<div class="floatleft">(http://fc01.deviantart.net/fs71/f/2011/052/c/a/theon_by_ammotu-d3a31ne.jpg)</div>Name:      Shirvan<br/>Race:      Aasimar (Peri-Blooded)<br/>Class:      Bard<br/>Alignment:   NE<br/>Age:      68<br/>Hair:      black (dyed)<br/>Skin:      fair<br/>Eyes:      gold<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><strong>Shirvan</strong><br/>Male peri-blooded aasimar (emberkin) bard 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7)<br/>NE Medium outsider (native)<br/><strong>Init </strong>+6; <strong>Senses </strong>darkvision 60 ft.; Perception +4<br/>--------------------<br/><strong>Defense</strong><br/>--------------------<br/><strong>AC </strong>16, touch 12, flat-footed 14 (+4 armor, +2 Dex)<br/><strong>hp </strong>11 (1d8+3)<br/><strong>Fort </strong>+2, <strong>Ref </strong>+4, <strong>Will </strong>+2; +2 trait bonus vs. illusion<br/><strong>Resist </strong>acid 5, cold 5, electricity 5<br/>--------------------<br/><strong>Offense</strong><br/>--------------------<br/><strong>Speed </strong>30 ft.<br/><strong>Melee </strong>dagger +2 (1d4+2/19-20) or<br/>. . dagger +2 (1d4+2/19-20) or<br/>. . longsword +2 (1d8+2/19-20)<br/><strong>Ranged </strong>light crossbow +2 (1d8/19-20)<br/><strong>Special Attacks </strong>bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)<br/><strong>Spell-Like Abilities</strong> (CL 1st; concentration +4)<br/>. . 1/day—<em>pyrotechnics</em> (DC 15)<br/><strong>Bard Spells Known </strong>(CL 1st; concentration +4)<br/>. . 1st (2/day)—charm person (DC 14), silent image (DC 14)<br/>. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), prestidigitation<br/>--------------------<br/><strong>Statistics</strong><br/>--------------------<br/><strong>Str </strong>14, <strong>Dex </strong>14, <strong>Con </strong>14, <strong>Int </strong>16, <strong>Wis </strong>10, <strong>Cha </strong>16<br/><strong>Base Atk </strong>+0; <strong>CMB </strong>+2; <strong>CMD </strong>14<br/><strong>Feats </strong>Improved Initiative<br/><strong>Traits </strong>canter, skeptic<br/><strong>Skills </strong>Bluff +7, Craft (alchemy) +7, Diplomacy +7, Intimidate +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +4, Perception +4, Perform (oratory) +7, Sense Motive +4 (+9 to intercept a secret message), Spellcraft +9;<strong> Racial Modifiers </strong>+2 Knowledge (planes), +2 Spellcraft<br/><strong>Languages </strong>Celestial, Common, Draconic, Elven, Halfling<br/><strong>SQ </strong>bardic knowledge +1<br/><strong>Combat Gear </strong>alchemist's kindness[APG], oil (5); <strong>Other Gear </strong>lamellar (leather) armor[UC], crossbow bolts (10), dagger, dagger, light crossbow, longsword, backpack, bedroll, belt pouch, candle (2), chalk, comb (0.2 lb), dice[UE], fishhook (2), flint and steel, hairbrush (0.3 lb), hammer, hemp rope (50 ft.), hooded lantern, marked cards[APG], mirror, mug/tankard, nail file (0.1 lb), piton (4), sack (2), scissors (0.3 lb), sewing needle, signal whistle, soap, sponge, string or twine[APG], thread (50 ft.), tindertwig (4), tooth powder (0.1 lb), torch (2), trail rations (5), wandermeal[UE] (10), waterskin, whetstone, mule, 8 sp<br/>--------------------<br/><strong>Special Abilities</strong><br/>--------------------<br/><strong>Bardic Knowledge +1 (Ex)</strong> Add +1 to all knowledge skill checks.<br/><strong>Bardic Performance (standard action, 7 rounds/day)</strong> Your performances can create magical effects.<br/><strong>Darkvision (60 feet)</strong> You can see in the dark (black and white only).<br/><strong>Energy Resistance, Acid (5)</strong> You have the specified Energy Resistance against Acid attacks.<br/><strong>Energy Resistance, Cold (5)</strong> You have the specified Energy Resistance against Cold attacks.<br/><strong>Energy Resistance, Electricity (5)</strong> You have the specified Energy Resistance against Electricity attacks.</div></div><br/><br/>The tale of Shirvan is one steeped in tragedy, though whether it is his own or that of those who fell prey to his silver tongue is a subject for debate.<br/><br/>Shirvan's parentage is suspect at best: his mother was an exotic woman fallen from grace, a Peri-born Aasimar called Sha'van. Though traditionally representing the ideal of good like their kin, the Peri are a race of Celestials descended from Fallen Angels. Their blood sometimes pulls them into the very opposite direction. Conflicted her whole life between these two polar opposites warring inside, Shirvan's mother eventually began to drown her sorrows using an addictive euphoriant -- a drug that she was soon addicted to. Ultimately, Sha'van's life ended short and miserably, the last decade of her existence the life of a drug-addicted prostitute in the Rotgut discrict, one of the most wretched regions in Riddleport.<br/><br/>It was there that Shirvan was born. Though the identity of his biological father is unkown, he had inherited some traits from his mother, the celestial blood that gave him his golden eyes and silver hair.<br/><br/>The man Shirvan recognizes as his 'proper' father was, for all intents and purposes, Sha'van's pimp. A downtrodden human with  Orcish ancestry (or so his prominent lower jaw suggested) called Hammers-Nails or Nails, chosen for his enjoyment of the proverb that  'the nail that sticks out gets hammered'.<br/><br/>He decided to keep Shirvan around and put him to work after his mother died. Though the number of women in his employ was small, it was still good to have a messenger and spy available. The young boy proved very good at that. He was smart and handsome and thus quickly established himself as one of the leaders of the local children; mostly thieves, beggars or messengers themselves. At the age of twelve, he had decided that he'd had enough and that he didn't like the glint in old Nail's eyes whenever the man looked at him. When Hammers-Nail attempted to grab Shirvan in a drunken stupor, he earned himself a dagger in the gut. Shirvan was his own man.<br/><br/>Shirvan, for his part, was ready to move on. After a brief stint as a beggar that didn't prove very successful, the boy banded together with a group of orphans and started going after local vermin for the reward. It was dangerous work, but at least it provided a meager income.<br/><br/>At he age of fourteen, Shirvan lucked into what might well have been the greatest turning point in his life: he found a young half-elven child wandering into the slums. The boy clearly didn't belong there. It turned out he stemmed from the Windward District and had gotten lost. The half-elf was named Calath d'Arnay.<br/><br/>Rather than follow his first impulse and slit the stranger's throat in order to take his belongings, Shirvan decided to do the smart thing and help him find his way back home. The boy's family, the d'Arnays, were overjoyed and Shirvan was rewarded with a position as a live-in servant in the household.<br/><br/>A charming boy, he quickly ingratiated himself with the family. The patriarch of the house was Lorn d'Arnays, a human mage of plenty skill and renown. His elven wife, Marya, was not quite as influential, but stemmed from elven nobility and possessed some arcane skill herself, though she found herself more at home at court and with the classical elven arts.<br/><br/>It was there that Shirvan received a formal education and spent long hours training with the d'Arnays; he was essentially growing up at about the same rate as Calath and they quickly established a brother-like relationship, even if their social standing was clearly different. Shirvan was playing along so as to keep his new privileges.<br/><br/>Shirvan was more gifted than Calath in many ways and figured that, if he proved his superiority often enough while putting up a good facade, he might supplant him at some point. He didn't really try to do anything malicious to Calath at first, enjoying the company on some level as they slowly reached adulthood.<br/><br/>Still, the fact that he could never be in Calath' position and their vast family wealth remained out of reach was gnawing at him. When they both started to vie for the same woman, the situation escalated - Shirvan made an attempt on Calath' life.<br/><br/>Things didn't go quite as well as intended. An attempt to poison both Calath as well as his father failed when Calath discovered his malevolent betrayal. Shirvan was forced to flee with nothing but what he had currently on him.<br/><br/>With his plans thwarted, he fled to the fence who had originally sold him the poison, seeking sanctuary until he could safely book passage on a ship out of Riddleport. The fence was a half-orc named Krey -- and, as it turned, a distant relative of Shirvan's old foster father. He had recognized Shirvan and sold him a bad product, quite on purpose -- their encounter quickly went south and Shirvan had to escape with a poisoned knife in his gut.<br/><br/>He fled as far as he could, his recovery slow and arduous - but he ultimately reached to this place and a new opportunity for wealth and recognition. Even if he'd have to start at the bottom again - this time, he swore to himself, he would be patient. Find better ways to achieve what he wanted, better hide his ambition, his lust for power.