Jexxi Six Splinters

Taenweth Vandiir's page

157 posts. Alias of Ariarh Kane.


Full Name

Taenweth Vandiir

Race

Elf

Classes/Levels

Rogue (Scout) 1 /AC 16, T13, FF13/ HP 10/10, F+1 R+5, W+2 (+2 vs Enchantments)/ CMB +1, CMD 14/Init +3, Perc. +8/+9

Gender

Female

Size

M

Age

114

Alignment

CG

Deity

Cernunnos (azata empyreal lord)

Languages

Common, Elven, Sylvan, Draconic, Gnome

Strength 12
Dexterity 17
Constitution 12
Intelligence 16
Wisdom 14
Charisma 12

About Taenweth Vandiir

Statistics

Name: Taenweth Vandiir
Gender: Female, Race: Elf Class: Rogue (Scout) 1
Age: 114

CG Female Humanoid (Elf)
Hero Points 1
Init +3; Senses lowlight vision, Perception +8/+9

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DEFENSE
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AC 16 ; touch 13; flat-footed 13 (+3 armour, +3 dex)
hp 10 (1d8+1+1 for favoured class)
Fort +1; Reflex +5; Will +2 (+2 vs enchantment spells & effects)
Immune Sleep

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OFFENSE
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Speed 30ft
Melee Rapier +3 (1d6+1/18-20x2, P)
Melee Light Mace +3 (1d6+1/x2, B)
Melee Cold Iron Dagger +3 (1d4+1/18-20x2, P or S)
Melee Dagger +3 (1d4+1/18-20x2, P or S)
Ranged Cold Iron Dagger +3 (1d4+1/18-20x2/10 ft range)
Ranged Dagger +3 (1d4+1/18-20x2/10 ft range)
Special Attacks Sneak Attack +1d6

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STATISTICS
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Str 12(+1); Dex 17(+3); Con 12(+1); Int 16(+3); Wis 14(+2); Cha 12(+1) (Ability Modifiers +2 Dex, +2 Int, -2 Con)
BAB +0; CMB +1; CMD 14

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TRAITS
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Pioneer (Campaign Trait, +1 to Ride)
Armor Expert (Combat Trait)
Child of Nature (Religious Trait)

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FEATS
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Weapon Finesse

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SKILLS (8+3=11)
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• Acrobatics +7 (1 rank)
• Appraise +7 (1 rank)
• Diplomacy +5 (1 rank)
• Disable Device +7/+8 (1 rank, +1 to disarm trap)
• Know. Dungeoneering +7 (1 rank)
• Know. Local +7 (1 rank)
• Know. Nature +5/+6 (1 rank, +1 from alt racial trait (+2 when in forests), not a class skill)
• Perception +8/+9 (1 rank, +2 Keen Senses, +1 for trapfinding)
• Ride +5/+7 (1 rank, +1 from campaign trait, +2 to stay in saddle due to military saddle, not a class skill)
• Sense Motive +2 (0 ranks)
• Stealth +7 (1 rank)
• Survival +9/+10 (1 rank, +1 alt racial trait (+2 in forests),+2 from CoN trait)

LANGUAGES
Common, Elven, Sylvan, Draconic, Gnome

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SPECIAL ABILITIES
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Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Woodcraft (alternate racial trait): Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: 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. 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.

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GEAR & EQUIPMENT
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Weapons, Accessories & Ammunition
• Rapier (20gp, 2 lbs)
• Light Mace (5gp, 4 lbs)
• Cold Iron Dagger (4gp, 1 lbs)
• Weapon Cord (1sp, - lbs)
• 2xDaggers (taken one from Happ and one from unknown bandit)

Armour
• Studded Leather (25gp, 20 lbs, +3AC, No ACP due to Armor Expert Trait)

General Gear & Equipment
• Wearing: Explorer's Outfit (Valued at 10gp, free, 8 lbs)
• Common Backpack (2gp, 2 lbs)
• Canteen (2gp, 1 lbs)
• 50ft Hemp Rope (1gp, 10 lbs, carried on horse)
• Common Thieves' Tools (30gp, 1 lbs)
• Woollen Blanket (5sp, 3 lbs, carried on horse)
• Bedroll (1sp, 5 lbs, carried on horse)
• Soap (1 bar, 50 uses, 1cp, 0.5 lbs, carried in saddlebags on horse)
• Hairbrush (1sp, 0.5lbs, carried in saddlebags on horse)
• Elven Trail Rations (3 days worth, 6gp, 3 lbs)
• Whetstone (2cp, 1 lbs)
• Flint & Steel (1gp, - lbs)
• Mess Kit (2sp, 1 lbs, carried on horse)
• Common Shovel (2gp, 8 lbs, carried on horse)
• Daggers x2 from Happs and another bandit
• Common Trail Rations (2 days worth from Oleg's store)
• Torches x 2 (from Oleg's store)

For (and on) Horse (free from campaign trait)
• Military Saddle (20gp, 30 lbs, +2 to Ride Checks to stay in saddle)
• Bit and Bridle (2gp, 1 lbs)
• Dandy Brush (2sp, 2 lbs)
• Saddlebags (4gp, 8 lbs)
• Horse Blanket (5sp, 3 lbs)

Total cost and weight: 125gp, 7sp & 3cp out of 140gp (remaining coin approx. 17gp) Weight carried on person: 43 lbs (light encumbrance) (STR 12, Light Load 43 lbs. or less, Medium Load 44–86 lbs., Heavy Load 87–130 lbs.) Weight carried on horse: 67 lbs

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PHYSICAL DESCRIPTION
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Image of Taenweth

Height: 5'11"
Weight: 136 lbs.
Eye Colour: Deep Green
Hair Colour: Soft brown
Hair length & style: Long, one braid on side.
Skin tone/colour: Light brown
Body/Physique: Slender/toned/athletic build. Beautiful.
Dress: Simple, practical, in earth/forest tones.
Movement: Graceful
Voice: Silvery (clear, light, and pleasant)

Taenweth has a willowy grace and carries herself well. Her colouring is a perfect complement to the forest and enables her to move readily among the wilds. Her beauty complements and reflects the forest. Her eyes are wide and almond-shaped; a deep green of the shadowed trees, framed by dark, high arched brows. Her skin is a soft brown - tawny. It is smooth and supple. With her height and her slender build, she appears all limbs. She has a pretty mouth with a plumper lower lip. Her soft brown hair is full with a slight wave. She wears it partially plaited - in a single, thick braid over one shoulder. Taenweth knows that she is beautiful, yet does not feel the need to brag about it. Her beauty is simply another tool she can call upon when needed.

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PERSONALITY TRAITS
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=== Adaptable, Alert, Amiable, Aspiring, Attractive, Clever, Contemplative, Cunning, Curious, Determined, Discreet, Educated, Graceful, Loyal, Mercurial, Observant, Proud, Quiet, Secretive, Steadfast, Stubborn, Subtle, Witty. ===

Taenweth looks people directly in the eye when she speaks to them or listens and some people find it unnerving. Her mood can change quickly, from either true, unconscious emotion to one of clever design to garner a response/reaction that she is seeking. On first meet, her demeanour appears cool, but she can be amiable enough on further interaction. She is true to her word, but some should be wary as she can play with her words. She thinks fast on her feet and when cornered, won't give in/up. Taenweth is a loyal companion if given the chance; serious in her endeavours and duty. She only holds grudges at the worst personal offences. She isn't overly concerned with a person's race (although at certain times she may say that Elves are superior) but will look at the calibre of their character - she gives her trust and loyalty only when one has proven themselves to her over the long term. Taenweth is very resourceful and it's kept her alive for so long.

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BACKSTORY
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Taenweth had been born in Mimere in the River Kingdom of Hymbria. She was descended from a long line of Elven warriors.

Life was made of routine in the forest. Taenweth watched as older brother Torchon climbed the trees and showed her how to hide and move without sound among the foliage and branches. It was an art and her brother was one of a dozen Elven warriors who had trained high in the treetops to keep their forest boundaries safe. He could fall from above in a manner that would curtail injury and catch an intruder unawares at their peril. Taenweth lost count how many river pirates Torchon and his company had stopped from attacking their settlement. It was such a number over the multitude of years that the river pirates stopped attempting such attacks altogether – only the most foolhardy of them continued, but they swiftly died in the endeavour.

Her father, Thannor, was a warrior of old, but now he preferred distilling the potent mead from the bees which supped on the unusual flora that thrived in their hidden glades and fens. He made good coin trading in Hymbrian mead, even though other races could barely tolerate its potency. When he wasn’t busy making his mead, he would teach Taenweth how to fight – how to manipulate a blade with finesse.

Her mother, Braigeth, was a fair bows woman and grew some of the most poisonous mushrooms and herbs. She understood the lore and how to handle the plants without poisoning herself. In a pond, in the back of their house, Braigeth reared the tiny, translucent fish favoured by many a Daggermark assassin. After they had entered a body, through any available orifice, their poisonous spines would slowly and painfully kill a person. Many an Elf held Braigeth in high regard for her skill and craft. The Vandiirs particularly enjoyed the esteem of their Hymbrian neighbours.

Life for Taenweth consisted of lessons – in a classroom and outdoors in the forests. She had a certain knack and instinct for searching things out in the wilds and she found she enjoyed the challenge it provided. Torchon would test her – hide objects in the deepest or most shadowy parts of the forest for her to find.

Years and seasons came and passed and life carried on. The Hymbrian Elves continued in their endeavours, working toward what was only ever whispered as their true purpose. One fateful day, a sanctioned visitor from Galt was drinking at the alehouse and Taenweth overheard his talk of fortunes to be made in Brevoy for adventurers and their ilk. That people were being given charters to explore the Stolen Lands. Such an endeavour truly appealed to her – even though the prospect meant she would leave her family behind in Hymbria to set a new path for herself. The more she thought about, the greater the desire grew.

Taenweth was of age now and talk had abruptly turned to her choosing a suitable life mate. Yet she wanted something more – there would be time for a husband and family. One night, when the only light came from a new moon, Taenweth filled a pack, collected her weapons and taking her horse, Veris, started her path through the the forest. She was almost at the borders, when Torchon slid down to the ground before her, as she had expected him to. “I will always be your little Sister, but I am grown now. Torchon, I must go. I have learned much from you and Mother and Father, but my spirit calls me beyond Mimere's borders. I seek to make my own fortunes. I love you, Brother. Take care of Mother and Father. They will be angry when they discover I have gone. Tell them not to give pursuit, for my mind is fixed and I will not be deterred from this chosen path. I will do you proud, Brother, and one day I may even return to see you all. May your paths be green and the breeze on your back.” She kissed Torchon on his smooth cheek and under the cover of a new moon, made her way out through the edge of the forest and travelled up along the East Sellan toward Brevoy.

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Veris the Horse's Stats:

Horse, Light, Male, named Veris (Stallion. Chestnut coat on body, lighter shade of chestnut on mane and tail. A wide white stripe down the middle of the face.)

Light Riding Horse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE

Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)

Feats Endurance, Run

Skills Perception +6

SQ docile

SPECIAL ABILITIES
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.

ECOLOGY
Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none

The statistics above are for a typical riding horse, called by some a “light horse.” Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses” and gain the advanced simple template, a bite attack, increased hoof damage, and can be specifically trained for combat with the Handle Animal skill.

Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.

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Roles in the Kingdom:
Taenweth would be most suited to the Spymaster or Marshal roles within the new kingdom. She has the skill set and temperament to undertake either role.