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About Caerwyn CallandriilHeight: 5' 11"; Weight: 155 lbs; Hair: Silver; Eyes: Blue Background:
As a young boy in Sandpoint, Caerwyn and the other young boys of the village were always getting in trouble. Ranging anywhere from minor vandalism to petty theft the youngsters proved more of a nuisance than any real danger. Until one day, when he was thirteen, Caerwyn and some of the other boys in the village wandered too far from the town and got lost in the woods. It was getting dark and the group of boys began to be afraid when they saw torchlight among the trees near them. Calling out, the boys were relieved when the lights began heading towards them. They were saved. Their joy was short lived as a band of goblins entered the clearing. Caerwyn picked up a big stick and prepared to defend himself and the others as the goblins fanned out to encircle the little band. The other boys, taking Caerwyn's lead picked up other sticks and stones in a last ditch effort at survival. When the first pair of goblins rushed the tight knot of children, Caerwyn screamed defiance and ran out to meet them swinging his stick two handed. As luck would have it his wild swing connected with the lead goblin and laid him out, his skull crushed where the blow landed. This gave the other goblins pause, as they once more circled the group of boys probing for a weakness. Deciding to rush the group en masse the goblins charged, only to fall into disarray as two feathered shaft suddenly protruded from the lead goblins. Unable to find the hidden archer and with three of their number dead or dying, the goblin hunting party turned and ran back into the woods, but not before two more fell to arrows in their fleeing backs. Suddenly a tall blonde women stepped into the clearing, she was the most beautiful woman Caerwyn had ever seen, she was the elven Ranger, Shalelu. Caerwyn had seen the eleven woman around town before but never paid much attention to her until now. Shalelu let out a piercing whistle and looked around the battlefield while she waited. Noticing the dead goblin and Caerwyn's blood stained stick she smiled and nodded in satisfaction. Shortly thereafter several men from the village, including Caerwyn's father, burst into the clearing. His eleven features inscrutable, the elder Callandriil took in the scene before him without saying a word. In fact he said nothing to Caerwyn the entire trek back until they reached their farmstead. There he told the boy to meet him at the woodshed as he went to tell his wife that they had returned. In the shed Caerwyn paced back and forth anxiously awaiting the punishment he was sure was coming. As his father entered the shed Caerwyn began blurting out all manner of excuses and apologies only to be brought short by his father's upraised hand. Quietly the young boy watched as his father reached above the mantle of the door and brought down an item wrapped tightly in oilcloth that Caerwyn had never seen before. Despite himself, he edged nearer as his father unwrapped the package and his eyes goggled as he caught a glimpse of an incredibly beautiful and gracefully cast sword. Caerwyn took an unconscious step backwards as his father pulled the weapon from the cloth and looked down the length of the blade. Turning to his son the old man smiled, he told Caerwyn how proud he was of him for standing his ground and protecting his friends from the goblins. Handing the sword to the young boy Caerwyn's father explained that this sword was his from his younger days and his father's before that and that it was his time to learn how to wield it properly. Months passed as Caerwyn trained with his father and spent time with Shalelu, whom she called him her little "goblin slayer", in the wilderness around the tiny village learning the ways of woodcraft and survival in the wild. During this time the gratitude that Caerwyn felt for the elven ranger for saving his life grew into something deeper. Years passed and the young boy grew into a young man who joined the Sandpoint militia as soon as he was old enough. Rising through the ranks Caerwyn now leads a small troop of men, several of whom were with him that fateful day in the forest. Today Caerwyn and his men are enjoying a day off at the Rusty Dragon when Sheriff Hemlock enters, a serious look on his face. Conversations die as all heads turn toward Sheriff. Favored Class:
Rogue 1= +1 Skill point Experience: 0
Initiative: +3 AC: 16; Touch: 13; Flat Footed: 13 Armor/Protective Item: Studded leather (Armor/Shield Bonus: +3; Max Dex: +5; Armor Check: -1; Arcane Spell Failure: 15%; Type: light ;Weight: 20lbs )
Speed: 30' (6 squares) Saves:*
BAB: +0
Weapons: Curve blade, elven
Crossbow, light
Club
Skills:
+@Acrobatics: +6
@ Armor check penalty applies to this skill
Racial Traits:
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7. Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus Feat at 1st level. This racial trait replaces the adaptability racial trait. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Feats:
Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Traits:
Militia Veteran: (Ride) Benefit: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Student Survivalist:
Special Abilities & Talents:
Sneak Attack (+1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Gear & Money:
Arms & Armor: Gear: Money:
Gems & Jewelry: Magic Items:
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