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Maedar

Den Sarment's page

26 posts. Alias of French Wolf.


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Full Name

Harden Sarment

Race

Human (Kellid bloodline)

Classes/Levels

Druid1

Gender

Male

Size

Medium

Age

19

Special Abilities

Spells

Alignment

Lawful Good

Deity

Erastil

Location

Restov

Languages

Common, Sylvan, Gnome

Occupation

Ex-farmer

Strength 14
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 14
Charisma 15

About Den Sarment

Male Human Druid1
LG Medium Humanoid
Init +0; Senses Perception +2

Defense
AC 21, touch 14, flat-footed 18
(Leathers +2, shield +2)
hp (1d8+1) =9
Current hps 9,
Fort +4, Ref +0, Will +4

Offense
Speed 30ft
Melee mwk scimitar +3 (1d6+2/18-20)
Ranged +0 sling (1d4+2)

Statistics
Str 14, Dex 10, Con 12, Int 14, Wis 14, Cha 15
BAB +0, CMB +2, CMD 12
Feats Scribe Scroll, Skill Focus (Diplomacy)
Skills - (ACP=-2) Diplomacy +10 (+1 trait), Handle Animal +6, Heal +6, Knowledge (nature) +6, Ride +3(with shield), Survival +6, Swim +6 (without shield)
Languages Common, Druidic, Gnome, Sylvan

Nature Bond: Domain of Erastil: Community (Page 14, Gods and Magic)
Calming Touch (Sp): Den can touch a creature as a standard action to heal it of 1d6 points of non lethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). Den can use this ability 5 times a day.
5,

Druidic Spells of Erastil (* = Domain spell, italics indicated a cast spell)
0 - guidance, stabilise, virtue
1 - bless*, cure light wounds (1d8+1), entangle

Trait
Ease of Faith: Buck Hornknife invested Den's faith in nature from an early age. He took steps to ensure Den understood that Erastil's love which powers his divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You
gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Pioneer: Whether because of Den's personal expertise and familiarity with the borderlands, he joined the expedition into the Stolen Lands. He begins play with a horse. Also he gains a +1 trait bonus in Ride.

Gear -
Weapons and Armour
1 dagger (2gp, 1lb)
masterwork scimitar (0gp, 4lb)
sling (0gp)
20 bullets (2sp, 5lb on Den, 5lb on Lily)
leather armour (10gp, 15lb)
shield, heavy wooden (7gp, 10lb)

Adventurer's Gear
backpack (2gp, 1lb)
signal whistle (8sp)
belt pouch (1gp)
wooden holy symbol (1gp)
1 sunrod (2gp, 1lb)

Lily the Light Horse
bit and bridle (2gp)
riding saddle (10gp)

Saddlebags (4gp)
4 days feed (2sp)
bedroll (1sp, 5lb)
winter blanket (5sp, 3lb)
2 flasks of oil (2sp, 2lbs)
4 days trail rations (2gp, 2lb)

Magicks
2 cure light wounds scrolls

Wealth
sp 2,
gp

Background
Den was raised in the small farming community of Carpabrooke, struggling to nurture the crops and animals on the poor South Brevoy lands. He played in the woods with his two younger sisters and swam in the streams with Velad, his elder brother. The family lived a simple life, keeping to the old traditions of their Kellid blood, their father ensuring that everyone could take care of themselves in the wilds. With Velad one day due to inherit the farm, the polite, well-mannered boy looked elsewhere for excitement and a chance to shine.

There were plenty of journeyman and master craftsmen knocking on the door, to take him as an apprentice, but he didn't want to stop working the land, certainly not to sweat by a hot forge all day.

Aimless and bored, Den can remember the day his life changed, the day he saved the unlucky gnome, Buck Hornknife, from the spring trap. The sudden friendship turned into a love of nature and in particular the fey. Over the next five years, Buck and his friends awakened powers in Den that he never knew he had and eventually gave him purpose, telling him that the fey of the Stolen Lands needed his help against the various bandits and brigands who were despoiling the countryside.

Buck was a druid of the fey, servant of Erastil, with a love of practical jokes and telling tall tales. He fired Den up with stories of the River Kingdoms and the way that the gnomes have fought to keep parts of the land secure. He introduced Den to the elven sage, Hernonnar, who explained how the elves left ruins and signs of ways to the Feywild, ways that the gnomes kept close.
Finally came the treant, Lorrinteal, a waterside tree shepherd who taught the man, patience and gave him many insights into the ways of man and how to best spread the word of Old Deadeye.

Eventually Den left the farm armed with his new faith and gradually travelled south towards Restov as a healer and jobbing farmer, helping families and individuals get the most from the soil and their animals. Den's gentle smile and willingness to work made more than one person underestimate the helpful soul.

He firmly believes that the Stolen Lands needs strong communities with links to all the woodsmen and outlying farms, that Erastil will protect and nurture such a society. The excesses of civilisation that happen in towns like Restov, the nobility with their love of politics and ambition have no place in such a community, leadership and guidance can come from their faith.

XP



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