Gavirk

Talon Eldercourt's page

243 posts. Alias of BudFox.


Full Name

Talon Eldercourt

Race

Half-Elven Rogue Lvl 3 HP 19/19 INIT+6 AC 16 CMB+4 CMD+16 MW Rapier/MW S. Sword (+6,+4/+2) 1d6+2/18-20x2/19-20x2 S. Bow (+5) 1d6+2/x3 (F:1 R:9 W:1)

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

About Talon Eldercourt

Backstory:
The first and only son of a wealthy trading merchant Elven father and Chelaxian Human mother. He grew up in and around the docks of Magnimar. He spent his days following his father around and being generally doted on. He was well educated and attended a fine school where fencing was his favorite activity. All was well until his father's untimely death when he was a young boy of 10 in an accident while loading a ship with cargo. Though his father's partner, a human named Aergon, was ruled out as having any negligence in the matter, Talon's suspicion remains - did he see something that day or was he just imagining it?

Aergon always fancied Talon's mother and was 'there' for her during her time of need. Soon she was pregnant and they wed. Ultimately they would have two sons. Over time Aergon cared less and less about hiding his prejudice for elves and half-elves. Eventually tolerance turned to indifference then to abuse. Soon he was being abused routinely anytime his mother was not around. The torture was reinforced by his half brothers once they were old enough to land a punch.

Then, at 18, his mother got sick. Once she had passed there was no place for Talon. He had no share in the company and Aergon threw him out. At first, he did what he could to survive, getting by working the docks, in any way he could. While not entirely slight it is not the work he was made for. He's quicker and more agile than the others and this has saved his hide a couple of times in just the short time he has been on his own. He wants something more, he wants his birthright back, he wants to find out what happened to his father.

Fearing that Aergon was not satisfied with his exile from his family home, worried that he might turn him in to the government as some type of traitor, or worse, Talon boarded a ship as a deck hand out of Magnimar and has ended up in Sandpoint. Originally he was hopeful that his Uncle, Ethram Valdemar would hear his story and take him in, or at least would offer him the chance to prove himself, to work his way up through the family’s shipping business. Sadly, these hopes have proven no chance of being realized. When his mother took and elf as a mate most of the family shunned her, the rest disowned her. It had little chance of success, but it was one of the few opportunities he had left. He had not ever met the man but had heard many stories of that side of the family’s exploits. Mercantalism was in Talon’s blood though. His father built his own shipping business from the ground up despite the odds and the prejudice and Talon had paid keen attention, accompanying his father to negotiations and performing many tasks for him.

- He's angry, understandably so, and frustrated. He's not sure where to place his anger and that might get him into trouble

- He's young, so despite his father's teachings during his early years, he's inclined to be brash and take risks. At this point he feels he has nothing left to lose

- He feels like hes owed something, but not that the world owes him

- Having been a victim, having been bullied, he has a soft spot for others being preyed upon or whos weaknesses or vulnerabilities are being exploited. But he doesn't view himself as a victim he sees himself fully capable of defending himself and securing what is his

- Its going to be a long time before he extends his full trust to anyone

- He's been finding himslef spending more time in taverns as of late and has developed a bit of a weakness for wine, women and song

- A part of him just wants to escape, get far away and never see this place again ... he just might be at the point in his life where he gets himself into something much bigger than he is

I envision playing Talonas the ‘unexpected hero’ … he is thrown into circumstances that are beyond his control. He must summon the ability to survive, find and hone his skills and ultimately thrive.

First of all, Talon is at a crucial point in his life right now. Full of questions, doubt and anger. Ultimately he was brought up well by his father, his compass points in the right direction but it may not be a direct path. His anger may be misplaced and misdirected until he learns to channel it properly … as he moves past the selfish desire for revenge to the selfless pursuit of redemption and restoration. There is a hero and a leader lurking inside of him, one that could do great things. But first he needs to figure out where tomorrow’s work will come from, where he will be sleeping next week.

For the past several weeks Talon has been getting by scrounging up whatever work he can, most often as a dockworker or deck hand. When he’s had the gold, and hasn’t drank it away, he’s been staying at the Rusty Dragon. Its there that he met Ameiko. What for her started as the standard barkeep’s duty to listen to her patron’s sad drunken tales has evolved into genuine interest, even concern. She can’t help noticing the similarities in the circumstances between Talon and her own brother … a questionable birthright and ostracization from his family. Talon, however, seems to have it even worse. Many times, after she has closed down the tavern, they talked into the early hours of the morning. Perhaps she can help Talon where she couldn’t help her brother. Perhaps this is a second chance. His plight tugs at her instincts to protect and she can’t help but be drawn to his story.

Ties to Major NPCs:

Ethram Valdemar: Talon is his nephew, related by blood though his mother was disowned by the family when she married his Elven father in Magnimar. Talon is not viewed as part of the family, but there is a link there. Perhaps once this old, prejudiced patriarch passes, younger generations may be more tolerant.

Ameiko: For the past several months Talon has been getting by scrounging up whatever work he can, most often as a dockworker or deck hand. When he’s had the gold, and hasn’t drank it away, he’s been staying at the Rusty Dragon. Its there that he met Ameiko. What for her started as the standard barkeep’s duty to listen to her patron’s sad drunken tales has evolved into genuine interest, even concern. She can’t help noticing the similarities in the circumstances between Talon and her own brother … a questionable birthright and ostracization from his family. Talon, however, seems to have it even worse. Many times, after she has closed down the tavern, they talked into the early hours of the morning. Perhaps she can help Talon where she couldn’t help her brother. Perhaps this is a second chance. His plight tugs at her instincts to protect and she can’t help but be drawn to his story.

Cydrak Drokkus: Originally hailing from Magnimar, where Talon is also from, he snuck in several times to the theater to see him perform. Originally as a boy Talon’s father introduced him to the arts and he has had a fascination with them for many years. Talon has had a few conversations with him at the Hagfish tavern. Their bond is not great, but they would readily recognize each other. Curiously, Cydrak did not respond at all the way Talon expected when he talked of them both coming from Magnimar, and Cydrak quickly changed the subject. Talon is fascinated by him and finds him very amusing – where he finds his comfort often in the shadows, Cydrak love being out in the open, in the limelight.

Contributions to the party:

Its been a long while since Talon has felt a sense of family, of truly belonging, of the bonds where you look out for each other. He would do anything to get genuinely those feelings back again. There have been a few that have tried to tempt him with allegiances - these have been false or with ill motives, and he was quickly able to see through their webs of lies. But he is not deterred. His guard is up, but stronger is his remembrance of the family he once knew. He is looking for the right time and place and circumstance to happen upon a group that shares his sense of adventure but also his values.

But what could he offer?

Years of untying knots and working with the intricacies of rigging and sails have made his hands and senses especially capable. While shut out of the finer rooms of the home once his father passed he quickly took up and excelled at the art of picking the locks and sneaking through the house at night to explore and get at the fresh fruit and books that were off limits to him, or to be able to listen in to what his half brothers or step father had in store for him. It was these stealthy activities that became his play.

His keen reflexes and his ability to observe, to see what others failed to or were unable to notice have kept him out of trouble for some time now. And while not the mainstay of his sustenance, he has increasingly been called upon to run special errands for folks about town. A lock with a lost key, a misplaced item left at someone’s house that happened to be on a voyage …

Talon’s contributions to the party are that he can see hear and act, often before others. His reflexes and quickness can mean the difference between life and death for him and those he travels with. His knack for getting into and out of places or compartments means that there is nowhere that his party can’t go, no secret they can’t uncover, no trap that they can’t avoid.

Specifically – danger avoidance and resolution - he will be their eyes and ears, detecting and disarming traps, unlocking doors and chests, sneaking into or out of all manners of situations, acting first, being able to set the other members of the party to leverage their talents

Appearance:

His human traits clearly dominant ... dark brown hair to his shoulders, pale skin. Deep set, dark brown eyes. 20 Years old, 6’3 inches Tall, 160 lbs.

Character Sheet:

__________________________ GENERAL __________________________

Male Half-Elven Rogue
Level 9
HP: 19/19 (1d8+1[Skill/HP])
20 Years old, 6’3 inches Tall, 160 lbs

STR: 14 [+2 modifier]
DEX: 18 [+4 modifier] (+2 racial bonus)
CON: 10
INT: 14 [+2 modifier]
WIS: 10
CHA: 10

Initiative +6 = 4 [DEX] +2 [Elven Reflexes Feat]

Action Points (Lifetime) 5

Favored Class: Rogue

Favored Class: Ranger

Faith: Abadar

__________________________ DEFENSE __________________________

AC 16 = 10 + 2 [Leather] +4 [Dex] +1 vs traps [Trap Sense]

Flat-Footed 12

Fortitude Save +1 = 1 [base] +0 [Con]
Reflex Save +9 = 2+3 [base] +4 [Dex] +1 vs traps [Trap Sense]
Will Save +1 = 1 [base] 0 [Wis]

__________________________ OFFENSE __________________________

Speed: 30ft (6 Squares)

Basic Melee Attack +2 (+5 with MW Rapier) [Weapon Finesse]
+3 main and +1 with MW Short Sword offhand when dual wielding
Basic Ranged Attack +4

CMB +4 = 2 [BAB] +2 [Str] +0 [size]
CMD +6 = 0 [BAB] +2 [Str] +4 [Dex] +0 [size] + 10

_________________ Feats, Skills and Special Abilities _________________

Traits:

Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.

Campaign Trait:

Merchant Family: You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.

Feats:

Weapon Finesse: With a light weapon, 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.

Rogue Talent: Combat Trick: Two-Weapon Fighting
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Prerequisite: Dex 15.

Benefit: 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. See Two-Weapon Fighting in Combat.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Skill Focus: Disable Device +3 (Racial bonus feat)

Skills:

Total + Ability Mod. + Ranks + Misc.

Skill Ranks: 8 [Rogue] +2 [INT]

Acrobatics +8 = DEX 4+2+3 [/b][2 Ranks][/b]
Appraise +2 = INT 2+0+0
Climb +7 = STR 2+2+3 [2 Ranks]
Craft +2 = INT 2+0+0
Diplomacy +5 = CHA 0+2+3 [2 Ranks]
Disable Device† +12 = DEX 4+2+3 +3 [Bonus Racial Feat: Skill Focus] [2 Ranks]
Disguise +0 = CHA 0+0+0
Escape Artist +4 = DEX 4+0+0
Fly +4 = DEX 4+0+0
Heal +0 = WIS 0+0+0
Intimidate +4 = CHA 0+1+3 [1 Rank]
Knowledge (Dungeoneering) +6 = INT 2+1+3 [1 Rank]
Knowledge (Local) +8 = INT 2+3+3 [3 Ranks]
Linguistics +6 = INT 2+1+3 [1 Rank]
Perception +10 = WIS 0+3+3+2 [Bonus Racial] +1 [Class Trapfinding] +2 [Keen Senses] [2 Ranks]
Perform +0 = CHA 0+0+0
Ride +5 = DEX 4+1+0 [1 Rank]
Sense Motive +5 = WIS 0+2+3 [2 Ranks]
Sleight of Hand +9 = DEX 4+2+3 [2 Ranks]
Stealth +9 = DEX 4+3+3 [3 Ranks]
Survival +1 = WIS 0+2+0 [2 Ranks]
Swim +6 = STR 2+1+3 [1 Rank]
Use Magic Device +5 = CHA 0+2+3 [2 Ranks]

Special Abilities

Half-Elf

Low-Light Vision
Adaptability: Skill Focus (bonus feat)
Elf Blood: Half-elves count as both elves and humans for any racial effects
Elven Immunities: Immune to magic sleep. +2 to saves vs. enchantment
Keen Senses: +2 Perception
Multitalented: Choose two favored classes
Bonus Languages: Any (except secret languages)

Rogue

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.

Sneak Attack +2d6: 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.
Languages

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Common, Elven, Varisian, Goblin and Chelaxian [Bonus +2 INT]

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Equipment:

The headings indicate where the item is

Starting gold: 140 gp

Carrying Capacity:

Light Load: 58lbs.
Medium Load: 116lbs.
Heavy Load: 175lbs.
Lift Over Head: 175lbs.
Lift Off Ground: 350lbs.
Push or Drag: 875lbs.

Held/Worn Equipment:

Leather Armor (10gp) (15lbs)
Rapier (10gp) (2lbs) s(1d4) m(1d6) crit. 18-20x2
Travellers outfit (1gp) 5 lbs

Belt and Pouch (1gp) 0.5 lbs
11 gp, 65 sp

Backpack (10gp) 2 lbs:

Short Bow (30gp) 20bs s(1d4) m(1d6) crit. X3
(2) Quiver of Arrows [40] (2gp) 2x3lbs = 6lbs
Thieves’ Tools (30gp) 1lbs
Waterskin (1gp) 4 lbs
5 Days Rations (25sp) 5 lbs
50 ft Silk Rope (10gp) 5 lbs
Harpy Musk (2gp) 0.5 lbs
Dagger (2gp) 1 lbs
Caltrops (1gp) 2 lbs
Bedroll (1sp) 5 lbs
Tindertwig (1gp) - lbs
Small Steel Mirror (10gp) 0.5 lbs
Lantern Hooded (7gp) 2 lbs

Party Loot:

120 gp from the warehouse chest
Tsuto's Journal (Krojun has it)
A ranseur