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Shepherd Veirax's page

83 posts. No reviews. Alias of TwiceBorn.

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Full Name

Veirax Kelten, Errant Shepherd of the Far Walker

Race

Half-elf

Classes/Levels

Cleric/2

Gender

Male

Size

M (5'7)

Age

25

Special Abilities

Immunity to sleep spells and similar effects; low-light vision; elven blood; turn undead; Good aura.

Alignment

NG

Deity

Fharlanghn

Languages

Common, Elven, Dwarven, Goblin

Strength 10
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 16
Charisma 15

About Shepherd Veirax

ESSENTIAL GAME STATS

Spoiler:

[b]Hit points:
18 (2d8 + 2)
Action points: 5
Initiative mod.: +0
Speed: 30' (currently 20', due to moderate enc.)

AC: 14 (16 due to +2 from Shield of Faith)
Touch AC: 10 (12 due to +2 from Shield of Faith)
Flat-footed AC: 14

ARMOUR: Chain shirt. Max. Dex: +4; Armour check penalty: -2; Weight: 25 lbs.

SAVING THROWS

Fort: +4 = +3 (base) + 1 (Con mod.)

Ref: +0

Will: +6 = +3 (base) + 3 (Wis. mod.)

BASE ATTACK BONUS: +1 Grapple mod.: +1

COMBAT

Quarterstaff: Attack bonus (+1); D: 1-6; Crit.: 20 (x2); Type: B.

Light crossbow: Attack bonus (+1); D: 1-8; Crit: 19-20 (x2); Range: 80'; Type: B; Ammo: 19 bolts.

Dagger: Attack bonus (+1); D: 1-4; Crit.: 19-20 (x2); Range: 10'; Type: P/S.

LANGUAGES

Spoiler:
. Common
. Elvish
. Dwarvish
. Goblin

FEATS AND SKILLS

Spoiler:

FEATS

Augmented healing (Complete Divine)
Smatterings (Races of Destiny[/i)
Education ([i]Eberron
)
Self-sufficient

SKILLS

Appraise: +2 = +2 INT
Balance: - = (-2 for armour check penalty)
Bluff: +2 = +2 CHA
Climb: - = (-2 for armour check penalty)
Concentration: +1 = (+1 CON)
Diplomacy: +6 = (3 ranks, +2 CHA, +2 racial bonus)
Disguise: +2 = (+2 CHA)
Escape Artist - = (-2 for armour check penalty)
Forgery +2 = +2 INT
Gather Info +5 = 2 ranks + 2 CHA + 2 racial bonus
Heal +9 = 5 ranks, +3 WIS + 2 (self-sufficient feat)
Hide - = (-2 for armour check penalty)
Intimidate +2 = +2 CHA
Jump - = (-2 for armour check penalty)
Knowledge (arcana) +3 = 1 rank + 2 INT
Knowledge (geography)* +3 = +2 INT +1 (from Education feat)
Knowledge (history) +3 = 1 rank + 2 INT
Knowledge (local)* +3 = +2 INT + 1 (from Education feat)
Knowledge (nature)* +3 = 1 rank + 2 INT
Knowledge (nobility and royalty)* +3 = 1 rank + 2 INT
Knowledge (the planes) +3 = 1 rank +2 INT
Knowledge (religion) +3 = 1 rank + 2 INT
Listen +4 = 1 rank +3 WIS + 1 racial bonus
Move silently -
Perform (all) +2 = +2 CHA
Profession (herder) +4 = 1 rank + 3 WIS
Ride +0
Search +3 = +2 INT + 1 racial bonus
Sense Motive +3 = +3 WIS
Spellcraft +3 = 1 rank +2 INT
Spot +4 = +3 WIS +1 racial bonus
Survival** +6 = 1 rank +3 WIS + 2 (Self-sufficient feat)
Swim - = (-2 for armour check penalty)
Use rope +0

* = class skills as per Education feat[i]
** = [i]class skill as per Travel domain granted power

PHYSICAL DESCRIPTION and PERSONALITY

Spoiler:
As is typical of many who have mixed human and elven ancestry, Veirax is of medium stature (5'7). Years spent working as a goatherd on Mord Mottal -- and his recent activities as a nomadic guardian of the folk of Rutania-- have kept his build slim, even wiry. Having spent virtually all of his life in the great outdoors, Veirax is deeply tanned and his face already has begun to show creases, especially around his eyes, a result of constant squinting while facing the sun. He also has a prominent scar that stretches across his forehead and between his eyes, the outcome of an unexpected headbutt from one of his goats. Although he was born with dark brown hair, the mane that reaches halfway down his back -- and which he usually wears mid-back in a thick braid -- is almost blonde due to the bleaching effects of the sun (in winter, his hair darkens slightly). Few ever see the full length of his hair, for he usually tucks it beneath his cloak. Its thickness usually hides the pointed tips of his ears, one of the few undisputable elven traits he has.

Veirax rarely shaves, and he desperately is trying to grow a full beard in order to appear "wiser and more experienced in the ways of the world"... to no avail. Thus far, he has managed to grow little more than stubble on his chin. Still, he is proud of his few facial hairs, and often strokes his chin, as if trying to reassure himself that his beard indeed is growing, and hoping that others will notice. Despite his rugged and scarred complexion, Veirax comes across (especially to the ladies) as a handsome, respectful, and even charming young man with warm and sparkling hazel eyes. Although he frequently speaks with utmost seriousness about matters of faith and philosophy, he is just as quick to laugh (especially at himself), and easily forgives others for their trespasses. Yet for all the self-assurance he conveys, deep inside, he still worries about his ability to properly carry out the duties of a Shepherd of the Far Walker, and to act as an open-minded and tolerant ambassador to the various peoples of Rutania. While he relishes life on the road and is completely dedicated to his duties as a protector of all travelers, he occasionally experiences bouts of homesickness for Mord Mottal... and especially for Myrrha, the young lass he dreamed of marrying... does she think about him now, as he does her?

Veirax wears plain travelers' clothes, including beige trousers and a long, deep brown cloak, which conceals his chainmail shirt. Although Veirax has, up 'til now, experienced few violent conflicts on the road, his mentor, Gwydion, has taught him that a servant of Fharlanghn must be prepared to engage in battle at any time if his or her flock should be threatened. Many would not give the scrawny young cleric a second glance were it only for the shabby cloak, backpack and walking stick he carries; but the crossbow and ammunition that hang from his bandoleer -- which he has learned to wield at Gwydion's behest -- ensure that he is taken seriously by most folk, young and old. He hopes the day will never come when he will have to raise his arms against bandits, or the dark creatures that haunt the wilds of Rutania, for he favours diplomacy over bloodshed. Fharlanghn's holy symbol -- a wooden disk featuring a moon over the horizon -- hangs prominently from a leather thong around Veirax's neck.

BACKROUND

Spoiler:
I was born and raised in Skyldaen, a village located east of Kveld on Shelby's Rise, not far from the edge of the Great Elf Forest. To some, the circumstances of my birth may seen unusual, perhaps even immoral. To the people of Skyldaen and of the Great Elf Forest, they were the product of tradition and necessity, no more or less harmful than the rites practiced by folk from other cultures.

Every half century, elves from Hrafn Hani Isleif come to Skyldaen (and other villages in the area) to engage in the festival of Kagen's Binding. Although the elves of the forest generally remain reclusive by human standards, they do respect the principles that Kagen Ru stood for, and honour the alliances that have led to long lasting peace and progress among the folk of Rutania, and that is what they celebrate with their neighbours on the plateau during Kagen's Binding (also known as the Mating). Indeed, some ancient and cryptic inscriptions held sacred by the elves -- the Emorand Marendil -- reportedly had prophesied the coming of Kagen Ru, and foretold the role that elves and humans would play together in the dawning of a new age of peace and cooperation. These inscriptions ultimately provided the foundations for the festival of Kagen's Binding. In addition to mainaining trade and diplomatic relations with the other folk of the realm, the elves (and nearby humans) believe that ritualistic interbreeding is the key to harmonious relations. The offspring of such trysts increase blood ties and mutual understanding between elves and humans, and many ultimately become ambassadors to the world at large.

During the festival, masked elven males visit the human settlements that border Hrafn Hrani Isleif, celebrate with their neighbours, and ultimately engage in one night affairs with the women of these settlements(married and unmarried). Although jealousies do sometimes arise, most families and communities consider the birth of a half-elf child to be a blessing from Kagen Ru. Such children typically are raised communally, by the entire village. Elven teachers visit the communities in semi-regular fashion to pass on the lore and language of their own people, though the children (and mothers) rarely discover who their respective biological fathers were. For their part, the humans also view this interbreeding as a step towards increasing the longevity of the human race, which shall be essential towards the accomplishment of the great tasks that Kagen Ru set out for them to do. This multicultural upbringing ensures that the half-elven children have a foot in both worlds, though only on special occasions are they invited to spend time within the great forest.

From my youth and into early adulthood, I followed in my human family's footsteps and led the life of a shepherd, wandering the lofty meadows of Mord Mottal with my goats. I was a natural. One day, the village elders introduced me to Gwydion Halden, Esteemed Pathfinder of the Far Walker. After asking me a few questions and conferring with the village elders, the Esteemed Pathfinder determined that I demonstrated the potential to become a great servant of Fharlanghn, the Far Walker. Since my 25th birthday, I have become not only a shepherd of goats, but a shepherd of people as well. Also, Gwydion has taught me that I have the skills and attributes required to become an ambassador not only among men and elves, but among the other peoples of Rutania as well. This helped me understand my exact place among the peoples of the realm, for I must confess that up to that point, I felt a little bit lost and unsure of myself, as many half-elves do; and to that end, Gwydion and his brethren in the order of the Far Walker further broadened my mind by instructing me in the tongues of dwarves and the 'walking devils.'

I am proud to have been selected by Gwydion and my village elders to walk the path of the Dweller on the Horizon. I believe it to be the path truest to Kagen Ru's intentions. It is the Far Walker who reveals the path out from the darkness and towards the light of Pelor, at sunrise. All roads, and all faiths, lead to Kagen Ru... and the Far Walker maketh the roads that all faiths follow to their source. In his wisdom and with his open mind, the Far Walker maketh few enemies among peoples far and near, human and other... for all folk, good and evil, walk their own paths, and he walketh with them. He protects noblemen, commoners and poor folk alike along their journeys, and provides an escort and spiritual nourishment to those who would travel great distances, through territories both peaceful and hostile. He is humble, as are his shepherds. The Far Walker judgeth not, but seeks to understand, to build bridges between peoples and cultures. And thus, his servants are often called upon to mediate between parties to a dispute.

During my first year as Errant Shepherd, Gwydion taught me how to unlock the gifts that our divine patron hid deep within the souls of all. He led me on journeys near and far. Until now, I have faced little danger on my travels, but have always revelled in the freedom, in the wondrous sights and experiences brought by each new day, and in the new faces I have met at every bend in the road; in the knowledge and comfort that where I lay my head is home. The Far Walker has a grand destiny in store for me -- whether o'er yonder, far beyond the Vines, across the Skyward Peaks, or at the end of the Voyager's Ocean, I know not -- but I do know that Kagen Ru and I shall join paths in some remote place. This the Far Walker has shown me in dreams too real to be mere conjurations of a tired mind.

I have just completed my first trip ever to Erian's Glen, having been part of an escort for a large group of pilgrims eager to visit the southern frontier of the realm... the edge of destiny... of course, our arrival in Erian's Glen is but a mere thread in the tapestry that is the neverending journey...

DOMAINS AND SPELLS

DOMAINS

Spoiler:
Protection: Granted power: You can generate a Protective Ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Travel: Granted power: [spoiler]for a total time per day of 1 round per cleric level, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add survival to your list of cleric class skills.

Domain spells

Spoiler:
Protection: Lvl 1: Sanctuary; Lvl 2: Shield Other
Travel: Lvl 1: Longstrider; Lvl 2: Locate Object

Spells presently memorized:

Spoiler:
Lvl 0: Create Water; Guidance x 2; Light; Purify Food and Drink; Virtue x 2.
Lvl 1: Magic Weapon; Shield of Faith.
Domain: [spoiler]Longstrider.

EQUIPMENT and ENCUMBRANCE

Spoiler:

. Backpack (location: back; weight: 2 lbs.)
. Light crossbow (location: hanging on right side from a bandoleer; weight: 4 lbs.)
. 19 crossbow bolts (location: 10 in pack, 9 on bandoleer; weight: 4 lbs.)
. Dagger (location: sheath/belt; weight: 1 lbs.)
. Chain shirt (location: worn under cloak; weight: 25 lbs.)
. Backpack (location: back; weight: 2 lbs.)
. Bedroll (location: backpack; weight: 5 lbs.)
. Traveler's outfit (location: worn; weight: 5 lbs.)
. 10 candles (location: backpack; weight: --)
. Flint and steel (location: belt pouch; weight: --)
. 10 fish hooks (location: backpack; weight: --)
. Healer's kit (location: backpack; weight: 1 lbs.)
. Wooden holy symbol (location: hanging from neck; weight: --)
. Waterskin (location: backpack; weight: 4 lbs.)
. 3 days rations (location: backpack; weight: 3 lbs.)
. 2 belt pouches (location: belt; weight: 1 lbs.)
. 2 sacks (location: backpack; weight: 1 lbs.)

Total weight: 58 lbs. (incl. coins)

Encumbrance: Light: 0-33 lbs; Medium: 34-66 lbs.; Heavy: 67-100 lbs.[/b]

MONEY/TREASURE:

Spoiler:

cp: --
sp: 1
ep: --
gp: 50
pp: --

EXPERIENCE

Spoiler:
1000



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