Delkaneth's page

497 posts. Alias of Deylinarr.


Full Name

Delkaneth

Race

Human (Chelaxian)

Classes/Levels

Archaeologist 1 / Lore Warden 2

Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

Gender

M

Size

6', 185 lbs

Age

19

Special Abilities

FEVER: -1 con and -3 dex

Alignment

Neutral Good

Deity

Irori

Languages

Common, Infernal

Occupation

Treasure Hunter

Strength 14
Dexterity 17
Constitution 12
Intelligence 13
Wisdom 8
Charisma 14

About Delkaneth

History:
Growing up in a Westcrown orphanage you learn a little bit of everything, and it became clear at a pretty early age that Del was a quick study. Whether it was a combat trick or the language that the tiefling orphans used among themselves, it came easily to him and left him hungry to learn more. Being quick on his feet helped him escape trouble. Of course, most of the time it was his sharp tongue that had caused the trouble in the first place.

When he was not learning everything he could he was listening to tales of adventure read from the orphanage's prize possession: a large storybook. Fairy tales really, pure escapism from the drudgery of day to day life, but the young Del listened to every word over and over again as the heroes discovered lost treasures and defeated mythical beasts. Even after other orphans his age had outgrown the book he still loved the stories....until the Order of the Rack came and seized the book. It seems that the book had been outlawed a few years before as 'dangerous and seditious'. Del watched from a window as the seven soldiers rode away, confused by how a book could be against the law. As with everything else he had ever encountered, he yearned to learn more.

At the ripe old age of 15 Del decided it was past time to leave the orphanage and set out on his own. First order of business was to find a way to support himself. An opportunity presented itself quickly: Two minor houses were having a dispute and were looking to hire soldiers, in reality just trying to bolster their ranks with cheap cannon fodder. Unaware of the true motives Del quickly signed up. He was given a suit of mail and a sword and sent into battle. He learned much over the next few days. He learned that the heavy weapons he was using to rend his enemy's armor could just as easily rend his armor. He learned that even the strongest warrior could be felled by the smallest wound. And most importantly he learned the folly of chaotic mindless battle.

He managed to survive, even managed to earn a few coins. Anxious to leave the orphanage behind he started telling people that Del was short for Delkaneth. With a new name and a bit of a new life, he did what he always did: he started looking for things to learn. He studied history, dungeon and cave exploring, and even the nature of magic. And of course, he studied warcraft and tactics. As with everything else, he just did it on his terms. He started wearing lighter armor, adopting a more mobile fighting style, ignoring heavier blades to focus on handaxes for close quarters combat and throwing at distances.

Delkaneth found himself what seemed like the perfect job. A man named Sargan, a dealer in scrolls and other minor magics, was looking for a strong arm to guard the shop and occasionally help with deliveries to a noble's estate. Simple enough work, the pay was good, and as soon as Sargan realized what an avid learner Del was he began feeding the young man books to read.

At first it was all standard fare, nothing illegal but certainly not things easily accessible outside a noble's personal library. The more he learned, the more he came to love knowledge. The first time Sargan slipped him an illegal tome, Delkaneth knew without question that he was starting to chafe under the inflexible order of the House of Thrune's policy for suppressing thought and ideas. And of course, that thirst for knowledge and the freedom to explore it led him down several dangerous paths: studying the ways of Irori, diving into the stories of the urban ruins around him (including the abandoned Pathfinder lodge at Delvehaven), and within a few short years leaving Westcrown behind him.

He traveled quite a bit before arriving at Vigil, usually hiring on as a guard with a traveling merchant or other caravan. Vigil was meant to be just another stop on his road, but experiencing a city so different from Westcrown was not something he could easily leave behind. Now that he has been here for a while it is time to yet again find a way to support himself and the new life he wants to build in this shining city.

With a thirst for knowledge, a need for the thrill of adventure, and a knack for getting into trouble, Delkaneth is ready to make a name for himself. Delkaneth is not exactly sure where the future will take him......but he cannot wait to learn.

Statistics:
Init +4; Perception + 5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 23 (1d8 +2d10 +3 Con +1 Favored Lvl1 +1Iomedae)
Fort +4, Ref +5, Will +1;
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Offense
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Speed 30 ft.
Melee
Hand Axe +6 (1d6+2/x3)
Melee Hand Axes both hands +4 (1d6+2/x3)/ +4 (1d6+1/x3)
Light Hammer +5 (1d4+2/x2)
Ranged
Throwing Axe +6 (1d6+2/x2) (+1/+1 within 30') range 10
Light Hammer +5 (1d4+2/x2) (+1/+1 within 30') range 20

Bard Spells per Day (CL 1):
Lvl 1 (2/day)
Lvl 0 (at will)

--------------------
Statistics
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Str 14, Dex 17, Con 12, Int 13, Wis 8, Cha 14
Base Atk +2; CMB +4; CMD 17
Feats Weapon Finesse (L1), Two Weapon Fighting (H1), Point Blank Shot (F1), Precise Shot (L3), Weapon Focus (Axe) (F2), Weapon Expertise (LW2)
Traits
- Vagabond Child (+1 trait bonus to Disable Device, it is a class skill)
- Veteran of Battle (+1 Initiative, if able to act during a surprise round may a draw a weapon (but not a potion or magic item) as a free action during that round.)
Languages Common (Chelaxian), Infernal

Skills:
20 ranks: 6(Archaeologist)+8(Lore Warden) +3(Human) +3(Int)
+7 Acrobatics: 2(ranks) +3(DEX)+3(class)-1(armor)
+5 Appraise: 1(ranks)+1(INT)+3(class)
+5 Climb: 1(ranks) +2(STR)+3(class)-1(armor)
+8 Disable Device: 2(ranks) +3(DEX)+3(class) +1(trait)-1(armor)
+6 Diplomacy: 1(ranks) +2(CHA) +3(class)
+6 Handle Animal: 1(ranks) +2(CHA) +3(class)
+6 Knowledge(Arcana): 1(ranks) +1(INT)+3(class) +1(bardic)
+6 Knowledge(Dungeoneering): 1(ranks) +1(INT)+3(class) +1(bardic)
+6 Knowledge(History): 1(ranks) +1(INT)+3(class) +1(bardic)
+6 Knowledge(Religion): 1(ranks) +1(INT)+3(class) +1(bardic)
+6 Knowledge(Nature): 1(ranks) +1(INT)+3(class) +1(bardic)
+5 Perception: 3(ranks) +3(class) -1(WIS)
+3 Sense Motive: 1(ranks) +3(class) -1(WIS)
+5 Spellcraft: 1(ranks)+1(INT)+3(class)
+7 Stealth: 2(ranks) +3(DEX) +3(class)-1(armor)

Special Abilities:

Bardic Knowledge (Ex): Add half Bard class level (rounded down, min 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Archaeologists Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Scholastic (Ex): 2 extra skill ranks per Ftr level, must be spent on Int-based skills. All Int-based skills are class skills.

Spells:

KNOWN
0 level spells Dancing lights, Detect magic, Mage hand, Sift
1st level spells Comprehend Languages, Detect Secret Doors

Worn/Carried:
(Total Weight: 44.5 lbs)
Explorer's Outfit (8 lbs)
Heavy Cloak (2 lbs)
Studded Leather Armor (20 lbs)
Hand Axe (3 lbs)
Throwing Axes x2 (4 lbs)
Light Hammer (2 lbs)
Cold Iron Light Hammer (2 lb)
Dagger (1 lb)
Belt Pouch (0.5 lbs)
- Map Case with 5 pieces of paper (0.5 lbs)
- contains 3 maps from Harchrist keep
- blank journal (0.5 lbs)
- Flint and Steel
- vial of ink and inkpen
- fine powder (for drying ink) (0.5 lbs)
- 20-foot measuring cord (0.5 lbs)
- Thieves Tools
Belt Pouch
- Ioun Torch
- tanglefoot bag
- flask of holy water
- a large marble
- a whetstone and tiny knife
- 32 cp old Lastwall denomination
- bracelet of woven steel wire

Backpack (31 lbs loaded) carried by Harika
-Bedroll (5 lbs)
-small tent (20 lbs)
-Whetstone (1 lbs)
-2 pieces Chalk
-2 candles
-vial of ink and inkpen
-5 sheets of paper
-fine powder (for drying ink) (0.5 lbs)
- Thieves Tools
- 50' silk rope (5 lbs)

Coins: 13 cp, 12 sp, 14 gp, 1 pp

Funds Held in Caravan Strongbox 166 gp

Harika:
Vigilant Rouncey (Light Warhorse):
 No traits
 14 hit points

Personality:
Delkaneth is an avid learner, feeling that you can never know too much about a topic or a situation. He can very easily get obsessed about a topic and spend hours reading through texts or following a trail through the wilderness.

But its uncovering lost secrets that is his true passion. Whether its a long lost crypt or an abandoned temple in the forest, Delkaneth is truly happiest when he is walking where no one else was stepped for years. Its that love of learning that puts him into harm’s way so often.

Delkaneth is certainly not a pacifist. In fact, he is sometimes rash enough to throw an axe first because he can’t reach an opponent fast enough. He simply believes that the mind is a powerful weapon, and that there are better ways to fight than wielding the heaviest weapon while wearing the heaviest armor. And he's not shy about drawing his axes to prove it.

Appearance:
Delkaneth is a youthful looking man, very lithe with dark hair and dark eyes. He tends to favor non-descript clothes to blend into every environment, and always seems to have a book in his hand and a joke on his lips. His gear and weapons are worn from lots of use but very well kept.

Macros:

HP: 16/23
Lvl1 Sp 2/2
Archaeologists Luck 2/6