Arivel Durvesh<br/>Human Factotum 9<br/>Medium Humanoid<br/>Hit Dice: 9d8+18 (62)<br/>Initiative: +1<br/>Speed: 30 ft.<br/>Armor Class: 20 (+1 Dex, +5 armor), 12 touch , 19 flat-footed<br/>Base Attack/Grapple: +6 / +8<br/>Attack: +1 Seeking Longbow +8 [1d8+2/20 x3], Masterwork Greatsword +8 [2d6+1/19-20 x2]<br/>Full Attack: +1 Seeking Longbow +8/+3 [1d8+2/20 x3], Masterwork Greatsword +8/+3 [2d6+1/19-20 x2]<br/>Space/Reach: 5 ft./5 ft.<br/>Special Attacks:<br/>Special Qualities: Inspiration: 20, Cunning Insight, Cunning Knowledge, Trapfinding, Brains over Brawn, Cunning Defense, Cunning Strike, Oppurtunistic Piety, Cunning Surge<br/>Saves: Fort +7, Ref +10, Will +6<br/>Abilities: Str 12, Dex 12, Con 12, Int 20, Wis 10, Cha 16<br/>Skills: Appraise +6, Balance +12, Bluff +8, Climb +6, Concentration +2, Deciper Script +6, Diplomacy +21, Disable Device +6, Disguise +4, Escape Artist +6, Forgery +6, Gather Information +6, Handle Animal +4, Heal +1, Hide +17, Intimidate +17, Jump +12, Knowledge Arcana +10, Knowledge Architecture and Engineering +6, Knowledge Dungeoneering +6, Knowledge Geography +6, Knowledge History +6, Knowledge Local +10, Knolwedge Nature +8, Knowledge Nobility and Royalty +10, Knowledge Religion +10, Knowledge The Planes +6, Listen +1, Move Silently +6, Open Lock +6, Perform +4, Ride +6, Search +6, Sense Motive +5, Sleight of Hand +8, Spellcraft +8, Spot +1, Survival +5, Swim +6, Tumble +18, Use Magical Device +15, Use Rope +6<br/>Skill Ranks: Appraise 1, Balance 5, Bluff 1, Climb 1, Concentration 1, Deciper Script 1, Diplomacy 12, Disable Device 1, Disguise 1, Escape Artist 1, Forgery 1, Gather Information 1, Handle Animal 1, Heal 1, Hide 12, Intimidate 12, Jump 5, Knowledge Arcana 5, Knowledge Architecture and Engineering 1, Knowledge Dungeoneering 1, Knowledge Geography 1, Knowledge History 1, Knowledge Local 5, Knowledge Nature 1, Knowledge Nobility and Royalty 5, Knowledge Religion 5, Knowledge The Planes 1, Listen 1, Move Silently 1, Open Lock 1, Perform 1, Ride 1, Search 1, Sense Motive 5, Sleight of Hand 1, Spellcraft 1, Spot 1, Survival 5, Swim 1, Tumble 11, Use Magical Device 12, Use Rope 1<br/><br/>Feats: Font of Inspiration, Font of Inspiration, Font of Inspiration, Font of Inspiration, Font of Inspiration<br/>Alignment: True Neutral<br/><br/>Equipment: +1 Seeking Longbow (8400 gp), Masterwork Greatsword (350 gp), +2 Mithral Breastplate (8200 GP), Cloak of Resistance +3 (9000 gp), Ring of Protection +1 (2000 gp), Necklace of Natural Armor +1 (2000 gp), Bag of Holding Type II (5000 gp), Bedroll (1 sp), Crowbar (2 gp), Flint and Steel (1 gp), Grappling Hook (1 gp), Rope, Silk 100ft (20gp), Tent (10 gp), Thieves Tools (Masterwork) (100 gp), Musical Instument (Masterwork) (Lute) (100 gp), Holy Symbol (Silver) (25 gp), Healer's Kit (50 gp), Disguise Kit (50 gp), Climber's Kit (80 gp), Bit and Brilde (2 gp), Saddle, Riding (30 gp), Horse, Heavy (200 gp), Trail Rations x10 (5 gp), Waterskin (1 gp)<br/><br/>Sources<br/>Factotum Class: Dungeonscape<br/>Feat: Font of Inspiration (Wizards.com)<br/>Spells: Nightstalker's Transforation, and Ruin Delvers Fortune (Spell Compendium)<br/><br/>All not listed are from the SRD.<br/><br/>---<br/><br/>Background: Arivel was born in Cormyr, and grew up there. His father was a member of City Watch, and his mum a homebody. He spent his childhood playing in the city streets of Cormyr, just one of the many children of the lower class. Things were tight, but they didn't starve. When he came of age, he joined up with the City Guard, taking the Shortsword, Club, and Crossbow. The Cormyr City Guard gave the great Arivel his first training with weapons. Not many remember that.<br/><br/>He stayed with the guard for a few years, before things turned bad for the new guard. He broke up a Bar Fight, rapping a few people on the head who decided that settling down seemed less fun then continuing. He dragged those off to a Cell, not noticing the finery of one of them. He'd thrown them in the cell before the Jailer recognized the idiot as a noble. Arivel took the news remarkably weel. In that he thought out a plan before hightailing it out of Cormyr. He caught a ship to Westgate, and joined up the first caravan out of there. That was where the legend of Arivel really took off, if one is stupid enough to call it that.<br/><br/>He travelled far and wide, serving as a Caravan Guard, City Watchman, Mercenary, whatever he had to do to get coin. He travelled with all sorts. Wizards, from whom he picked up the Art of magic. Clerics, whom he learned to trick their gods into interceding for him once or twice. Scholars, Thieves, Warriors, Rangers, all have numbered in his employers or comrades. And he's learned from each of them. Not enough to call himself a master. Just enough to scrape by. He's wandered all over, constantly moving on when the chance came. And honestly, he's enjoyed himself. But he always wanted to come back home. And finally hes gotten the hardchance. The Noble got himself knifed over something, Arivel hardly cares what. And Arivel boarded the next ship to Cormyr.<br/><br/>He'd been back home for a few weeks now. He's visited some graves, spoken with mostly forgotten friends, and spent a lot of time in his old tavern. And now... he is ready to do something else. Cormyr isn't his home anymore. He isn't Guardsman Durvesh. He's outgrown whatever place he had in Cormyr, and it isn't his home any longer. He doesn't know if he even has a home anymore, but he won't find it getting drunk in dingy taverns.