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Kwava

Dieredon D'atarisian's page

744 posts. Alias of Filios.


Full Name

Dieredon D'atarisian

Race

Elf

Classes/Levels

Slayer /2/AC:17, T: 14, FF:13/HP:22/22/F:3, R:7, W:1/Init:+6/Perc:+8

Gender

Male

Size

M

Age

88

Special Abilities

Low-Light Vision, Keen Senses (+2 Prerception),Favored Class Slayer

Alignment

Chaotic Neutral

Deity

Calistria

Location

Irishea

Languages

Common, Elven, Halfling

Occupation

Hunter, Lieutenant Groundsmen

Strength 14
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 13
Charisma 10

About Dieredon D'atarisian

DIEREDON D'ATARISIAN CR 1/2
Male Elf Slayer 2
CN Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +8
XP: 2675
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 22/22(1d10+1)
Fort +3, Ref +7, Will +1 (+2 vs. Enchantments)
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee MW Elven Curve Blade +7 (1d10+3/18-20/x2)
Unarmed Strike +4 (1d3+2/20/x2)
Ranged MW Composite Shortbow (+1 STR) +7 (1d6+1/20/x3)(60')
--------------------
STATISTICS
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Str 14, Dex 18, Con 10, Int 12, Wis 13, Cha 10
Base Atk +2; CMB +4; CMD 18
FeatsWeapon Finesse (Finesse Slayer), Power Attack (-1/+3)
TraitsWarrior of Old, Armor Expert
Skills Acrobatics +9 (-3), Bluff +6, Climb +6 (-3), Knowledge (Local) +5, Perception +8, Ride +8 (-3), Stealth +9 (-3), Survival +6 (+1 Track), Swim +6 (-3)
Modifiers
Languages Common, Elven, Sylvan
SQRanger's Focus +2 Att/Dam (Ex), Track +1, Wild Empathy +1 (Ex)
Combat Gear Groundsmen's Armor (Masterwork Chain Mail vest and Masterwork Half-leather Armor - AC bonus of +5, has a check pen of -3, Max Dex of +4, weighs 25 lbs, and allows a move base of 30’), Masterwork Composite (+1 str) Short Bow, 12 Masterwork arrows, Masterwork Elven Curved Blade, Curve Blade, Arrows (40), Shortbow, Studded Leather; Other Gear Backpack (10 @ 15 lb), Belt Pouch, 50' Silk Rope, 3 Sunrods, Flint and steel, 6 Days rations.

Expendables

Arrows: 0/40
Masterwork Arrows: 0/12
Days of Rations: 0/6
Sunrods: 0/3

Coin:
PP:
GP: 17
SP: 14
CP: 18
--------------------
SPECIAL ABILITIES
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Keen Senses+2 Perception
Favored Target (Ex) - +1/1 targett At 1st level, a slayer can as a move action study an opponent. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, and a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action.
Track +1 A slayer adds half of his level to Survival skill checks made to follow tracks.
Slayer Talents As a slayer gains experience, he learns a number of talents that aid his and confound his foes. Starting at 2nd level, a slayer gains one slayer talent. He gains an additional slayer talent for every 2 levels thereafter. Unless otherwise noted, a slayer cannot select an individual talent more than once.
Slayer Talent 1 - Finesse Slayer With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Warrior of Old You gain a +2 trait bonus on Initiative checks.
Armor Expert When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Combat Style Feat At 2nd level, a ranger must select one combat style to pursue (Two-Handed weapon). The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. If the Ranger selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault, and Shield of Swings.At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
Power Attack Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

--------------------
Background/Appearance

Dieredon was born in the forests of Irishea. After spending several years being trained as a Hunter of the region, he took up full time employment as a Guide due to his abilities and knowledge of the area. However, the Alodoan Empire had other plans for Dieredon. After their invasion of Irishea, Dieredon continued his duties as a Guide, but now he performed them for the Alodoan Empire. When they took the opportunity to invade Orimar, he begged for the opportunity to be included in the invasion force. Little did he know at the time that his fate would be tied to a desire for separation from the Empire that he served.

Dieredon, like many Elves in his homeland, soon began to secretly seek a new realm for his kind. He did not favor the interraction with Halflings that the Alodoan Empire almost seemed to force upon the Elves due to their prior relationship with the slaves. The politics of his homeland simply did not mesh well with Dieredon's notions of separatism that now drove him to seek a new homeland under the Kingdom of Alodoan, but without the pesky Halflings. The invasion of Orimar proved to be the perfect oppourtunity. Having settled initially in Castletown, Dieredon was then given permission to move South.

Dieredon took up residency at the edge of Woodbridge at an abandonned shelter. He was directed to his future dwelling by a local Human Druid, Cara. Their common interests in the flora and fauna of the area made them fast friends. He has made a meager sum of money acting as a Guide and Hunter over the few years that he has resided in Woodbridge, just enough to build out his home to respectable portions beyond one room. Dieredon has also recently been hired to report upon the local flora and fauna to Castletown as well as any recent activities of nearby humanoids.

Dieredon is large for an elf, standing six and one half feet tall. He is very muscular, but in a wiry, athletically-built manner. He has long silver hair which he normally keeps tied back. His eyes are a penetrating deep violet. He is well-spoken and well-mannered, but he enjoys good drink and fine women. He is quick with a joke and often likes to keep things light-hearted in the face of danger.

Woodbridge:

Bread & Board:Oscar Oghan Age: forty One, he is a tall, broad shouldered man, but he is a bit lame having suffered a back injury when he was a young man. His wife is Molu "Lulu" Oghan (Sharety). They have two teen age sons, Sean and Roan. Both The Oghan and Sharety families are well represented in Woodbridge.

Catletown Orders:Your instructions come from the Keeper of the Grounds at Castletown, who claims his instructions for you come from the Lord of Castletown himself. You know that several people with similar skills have been asked to do similar things across the countryside as far as fifty miles away from Castletown, but that going east is more challenging than going south (as you've done). The Keeper of the Grounds is Hugh Amsolet, he is Human, Alodoan. Hugh is not especially well liked by the regular soldiers, but this is not his fault as the Lord of Castletown has put a great deal of pressure on him to “get a feel” for the local environment, and his goals are not always the same as the goals of the head of the military, a man under the Lord, known as Captain William Haselton, who seems to have a separate, possibly secret agenda that often is in conflict with the work done by Hugh.

Hunting Rules:Let’s reduce this to a one shot roll, more in line with the Survival rules, with a DC of 10, to catch one small game animal, rabbit, fox, or skunk, roll 18+ and you find a white tailed deer, but you need to roll again, DC 14, to bring it down. At your level, I can’t see you actually taking on some of the bigger game, such as the Red Deer, of this setting a relative of what we know as the extinct Irish Elk, a HUGE animal. But roll a 1, and you have come across a Black Bear that has just come out of hibernation, and it could be touch and go from there.

Halfling Skull to Castletown: “What we are going to need,” Patricia says, “Is for some volunteers to take this skull to Castletown and deliver it to their Holy men or women, whoever they may be, and let them know we found it, and that we do not know anything else. I’ve had dealings with these Aladoans before, no offense Dieredon, but they take the matter of the death of their own kind very seriously. And if they think that there is a threat to them here, in Woodbridge, then it is only a matter of time before we get the same treatment as other villages I’ve seen. They’ll march a few dozen soldiers down here to ‘keep the peace’ and start watching everything we do with a foreign and unsympathetic eye. We don’t want that.” After the festival, Dieredon and those going with him will leave for Castletown. Castletown is twenty four miles to the north. If you hurry you can reach it in two days, spend as long as necessary there, and return as soon as you can.

Yanel:
“Let us hope,” he says quietly as he sips a tall mug of beer, “that whatever befell this Alodoan, that it was an accident. I am as keen as anyone else to find the right place and time to open negotiations with these people for the possibility of a land we can call our own and be free from them, but you know that there are those in the movement with little or no patience and who might take to violent means. I have heard that some of your friends in the village will be searching out for more clues to the fate of that one, and I will keep my eyes and ears open to anything they discover. When you are in Castletown, I would ask that you keep the others in the resistance informed of any decisions the Alodoans make regarding this discovery, tell them, particularly Regicce Pas’Doreen, the elder that we here in Woodbridge are happy and doing well and will not take kindly to any plans that put our new life here at risk due to tension with the local people.”

Calex and Castletown:
I mentioned at our aborted campsite that I think our first stop should be at the local barracks, for 2 reasons. One is to report the dead halfling and find out if any such has been reported as missing. This will also give the Imperials the reassurance that Woodbridge is a peaceful neighbor that isn't secretly killing Imperial citizens. Hopefully we can avoid being seen as a trouble spot that needs to be garrisoned. If we can get a name for our short friend here" Cal taps the wrapped package containing the skull "it would be a good start. Also Auria wishes to request help from an Imperial-trained physician to help treat Sir Borderman. She says his illness is beyond her, and she fears he has less than fortnight to live if not treated soon. She hopes an Alodoan healer might know something to save him. Since he is a soldier of the Empire, the barracks commander might be able to send someone. Next would be finding a diviner to examine the skull to confirm the identity of the deceased, and the cause of death, then locating any family or friends our dead halfling had, so to give them some kind of closure. And on a few personal errands- I wish to locate a elf mage Wuda mentioned to negotiate an exchange of spells- a trade of my admittedly paltry collection for any of hers of equal power that she might desire. Anything that increases my magic I consider a good thing." Cal grins at his elf friend. "You might want to join me for that. Wuda says this Sabrinelle D’Amertine is quite attractive. Maybe you already know her? And finaly I need to collect my consignment for my glass & other craftwork from the merchant that buys from me, then get my next work order from him. In any event that is my idea for a plan. Any suggestions for changes would be welcome of course. I value your judgement.

Halfling Skull:
His name was Jarid Halmauer and he was a scout in the service of the Keeper of the Grounds travelling between two towns, North Rockland and Innish Roan, both lie to the north west of here somewhat between us and Woodbridge. He was ambushed while travelling and murdered. He was on the trail of a woman known as Irillian the Green, an outlaw wanted for numerous crimes. I will add this, this man, this one you captured has claimed that Irillian the Green is in league with a wealthy elven noble here in Castletown and if this is true, well, if this is true, we might be seeing the begininnigs of a all out war for control of this land. But no more about this until the man’s claims can be verified. But it is clear that you might have been a target as I do not know what more you had intended to report to Mister Amsolet.

Promotion to Lieutenant:
”Dieredon D’aratisian,” Lady Anticus says as she stands, “In recognition for your services to Alodoa, and to the Groundsmen I am here by granting you, under the authority of my Husband’s title as Governor of these holdings, the rank of Lieutenant, and with that all the rights and responsibilities it entails. Please accept this gift,” she gestures at the bundle in Georgiana’s arms.

Georgiana hands the bundle to you. (1) And then she smiles and claps you hard on the shoulder.

“I’ll be expecting a quarterly report from you in three months time, lieutenant,” Georgiana says quietly. “See me before you leave the city. I have other instructions for you as well.”

“Lieutenant D’aratisian,” Lady Anticus continues, “Thank you, for trying to save my husband’s life. I know you did everything within your power. And thank you for ensuring my daughter was brought back home safely. You will always be a guest of honor in my home, wherever that home may be in the future.”

Dieredon D’atarisian, this letter serves as the official commission of your rank among the Groundsmen of Alodoa, guard it well.

Your rank is that of Lieutenant. This rank falls above the rank of Junior Officer, and below that of Captain of the First Mark.

This Commision entitiles you to the payment of fifteen gold Atalls* every month upon the tenth calendar day of the month, payable upon presentation of this letter of commission before any Barer of the Imperial Signature for the Crown Treasury and receipt of payment will be acknowledge by a blue mark and stamp affixed to the commission letter with the date of payment made*.

Your duties shall be the following the letter goes on from here in painful language and detail, but it comes down to this.

You will be responsible for the safety of Representatives of the Crown that are within the boundaries of the territory under your responsibility, only if they announce their intention to be in the territory at least three weeks in advance, and give you details of their itinerary. Scouts operating within your territory will be tracked down and notified that you are taking this commission and that they are to report to you once at least every 21 days, from the time they are notified of this responsibility until the time they are relieved of their duty. You are granted the right to muster the scouts in your territory in any case where you deem a threat to the well being of the citizens under Alodoan protection are threatened, but in no case can this exceed fifteen men and women, and direct the actions of the mustered scouts as necessary. However, in no case shall the scouts be mustered for a continuous period of more than 21 days without written approval from the Commander of the Mark. You can recruit members into the Groundsmen, obtaining from them an oath of allegiance and securing for them a salary (which you must pay out of your own commission).

When called upon to muster and report, you shall gather the scouts within your territory to the best of your ability and report to the Captain of the Mark within 21 days. Though you may recruit members to the Groundsmen, you do not have the authority to dismiss them from their oaths, and only the Captain of the Glade may do this (Currently, Georgiana is acting as a Captain of the Glade, but she may be made to step down to Captain of the Mark, a lower ranking captain),should the new governor of Castletown promote some other person to Captain of the Glade).

There are seven scouts operating within your territory.
Their names are:
Larinto Falinosse (Elf, male)
Demitri Pelint (Elf, male)
Hanimeen K’arlino (Elf, female)
Drake Folnan (Halfling, male)
Penelope Yorwal (Halfling, female)
Carter Bassman (Human, male)
Syndia Hallowell (Human female)

Your Territory covers an area of twelve townships (432 square miles!).

It begins in the bogs north and west of Woodbridge, follows the coastline south for 18 miles, and extends inland (to the east and encompasses Woodbridge) for 24 miles. A Full map is being prepared for you.**

You should expect to hear from the seven rangers sometime in the next six months (as they are tracked down and made aware that a new “District” has been established).

The District is to be known as the County District of Woodbridge. Calex of Woodbridge has been designated the Shire Reeve of the Township of Woodbridbge, all matters of the Crown’s responsibilities within that township shall fall to him, and you are instructed to support him in this role. However, you are also expected to report on the lawful behavior of all citizens of the county, and should it be necessary report on the failure of the Shire Reeve to carry out his duties.

Ultimately the prosperity of the land, how it is worked, or abused, is your responsibility. You are not permitted to act as a judge of any crimes, but can arrest anyone suspected of violating a crime (and here you can work out what that means to a group of people dedicated to protecting the integrity of the land and its resources) and deliver those accused to the representative of the crown at Castletown.

Once every three months, you may ask for, and cannot be denied, support from any Shire Reeve within the County in the form of a mustering of men at arms, (not to exceed 15 individuals, these people will not be considered to have joined the Groundsmen, but must assist any Mustering of the Scouts, if it is necessary, typically because the scouts cannot be gathered in time), or a payment in services or goods not to exceed two hundred gold pieces (Half ‘Talls, or half of an Atall), in order to support the mission of the Groundsmen.

You must provide a quarterly report, made up of the reports from the scouts, plus your own rendering of the state and condition of fields, water ways, farms, forests, mineral resources (mines), etc. of the County. Your first report is due 91 days from today.

You can write permits, for logging, or mining claims, or to established cultivated fields, or to erect buildings, but you cannot authorize those permits (you must collect a fee, usually four to ten silver pieces) and submit the permit with the fee (minus one silver piece for your work) to the Captain of the Glade, who reviews permits and forwards them to the Governor for approval.


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