HP: 31 Current HP: 31
AC: 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
Fort +7, Ref +3, Will +6
BAtk +3; CMB +6; CMD 17
Melee: longsword +6 (1d8+3/19-20) or dagger +6 (1d4+3)
Ranged: mwk composite longbow +6 (1d8+3/x3) or dagger +4 (1d4+3)
Class Features: Aura of Courage, Aura of Good, Detect Evil, Smite Evil (1/day; +2 to attack/ +3 to damage), Divine Grace, Divine Health, Lay on Hands (3/day; 1d6hp) Used: 0
masterwork chainmail, buckler, masterwork composite longbow (+3 Str),10 arrows, 5 cold iron arrows, 5 silver arrows, longsword, dagger, masterwork backpack, bedroll, belt pouch (3gp, 22sp, 5cp), flint and steel, 3 torches, small steel mirror, wooden holy symbol of Erastil, 2 flasks of holy water, oil of bless weapon, potions of cure light wounds (2), whetstone, soap, vial of ink, inkpen, journal, waterskin, spare quiver of 20 arrows; medium chest with superior lock containing 1030gp at the Rusty Dragon
Vors is the son of Amaldis and Celestine Malcroft. His father was once a knight in Andoran, but a scandal drove their family out of the country when Vors was still a small boy. They traveled far, finally settling in the communal farming area of Whistler’s Grange, about a day’s ride south of Sandpoint. There the family started over. For Vors, Andoran was half dream, half memory; his main reminders were the nights his father spent drinking and his mother’s distant sadness when she stared out the eastern window of their cottage. The only thing Vors knows for certain is that he once had two older brothers, both of whom are dead. A sister, Evelina, was born to his parents a few years after settling at the grange.
Three major forces have shaped Vors’ life in the last sixteen years. First, there were his daily drills with the members of the grange militia, from the time he was twelve. At times, after drinking enough spirits to lighten his mood but not wallow in misery, Vors’ father would critique his son’s progress. Then he would tell him tales of the battles in Andoran. Or he’d read books brought with them from their former homeland—lineages of gentle houses—and show the various coats of arms and maps of famous battle sites.
Then there was Kyras. He was an old half-elf and itinerant priest of Erastil. During the times he visited the grange, Vors would listen intently as he read from the Parables of Erastil. It was not the moral lessons that interested him at that age, but rather the tales and the skill with which Kyras told them. In time Vors saw the grange as a gift from Erastil to his family.
Finally, there are the recent unfortunate events in his family. His father lost a leg three winters ago, when a carthorse bolted. Amaldis was knocked down and the wagon went over him. Vors and the rest of the community took over the share of the work he could no longer do, of course, but Amaldis became embittered. A year later, at midwinter, he took up his crutch and hobbled out into the night during a snowstorm. The grangers found him the following evening, sitting frozen against a tree, clutching an empty jug. Celestine took fever the next spring and followed her husband into death, leaving Evelina in Vors’ care.
“Adversity is the kiln that fires the clay, the forge that heats the iron for shaping. Only under its heat are we tempered to hold firm.” – from the Parables of Erastil. Vors knows now that the grange truly is a gift from Old Deadeye. They are an extended family that supports him and his sister, as they support the family in turn. During this time of grief and healing, Vors has had his calling. He will be one to fight for tradition, for family, for community. Like the knights of his birth land, he will take up arms when needed to defend the common good. In times of peace, however, he will take up the plow, the hoe, the hammer and nail, and continue to work for the betterment of all.
Point Blank Shot, Precise Shot, Weapon Focus (longbow)
Armor Expert, Militia Veteran, Student of Faith:
While you have personally
dedicated your life to a single deity, you study all
religions and mortal faiths. Upon hearing that the
town of Sandpoint recently completed a cathedral
dedicated to the six deities most popular in the area,
you had to see the place for yourself, and have arrived
in time for the consecration of this holy edif ice.
Because of your strong faith and broad range of study,
you cast all cure spells at +1 caster level, and whenever
you channel energy, you gain a +1 trait bonus to the
save DC of your channeled energy.