25%	 	Frozen
Open Locks 	25% 	0 	*4% 	=0% 	+20%	+5% (Dex) 	
Find Traps 	15% 	0 	*5% 	=0% 	+15%	 	
Remove/Set Traps 	15% 	0 	*5% 	=0% 	+15%	 	
Move Silently 	101% 	14 	*6% 	=84% 	+10%	 	+7%
Hide In Shadows 	72%/92% 	12 	*5% 	=60% 	+5% 	+20% Non Urban	+7%
Hear Noise 	82% 	14 	*5% 	=70% 	+5% 	 	+7%
Climb walls 	76% 	4 	*4% 	=16% 	+60%	 	
===Totem===
Kirsten
Level 	Character Adjustments	Totem HP	1st Death	Ability
Level 1	+2HP 	4HP 	+0.5 	none
Level 2	+1HP 	+2 	+0.5 	Track as per ranger
Level 3	+1HP 	+2 	+0.5 	Remote recall 1/day
Level 4	+1HP 	+2 	+0.5 	Sense poison in food/drink
Level 5	+1HP 	+1 	+0.5 	+1 Con
Level 6	+1HP 	+2 	+0.5 	Sense hostile intent towards Totem/Druid Dig 1/day (as 4th lvl Wizard Spell)
Level 7	+1HP 	+2 	+0.5 	+4 Save vs poison/disease
Level 8	+1HP 	+1 	+0.5 	Sense	Totem/Familiar/Avatar within 30’. Dig 2/day
Total 	 	20 HP 	 	
===Hit Point History===
Level	Thief Hps	Druid Hps	(Thief Hps+Druid Hps)/2	Totem Adjustment	Level Total
1 	6 	8 	-> 7 	9 	
2 	6 	7 	-> +6.5 	 	
3 	5 	7 	-> +6 	 	
4 	4 	8 	-> 6 	7 	
5 	6 	7 	-> 6.5 	7.5 	
6 	4 	7 	-> 5.5 	6.5 	
7 	4 	5 	-> 4.5 	5.5 	
8 	 	6 	-> 3 	4 	
Total	 	 	 	 	54
===Weapon Proficiencies===
Club: Specialisation: +1 Att/Rnd, +2/+2 To hit/damage
Dagger
(Next proficiencies @ Druid 11, Thief 9)
===Skills===
*Speak Common,
*Read/Write Common
*Druidic Languages: Elven, Hill Giant
*Story Telling,
*Animal Mimicry,
*Riding,
*Tracking,
*Weaving
*Rumourmonger
*Mimicry,
Next skills at 7th lvl Thief, 13th Level Druid.
===Items===
*Medallion with leather thong - -3 to AC (e.g. AC 6 -> AC 3), -1 all saves' - RUNIC POWERS: Takes 1 weeks attunement to function. Item is cursed cannot be removed (remove curse will cause the item to disappear). Wearer gains: +2 Int, +2 Wis, 20 levels of Divination spells per day (any class), cast at wearers level (highest level if multi classed). Doomed: If ever a saving throw failure would directly or indirectly result in death for the wielder, the save is failed automatically.
*+3 Runic Leather armour, Spell Store 15lvls protective spells to be cast on wielder. Anyone can cast into spell store.
*Druidic Rod (Needs attunement)
**Can be		wielded as a +2 Club, when wielded provides +1 Protection
** If		enchanted with “Shillelagh” becomes a +4 weapon
** Gives +3		1st lvl, +2 2nd lvl, +1 3rd lvl		spells per day
*+2 ROP
*+2 Dagger
*Pathfinder's cloak: Non Urban - +20% hide in shadows, invisible when standing still 
*+1/+1 'Superior' club
*Concealed dagger in boot
*Throwing Daggers
*Shield
*D4 Healing Salve
*Iron Cooking Pot (Newly bought in Wingsport)
==Death(s)==
Joshua was fireballed to death on Day 167. He was resurrected by Kirsten.
==Day 35-41 – The fourth week in Northlake==
Has a great week on retail therapy, plus rummaging around in market stall odd’n’sods boxes.
Items bought:
* 12gp		3 Superior Staves – trade	in is not an option
* 4gp		1 Superior Club
* 4gp		12 Silvered arrows
* 1gp		10 Silvered sling bullets
* 1gp		5 Silvered crossbow bolts
* 3gp		36 arrows
* 3gp		Metal rimmed buckler
* 7gp 8sp		Full service of Francis	chainmail, including new undercoat (Francis)
* 2gp		Decent boot, cloak etc	(Francis)
On the fourth day of rummaging around the stalls, you come across a rusty spearpoint in a tinkers undercounter basket, what catches your eye is that there is a sigil on the spearblade that even obscured by rust reminds you of the brooch. The tinker notes your interest:
Tinker: “I see you are interested in that old Elven spearhead, a fine piece of metalwork under the rust. I keep on meaning to get it cleaned up but somehow never have the time.”
Joshua: “Well, I must admit to some interest in Elven pieces, but to be honest I am not convinced this is actually Elven.”
Joshua reaches in to pick up the spearpoint but is stopped by the tinker.
Tinker: “Sorry sir, but it is a valuable piece – but also fragile. You touch, you buy.”
Joshua (sighing): “What price are we talking?”
Tinker: “I couldn’t let it go for less than 2 gold”
……much haggling later…. Which Joshua did not unfortunately fare well at…. You settle on 1 gold, 15 silver.
Taking the piece carefully, you can now look at it more closely, and it is certainly a very old spearhead and was probably of very good quality. Scratched clearly into the blade is a sigil that matches the silverwork on the brooch you found a few weeks back.
When you pick up the Chainmail from the blacksmith the next day, you have an inspiration and ask the smith about have sigils inscribed into a blade. The smith explains that masterwork grade smiths are able to add extra potency to weapon blades by engraving the foes identifying sign, normally a piece of heraldry or similar sign. These weapons retain their potency for quite a long time and so the technique has been used for elite military units.
==Day 28-34 – The third week in Northlake==
After submitting his application to set up a stall in the East Market, Joshua spends the next couple of days talking to a variety of shop/stall owners and discussing superior weaponry with a couple of the more reputable blacksmiths in the city. Whilst superior weaponry was possible to source, the city having a decent number of skills blacksmiths (see factsheet), finding a good bow for Umar proved more difficult.
In the end the best bow that Joshua could find available was from a West Market weaponry stall, a bit battered but seemingly sound. It cost 10 gold, which was less than the price of a new longbow – and deciding that it would be risky to miss the opportunity Joshua bought the item.
Party Item: Giant Longbow: Requires 18+ Strength to wield, Damage D10
The best offers for the party items Joshua can find are:
Scroll Det Invis: 40 Gold
Wand Magic Missile: 50 Gold + 1 Gold/Charge
Minor Healing Salve: 10 Gold
By the third day, his permit has come through and so the balance of week is spent as a stallholder near the Eastgate. Unfortunately it proves to be a fruitless 4 days, nearly all of the punters in the area a farmers or people looking to buy foodstuffs. Whilst your stall gets the occasional look over, nobody comes forward to offer anything interesting, and certainly nobody seems willing to part with any cash for what you have on sale.
The other item on your to-do list was dealing with the scroll salesman, you inform the lad that the price he is asking is totally ridiculous but offer to make him a fair offer once the scrolls are authenticated by the college. The boy is obviously deflated but on consideration says he will return the next evening, but when the next evening comes – he does not appear. Nor is there any sign of him for the rest of the week.
== Day 21-27 – The second week in Northlake ==
Joshua has spent much of his time training the new dog and scouring markets in search of “collectables”, particularly anything that may be of Elven origin. By the end of the week you have amassed a fair pile of what might be bric-a-brac or might be sellable, but nothing that jumps out of you.
In order to set up a stall near the main market, you will need to obtain a permit, costing 3sp for a year. The paperwork will take around 3 days to process.
You have obviously been noted as having an interest in historical items….. (see below “The Two Scrolls”)
==Day 14-20 – The first week in Northlake==
After paying respects at The Defiance, Joshua has spent the week trawling the markets in the city. From the Inner Quarter through the Main Market area and over to the Western District on the one day that there was a street market there. He has also noted that there are a number of permanent shops in the Crafts quarter that may be worth checking out. Obtaining another small dog was easy, the city has a large number of strays and befriending one takes only a few minutes, especially when supplemented with a treat or two.
In the evenings, you soon decide that staying in the vicinity of the Falling Star is the best way of avoiding getting caught up in some raucus party that goes to far and attracts the city watch. Even so, over the week you manage to talk with a number of both locals and incomers, although it is somewhat amusing to you that natural grapevine tendencies already has the Pathfinders as having slaughtered a horde of tens of thousands of monsters summoned up by the Elves – and it was this defeat that led the Elves to the parlay table.
==Background==
Whilst nominally a citizen of the Alveran kingdom, until recently you were actually living in Wings Port a semi independent city to the North East of Riverside. You had heard of a good opportunity to make some money in Stormhaven, and this combined with a minor disagreement with the local thieves guild had seen you on the road when the Elven invasion occurred. Your journey had been uneventful and you were close to Riverside when the first refugees reached you talking of the rapidity of the Elven advance. In hindsight it would probably have been better if you had turned round then, but natural curiosity plus a belief that there was money to be made in war led you to keep course, although generally staying just off the road.
You first view of the Elven invaders was when a patrol of their came thundering down the road, thankfully you managed to stay out of sight but this also brought you to your senses. Perhaps profit was not to be made in the circumstances, unfortunately of course your route back home was now looking somewhat risky. So you decided to cut south, heading into the centre of the Alveran territory.
Since then you have spent months dodging every increasing Elven partrols and slowly making your way back South, and have finally reached a small village called Braerk that appears untouched by the war.
You start with:
1 Weapon of choice
Wingsport
Nominally the capital of the Ariel people, though this is disputed by Beriesa, Wingsport is nominally allied with the Alverans but maintains a semi-independent stance preferring to remain unentangled in the civil war across the Kingdom. This city is fairly cosmopolitan in outlook with large minorities of Human, Hobbit and Dwarves.