Sen Daernan

Sen Daernan is a 16-year-old orphan, although he had a normal happy childhood until his parents died early into his teen years. His parents, millers, died in a fire that razed almost three entire wards in Saint Ogier’s Canton some four years ago. The canton has largely rebuilt, but on hot, dry summer days you can still smell the smoke He’s been living in an orphanage run by a kindly priest, Father Balon, since his parents’ untimely death. He’s not religious, but has a very curious mind and has learned a lot from his time with men of the cloth.

He has latent and largely unrealized magical potential that manifests in the form of preternatural awareness. His enhanced senses make him the perfect person to keep an eye out for a gang of cutpurses and thieves. The gang workd for Sair Courqan, a well connected fence. ALthough as Sen gets older and starts to realize the dark side of a life of crime, he’s started to explore other avenues of employment.

To that end he’s started to become friendly with and is sometimes employed by “Uncle” Hoda, a similarly well connected alchemist who has noticed some of Sen’s talents and is pushing him towards exploring his options for an arcane education.

Sen spends most of his time with his childhood friends, Aylia and Goran Falcroft. Goran, is a little older than Sen and also works for Sair Courqan. Lately he’s been urging Sen to completely join the gang. Aylia is slightly younger than Sen and has no desire to join Courqan’s organization despite the fact that there’s not really an opening for her. She is, however, more than happy to go with Sen any time he wants company on a job.

medium humaniod (human)
init +0; senses Perception +6 (+8 vs. undead; +11 in trance; +13 in trance vs. undead)
Languages Common

Cantor (+5 to deliver and receive hidden messages)
Ghost Sight (+2 to locate undead)

defense 10 (+0 dex)
hp 10 (1 HD)
Fort +3, Ref +0, Will +4 (+6 in trance)

Speed 30 ft.
melee dagger +0 melee (1d4-1)
ranged thrown dagger +1 ranged, 10 ft. (1d4-1)

abilities Str 8, Dex 10, Con 16, Int 17, Wis 14, Cha 10

Arcane Power (3) – +1 Caster Level; Use Concetration to Trance
Lucid Trance (3) – Take full-round actions in Trance
Skill Ranks x2 (6) – +Int Mod skill ranks (6)

skills (5 Levels; 14 ranks)
Bluff (Skilled, 2) +5 (+10 vs. hidden messages)
Diplomacy (Trained, 1) +4
Concentration (Mastered, 3) +9
Perception (Skilled, 2) +7 (+9 vs. undead; +12 in trance; +14 in trance vs. undead)
Sense Motive (Trained, 1) +4
Spellcraft (Skilled, 2) +8
Stealth (Skilled, 2) +5
Survival (Trained, 1) +4

Aylia Falcroft

Aylia is 15-years-old and is one of Sen’s oldest friends. Aylia and her brother Goran were raised in a different part of the city than Sen. They met when Sen began to spend more time on the streets in order to avoid working in the millery. Unlike Sen she has had an extremely normal childhood. Her parents, older brother and two younger sisters are all still alive and well, although they are living hand to mouth.

She’s always looked up to her brother, and has spent virtually all her life trying to join him in activities and best him and his peers. She might be considered a tom-boy, but really, she’s just a tough little girl who’s excellent at staying out of the way unless she needs to get a little scrappy.

Her relationship with Sen is complicated. He’s a very differnt person from her brother or anyone she knew growing up, so she’s drawn to him and intrigued by his personality. Sen’s emotional distance after his parent’s death and growing maturity has done nothing to to quell her infatuation with him.

medium humaniod (human)
init +3; senses +7
Languages Common

City Rat: Bravo (Survival in City +2, +1d6 Sneak Attack)
Nondescript (Stealth+Cha in crowds, can’t use while observed)

Defense 13 (+3 dex)
hp 6 (1 HD)
Fort +2, Ref +5, Will +4

Speed 30 ft.
melee dagger -1 melee (1d4-1) [+1d6 sneak attack]
ranged thrown dagger +3 ranged, 10 ft. (1d4-1)

abilities Str 8 (+0), Dex 16 (+3), Con 10 (+0), Int 16 (+3), Wis 14 (+2), Cha 12 (+1)

Combat Expertise
Improved Feint

skills (36):
Acrobatics (4) +6
Appraise (4) +7
Bluff (4) +6
Diplomacy (4) +6
Knowledge (Local) (2) +5
Knowledge (Nobility) (2) +5
Perception (4) +7
Sense Motive (4) +6
Survival (4) +6 (+8 in City)
Stealth (4) +7 (+6 w/ non-descript)

Class Construction:
Hit Dice: d6; Base Attack Bonus: 3/4; Base Defense Bonus: 3/4; Fortitude Save: Good; Reflex Save: Good; Will Save: Good; Skills: 6+Int