Valeros

Taewyn Kais's page

25 posts. Alias of NapalmBackflip.


Full Name

Taewyn Kais

Race

HP 12/12 AC 17 CMD +16 Touch 13 Flat 14 F +4 R +5 W +2 INIT +3 Perc +7

Gender

Male

Size

M

Age

21

Alignment

Chaotic Good

Deity

Erastil

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

About Taewyn Kais

Senses: Perception +7
Initiative: +3
Hit Points: 12/12 (1d10, +2 Con)
Melee: Longsword +3 (1d8+2, 19-20/x2)
Light Shield Bash + 3 (1d3+2, 20/x2)

Ranged: Shortbow +4 (1d6, 20/x3)

Armor Class: 17, 14 flat-footed , 13 touch (+2 armor, +2 shield, +3 Dex)

Saves: Fortitude +4, Reflex +5, Will +2
Base Attack Bonus: +1

Combat Maneuver Bonus: +3

Combat Maneuver Defense: 16
Size: Medium 
Speed: 30 ft.

Ranger Features:
Archetype: Guide

Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Ranger's Focus: At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Character Traits:
Devotee of the Green - Knowledge: Geography: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Campaign Trait Pioneer - Perception: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Skills:
Climb +3
Handle Animal +4
Knowledge (Geography) +5
Knowledge (Nature) +5
Perception +7
Ride +4
Stealth +4
Survival +6

Languages: 
Common

Feats:
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Weapons: Longsword, Light Shield, Short Bow

Armor: Leather Armor, Light Shield


Mundane Gear: Backpack, Bedroll, Chalk, 1 piece (3), Compass, Fishhook, Flint and steel, Pouch, belt (2 @ 1.48 lbs), Rations, trail (per day) (7), Rope, hempen (50 ft.), Sewing needle, Soap (per lb), String (50'), Torch (3), Waterskin

Animals: Light Horse, Bit and Bridle, Riding Saddle

Money and Treasure: 24GP, 2 SP, 1CP
Experience Points: 0 
To Next Level: 1000

Background:
Taewyn was born in small village on the southern border of Brevoy. His family, homesteaders from Restov looking for a new start, had moved there just before he was born. Taewyn was forced to help provide for his family at a young age because of the difficulty of eking out an existence on the far borders of civilization, but he always dreamed of more.

A victim of wanderlust, Taewyn began to travel further afield each day during his hunting and trapping excursions. He found a great joy in the outdoors, and the exploration of new lands. After a few years of ranging as far as he could, he decided to seek new lands.

He traveled to Restov to see the big city. Unfortunately it was a bit of a culture shock for the callow youth. After a few unfortunate events, Taewyn heard the rumor of an expedition to explore the Stolen Lands, and he leapt at the opportunity.

Motivation:
The young Taewyn suffers from a common adventurer ailment - wanderlust. He seeks to explore strange new lands and meet new people. He also seeks to find a better home for his parents. He hates leaving them on their own, but the rumors he's heard of the Stolen Lands promise the potential of a land of plenty, if he's able to carve out a space for his family.

Relationships:

* Cassius Surtova - (Wants Taewyn Dead) Ran into this middling scion of the noble family at an inn in Restov the night after Taewyn arrived. The nobleman was 'slumming' and itching for a fight. The 'country bumpkin' and his unsophisticated ways proved a likely target until Taewyn broke the fine Surtova nose in the ensuing brawl.

* Arvid Saine - (Wants Taewyn to Fail) This deserter from the Brevic army also intended to join the expedition to the Stolen Lands, under an assumed name of course. He was in the same inn as Taewyn and Cassius. Unfortunately, he didn't have the luck of the young country boy, and was arrested by the Watch for his part in the brawl, thus missing his opportunity to leave Brevoy. He blames Taewyn for all his problems.

* Viviana Albrecht (Acquaintance) - Taldan proprietress of a small specialties shop in Restov. Taewyn stopped there to find a trinket to send back to his mother from his time in the city. Unfortunately the price nearly made Taewyn choke on his tongue and retreat the store with some haste. Viviana found his simple charm endearing.

* Rik (Good Friend) - Rik was one of the few people around Taewyn's age in his home village. Naturally they were inseparable from an early age. Rik was a better shot with a bow than anyone else in the village. Unfortunately when Taewyn left for Restov, Rik was forced to stay to care for his ailing father.

* Maxwell Fizzbump The Third, Merchant Extraordinaire (Friend) - This gnomish peddler with delusions of grandeur had found himself a frequent target of Cassius Surtova in the past. He makes frequent trips to Restov, and apparently has the worst luck a gnome could have. He's had the misfortune to run into the nobleman on every one of his trips to the city for the past year, no matter the precautions that he takes. He was the initial target of Cassius' drunken rage, but Taewyn intervened with a 'pick on someone your own size'. Maxwell informed Taewyn (after they both beat a hasty retreat, of course) that he had the eternal gratitude of the greatest gnome merchant the world would ever see.

Leadership Role:
Marshal would be a perfect fit given his predilection for nature, but a number of other roles could fit him depending on how the character grows. Perhaps Warden or even Councilor would work.

Character Notes:
I envision Taewyn as very much the prototypical hero in a coming of age tale. What I have here I envision as a starting point. I'd like to see him grow and change based on the experiences he has.