Roland Aram

Description:

Roland is Father Aram’s eldest son, by his first wife Domitia. Though his father is the tenth child of the Aram family, the Aram’s were quite wealthy, and Roland has always had a close relationship with his uncle Tertius, who allowed him to live in one of the family’s many town-houses in Hillsfar, with a comfortable living. With the privileges of a wealthy family and a good Hillsfarran education, Roland grew to become a proper Hillsfarran — racist, entitled, and generally a jerk.

Roland is married with three children. His wife, Flavia, is a pampered minor noble-woman, who is just as racist as Roland. His children, Granson (22), Secundus (18), and Hermia (15) all attended boarding school in Thentia and are slightly less horrible than their parents. Roland was a fairly prosperous broker in the Hillsfarran slave market.

Until recently, Roland also publicly kept a sex-slave, just as he believes his father does. The slave, Brígh, escaped about six months ago, and was recently involved in an attack and act of piracy in Hillsfar’s harbor, creating quite the scandal. Roland faced a formal inquiry, in which his daughter, Hermia, was forced to fight on her father’s behalf in the Arena. Though the battle was won and the charges dropped, his uncle Tertius turned him out of the family estate, and his business was ruined.

So he has taken his wife, his children, his half-sister, and his few remaining slaves and followed his father to New Phlan. He was able to use the last of his wealth to purchase passage for his family to Phlan, a mule, and a couple crates of raw wool that he hopes to sell to the Phlannian textile mills to start his next business venture.

Bio:

Race: Human (Male, Age 41)
Homeland: Hillsfar
Class: Thief
Kit: Merchant
Alignment: Lawful Evil
Religion: The Blessed Afflictor (more Lip-service than the rest of the family)
Level: 5th
Experience: 40,183 (ready to level x2)
Next Level: 20,000
Max Level: Unlimited


Ability Scores:

Str 12 Stamina 11
Muscle 12
Dex 14 Aim 15
Balance 12
Con 11 Health 5 System Shock 45%
Fitness 16 +2 hp / level
Int 12 Reason 13
Knowledge 11 +2 proficiencies
Wis 11 Intuition 12
Willpower 10
Cha 11 Leadership 8 3 Henchmen -1 Loyalty
Appearance 13 +1 NPC Reactions

Reactions:

  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: -1 (-3 vs. Non-humans)

Combat Statistics:
Hit Points: 24
Armor Class: 15 (chainmail)
Base Attack Bonus: +2
Saves:

  • Paralyzation/Poison/Death: 12
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 11
  • Breath Weapon: 15
  • Spells: 12
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Sword Stick 1/round +2 1d6 1d8 3 melee
Dagger 1/round +4 2d4+2 2d3+2 0 60 Magic

Thief Skills: (in armor)

PP 45% (5%) HS 35% (5%)
OL 20% (5%) HN 20% (5%)
F/RT 20% (5%) CW 75% (60%)
MS 45% (5%) RL 25%

Non-Weapon Proficiencies: General, Rogue

Modern Languages (Common) 12 Hiding 11
Modern Languages (Cormanthan) 12 Navigation 10
Modern Languages (Thieves’ Cant) 12 Appraise 10
Literacy 15 Haggling 11
Bureaucracy 12 Bribery 10
Ceremony 11 Forgery 13

Weapon Proficiencies:
Fencing Blades Tight Group
Handgunnes Tight Group


Special Powers:

  • Hillsfar natives can come and go from Hillsfar at will.
  • The people of Hillsfar are very alert against magic, given magic’s tight regulation in Hillsfar. As a result, they get a +1 bonus on saving throws versus spells.
  • Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and deals quadruple (4x) the normal amount of damage. The multiplier applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
  • A merchant gains a +1 to attack and damage only when protecting his goods or animals.
  • A merchant gains a +1 reaction bonus from merchants and other traders.
  • Buy in Bulk: This is the ability to “buy in bulk” at rock-bottom prices from other merchants. Merchants may buy any common item in 1,000-unit lots if the item’s price is listed in copper or silver pieces. If the price is listed in gold pieces, merchant-rogues can buy the item in 100-unit lots. In either case, the merchant is able to purchase the items for a discount of 20%. This bulk discount is factored in before any Haggling or Bargain checks.
  • Running a Business: The merchant also has the ability to establish a self-sustaining business. For 5,000 gp, a merchant can set up a trading company that operates while he or she is away on other business or adventures. That amount pays for business space, stock, and an employee (often a relative or friend). The merchant may invest more money-either his own or that of other interested investors. A merchant may only run one business at a time, however. If, for whatever reason, the value of that business drops below 2,000 gp, it folds, and all investments are lost.

Penalties:

  • Zhentilar and Mulman warriors attack Hillsfarrans on sight.
  • All NPC encounters are penalized at -2 due to Hillsfar’s reputation. This increases to -4 against non-humans due to Hillsfar’s reputation for xenophobia, bigotry, and exploitation.
  • The biggest disadvantage of being a merchant is the inherent uncertainty of business dealings. All disadvantages associated with the kit are role-playing problems, but they can be substantial (and also provide interesting adventure hooks).

Advancement Notes

  • Armor Allowed: Leather, Padded, Studded Leather, or Elven Chain
  • Weapons Allowed: club, dagger, dart, hand crossbow, knife, lasso, pistol, quarterstaff, short bow, sling, or any one-handed sword
  • +30 points for Thief skills per level.
  • +2% per level to Buy in Bulk discount.
  • Use Scrolls: At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief’s understanding of magical writings is far from complete, however. The thief has a 25% chance to read the scroll incorrectly and reverse the spell’s effect.
  • Once a thief reaches 10th level, his reputation is such that he can attract followers — either a gang of scoundrels and scalawags or a group of scouts eager to learn from a reputed master. The thief attracts 4d6 of these fellows.

Equipment:

  • Mule w/ Pack Saddle, Saddle Bags
    • 1,000 yards of Raw Wool (1/2 ton)
  • Fur Surcoat, Doublet, Pantaloons, Hose, Hose Supporters, Hard Leather Shoes, Plain Gold Chain, Floppy Felt Hat,
  • Linen Purse (w/ 34 sp)
  • Chainmail (40 lbs)
  • Sword Stick (4 lbs)
  • Lock Picks (1 lb)
  • Iron Razor Ring
  • Necklace of Fireballs (2 2HD fireballs remainng)
  • +2 Dagger of Throwing

Encumbrance:

Base Speed: 12

Total Weight of Gear: 45 lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 45 lbs. - lbs. - lbs. - lbs. - lbs. 140 lbs
Movement 12 9 6 5 2 1

Roland Aram

Ruins of Adventure Brand_Darklight SirKnightly