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: 7th
Experience: 120,786 (ready to level – 9th)
Next Level: 70,000 (160,000)
Max Level: Unlimited


Ability Scores:

Stamina 11 Weight Allowance: 45 lbs Movement Bonus +0
Muscle 12 Max Press 140 lbs Attack +0 Damage +0 Feat of Strength 16%
Aim 15 Missile Attack +0
Balance 12 Surprise +0 AC +0
Health 5 System Shock 35% Poison Save +0 PSPs +0 Regeneration 0
Fitness 16 Resurrection 94% Hit Points +2 / level
Reason 13 Max Spell Level 6th Max Spells/Level 18 PSPs +0 Illusion Immunity: none
Knowledge 11 Bonus Profs +2 Bonus Paths +1 Learn Spell 45%
Intuition 12 Spell Failure 5% Bonus Runes 0 Bonus Spells 0 Earned XP +0%
Willpower 10 Mental Save +0 PSPs +0 Spell Immunity: none
Leadership 8 Max Henchmen: 3 NPC Loyalty -1
Appearance 13 NPC Reactions +1

Reactions:

  • NPC Reaction: -1
    • additional -2 vs. Non-humans; +1 vs. merchants/traders
  • Surprise: +0
    • -4 on opponent’s checks
  • Initiative: +0
  • Movement: 12

Combat Statistics:
Hit Points: 36
Armor Class: 14 (breastplate)
Base Attack Bonus: +3
Saves:

  • Paralyzation/Poison/Death: 12
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 11
  • Breath Weapon: 15
  • Spells: 12
  • Fear: 13
  • Horror: 13
  • Madness: 16
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Sword Stick 1/round +3 1d6 1d8 3 melee
Dagger 1/round +5 2d4+2 2d3+2 0 60 Magic

Non-Weapon Proficiencies:

  • Available Groups: Acadmic, Detection, Larceny, Social
Proficiency Proficiency Score Notes
Modern Languages (Common) 11
Modern Languages (Cormanthan) 11
Modern Languages (Tharian) 11
Secret Languages (Thieves’ Cant) 11
Climbing 12 No penalty for free-climbing.
Literacy 14
Numeracy 12
Hiding 12
Appraising 13
Haggling 10
Fast-Talking 8
Navigation 11
Bureaucracy 15
Bribery 11
Forgery 14
Investigation 11
Find Traps 11
Trap Setting 12
Danger Sense 13
City Familiarity (Old Phlan) 11
Pick Pockets 13

Weapon Proficiencies:

  • Fencing Blades Tight Group
  • Handgunnes Tight Group

Special Powers:

  • 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. This bonus is based on his reputation as a fair and honest Trader. If he cheats on a deal and is later discovered, the bonus changes to a -2 penalty.
  • Buy in Bulk: 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 24%. This bulk discount is factored in before any Haggling 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.
  • All Thieves gain a bonus to surprise opponents, but only if the cleric is not in metal armor. Even then, the thief must either be alone or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the thief must open a door or screen to attack, this penalty is reduced to -2.
  • 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 Balance bonuses) and deals quadruple (4x) the normal amount of damage. The multiplier applies only to the base damage of the weapon before modifiers for Muscle or magical bonuses are added. The weapon’s standard damage is multiplied. Then Muscle and magical weapon bonuses are added.

Penalties:

  • 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 proficiencies listed as “Forbidden” may never be taken at 1st level (even if they would be Required by his Kit), and cost double the normal number of proficiency slots to learn later (regardless of class).
    • Forbidden: Modern Language (any except above) and All Sorcerous Proficiencies

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, Firearms
  • +2% per level to buying in bulk discount.
  • Use Scrolls: Starting at 10th level, any Thief with the Literacy proficiency may attempt to use both Wizardly and Priestly magical scrolls by making a successful Literacy check. On a failed check, the scroll backfires in some way. This sort of malfunction is almost always detrimental to the thief and his party. It could be as simple as accidentally casting the reverse of the given spell or as complex as a foul-up on a fireball scroll, causing the ball of flame to be centered on the thief instead of its intended target.
  • 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:

  • Fur Surcoat, Doublet, Pantaloons, Hose, Hose Supporters, Hard Leather Shoes, Plain Gold Chain, Floppy Felt Hat,
  • Linen Purse (w/ )
  • Back and Breast Plate (25 lbs)
  • Sword Stick (4 lbs)
  • Lock Picks (1 lb)
  • Iron Razor Ring
  • +2 Dagger of Throwing

Mule w/ Pack Saddle, Saddle Bags


Encumbrance:

Base Speed: 12

Total Weight of Gear: ??? lbs.

Unencumbered Light Moderate Heavy Severe
Weight 0 – ?? lbs. - lbs. - lbs. - lbs. - lbs.
Movement 12 8 6 4 1
Attack Penalty 0 0 -1 -2 -4
AC Penalty 0 0 0 -1 -3

Roland Aram

Ruins of Adventure Brand_Darklight SirKnightly