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Not greatly happy with the stats, but they will have to do as a start.
The osirion background will need rework to be more aligned with the story, but the basic history will remain, until rather than being a guide, he is now a missionary converting the natives.
DAR'ERTHAN CR 5
Male Human Barbarian 1 Cleric 5
NG Medium Humanoid (Human)
Init +0; Senses Perception +12
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DEFENSE
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AC 17, touch 10, flat-footed 17 (+6 armor, +1 shield)
hp 43 (1d12+5d8+6)
Fort +7, Ref +1, Will +7
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OFFENSE
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Spd 50 ft.
Melee +1 Longsword +6 (1d8+2/19-20/x2) and
Shield, Light Steel +5 (1d3+1/20/x2) and
Unarmed Strike +5 (1d3+1/20/x2)
Special Attacks Agile Feet (6/day)
Spell-Like Abilities Bit of Luck (6/day)
Cleric Spells Known (CL 5, 5 melee touch, 4 ranged touch):
3 (2/day) Create Food and Water, Fly (DC 16), Prayer
2 (3/day) Sound Burst (DC 15), Aid, Aid, Silence (DC 15)
1 (4/day) Protection from Evil (DC 14), Longstrider (DC 14), Magic Weapon (DC 14), Endure Elements (DC 14), Bless
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water, Light
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STATISTICS
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Str 13, Dex 10, Con 12, Int 12, Wis 17, Cha 14
Base Atk +4; CMB +5; CMD 15
Feats Cleave, Extra Rage, Power Attack -2/+4, Selective Channeling
Traits Sacred Conduit, Starchild
Skills Acrobatics +3, Appraise +5, Climb +0, Craft (Alchemy) +5, Craft (Weapons) +3, Escape Artist -1, Fly -1, Handle Animal +6, Heal +7, Knowledge (History) +6, Knowledge (Nature) +6, Knowledge (Planes) +6, Knowledge (Religion) +9, Linguistics +5, Perception +12, Ride +3, Sense Motive +7, Spellcraft +7, Stealth -1, Survival +7, Swim +4 Modifiers Starchild
Languages Common, Elven, Polyglot
SQ Aura (Ex), Channel Positive Energy 3d6 (5/day) (DC 15) (Su), Cleric Domain: Luck, Cleric Domain: Travel, Fast Movement +10 (Ex), Rage (11 rounds/day) (Ex), Spontaneous Casting
Combat Gear +1 Longsword, +2 Chain Shirt, Masterwork Shield, Light Steel; Other Gear Backpack, Masterwork (empty), Potion of Heroism, Potion of Heroism, Potion of Remove Curse, Potion of Remove Disease, Wand of Cure Moderate Wounds
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SPECIAL ABILITIES
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Channel Positive Energy 3d6 (5/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
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HORSE, LIGHT (COMBAT TRAINED) CR 1
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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OFFENSE
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Spd 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/20/x2) and
Unarmed Strike +3 (1d4+3/20/x2)
Ranged (M) Masterwork Crossbow, Light -5 (1d8/19-20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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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
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Combat Riding [Trick]
Combat Gear +1 Bolts, Crossbow (50), Masterwork Crossbow, Light; Other Gear Alchemist's Lab, Portable, Artisan's tools, masterwork: Craft (Weapons), Bedroll, Blanket, winter, Potion of Heroism, Potion of Heroism, Potion of Heroism, Potion of Heroism, Potion of Remove Curse (4), Potion of Remove Disease, Potion of Remove Disease, Potion of Remove Disease, Potion of Remove Disease, Potion of Restoration, Lesser (10), Saddle (Riding), Saddlebags (empty) (2)
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SPECIAL ABILITIES
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

DM Aron Marczylo |

DM Aron Marczylo wrote:I recommend Zyngeth Fleetfoot. Great roleplayer and very good player too :)So DM Aron you don't like me anymore....says a small female halfling summoner...
...who just happens to be related to Dar'erthan a cleric of Desna .... LOL:)
oh, hey didn't know you were there, whoops.
Eitherway, I recommend you too, as you are a great roleplayer and anyone else whom I've had as a player or roleplayed with but forgotten.

DM Feral |

Alright I'm going to have someone picked by tonight (my time) I'm going to give each of you a chance to earn a few more points with me before I make my decision.
Kalis Daen'ith: You're one of the native Mwangi elves that left to learn from other elves. What other elves were those? What did you learn from them? Was it difficult to come home?
If you are chosen you will be part of the group of elves taken as slaves by the serpentfolk (soon to be rescued by the party).
Zyngeth Fleetfoot: Did your Zyngeth's brutal death at the hands of a pitfiend shake his faith in his patron diety? If so, how did he recover? Has he recovered? If not, why?
Was your reunion with your father a happy one, an unhappy one, or something else?
If you are chosen you were abducted, along with the rest of the tribe, by the evil serpentfolk. The elves, although mildly aware of the threat, know little about this new darklands menace and certainly would not know enough yet to want to send parties in to hunt them.
Dar'erthan: The Mwangi is a pretty harsh place to serve as a missionary, even for the most devoted. What were some of the worst parts of your time in the demon-jungle? How receptive have the natives been?
If you are chosen you were abducted when the serpentfolk raided a small Mwangi village for slaves. Also, you were serving as a missionary for actual Mwangi tribesmen, not the elves. The elves are a bit too reclusive for a single missionary to have heard of.

Zyngeth Fleetfoot |

Following the death of his mother, Zyngeth went into a period of mourning. For a time Zyngeth blamed Desna for the death of his mother and during this period turned to the study of the arcane arts. However, after a period of withdrawing from praying to Desna, Zyngeth realized that not only is Desna the patron of travel, but also luck, dreams and the stars. And while clerics of Desna are generally blessed with good luck, bad luck also occurs. Furthermore, when a priestess of Desna dies, her spirit goes into the dreamland where it may be contacted by the living.
Once Zyngeth came to this realization, he return to traveling and following the ways of Desna, while also continuing his study of the arcane arts.
Upon returning to the village of his father, he was met with a lukewarm reception. Half-elves are not uncommon in the village as elves occasionally interbreed with humans to add additional people who can fight the dangers of the Mwangi. Although he was welcomed back into the village, the welcome by his father was not as warm. Pael'ito, his father, recalled the fair maiden from the north with whom he had an affair 33 years earlier, but was married and unwilling to accept his bastard son. Despite the rejection by his father, Zyngeth wished to prove himself to his father, so he began to sign on with other elves and half-elves seeking out dangers to the village. It was returning from one of these expeditions that Zyngeth and his companions were ambushed by serpentfolk who were planning an attack on the village.
Zyngeth is unsure what happened thereafter as he was bound and gagged, and frequently knocked unconscious, but when he finally awoke, he was in a dark chamber which appeared to be somewhere underground from the solidity of the stone and sounds of the chamber.

Deevor |

Hope this answers most of your questions about Dar'erthan....
...it seems he's less a roaming missionary...
....motive the Aspis Consortium need healthy slaves...I mean workers for their mine.
The journey aboard 'The Crooked Smile', a merchant ship from Eleder was uneventful. The ship obviously paid its due to the shackles and had the blessings of Desna at it passed by the 'Eye of Abendgo'. On arrival a Bloodcove, Dar'erthan disembarked and made his way to the nearest temple of Gozreh, to give thanks, leaving a gold piece. Blodcove was nothing like any place he had seen before, nestled and built upon the rots of a giant mangrove tree. Wooden planked walkways and quays provided a safe refuge from the dark and foreboding water underneath. The water lapped gently against the supports, though sometimes Dar'erthan was sure he heard scratching noises from the wooden supports. Though when he looked, all he saw were ripples of water and moving swirls of mist that blanketed the water under the man made structures. Unnerved, his mind saw some reclusive predator submerging into the depths again, waiting to begin once more its assault to deliver it food from above. Whilst the oppressive humidity of the place pressed down upon him. Mists caught above in the boughs of the mangrove tree.
Dar'erthan, proceeded to the Offices of the Aspis Consortium, where he would meet a colleague, Jarvis Declan, who he was to replace. The senior clerics in Eleder had reached an agreement to provide a cleric for the Aspis Consortium's native settlement of near Dawn's Reach Mine in the Mwangii. Dar'erthan knew not the details why, but had volunteered to take the next assignment as a chance to follow Desna's plan for him to continue his travels through Golarion. Now in Bloodcove, as he followed the directions to his destination and the sweat dripped from his brow, he began to wonder if hadn't been too hasty to follow this path, but then it was Desna's calling. A white handkerchief mopped the sweat from his brow before returning to rest in his coat pocket. It really does start here. he thought.
It was less than 24 hours later, he boarded a river vessel and started to make his way into the wilds of the Mwangii. It was the journey that called his talents to bear, when the low bottomed boat beached itself on a sandbar midstream. Garngish, the ship's captain had two Mwangii natives, members of the crew, jump into the murky waters. Of course a leech or two attached to them, but one cried in alarm at some flotsam and jetsam floating down the river. Some bits of tree and branches that had been covered in green slime, had obviously broken off from the bank and started there journey to sea. Yet the native called out in alarm as it got closer and closer, Garngish telling him to stop hollering and move the ship off the sandbank. Then when it was merely 10ft away, I saw with disbelieving eyes, the floating rubbish change direction and sped upstream apparently grabbing at the river-man. His screams made the birds in the surrounding trees take to the sky, the sound of flapping wings and a cloud of white wings swiftly moving away. Then the sound of bolts flying straight and deadly through the air, zapped and splashed into the water, as several men on the boat let loose their crossbows. The water continued to turn red, the color of blood, as whatever had used the rubbish for cover and the sailor lost their liquid of life. The man was lucky, the flotsam quickly retreated leaving the man a mass of gaping wounds, bleeding profusely and starting the journey to meet his god. The man's head , face down in the water, his long brown hair floating around him like a halo was grabbed and pulled up. It took seconds to hoist him up onto the deck, yet even in that time, the surface of the water was alive with carrion eating fish, silver and crimson flashes under the river's surface. Dar'erthan, a cleric at hand, was able to perform healing magic on the man, whose life stayed in this plane, and not to be found wandering the planes of the dead. From the wheel, he heard grumblings from the captain, wondering about wasting prayers on such a man. It was Dar'erthan's first experience of the dangers and troubles that lurk in the Mwangii. It wouldn't be the last.
It took several days to reach their first destination the Aspis Consortium's mining camp at Dawn's Reach Mine, before the final trek, just a couple of miles to the natives encampment, which had no name of its own, it was just the natives place. It was at Dawn's Reach, that Dar'erthan first understood the relationship with the natives, who were used as miners by the Consortium. It was not one that Dar'erthan approved, it was not of equality, it was barely more than slavery. Yet on reaching the natives village, he truly understood his missionary duties, not to convert, but to keep alive, to maybe civilize just a little bit. Maybe even to help them gain equality as other workers who are part of the Consortium. But for now these natives seem willing to work in the mine, despite their suffering.
It wasn't long before he learnt some of the language learning the name of the village, 'Erak Wklinui'. Here he set up to teach and heal fight the heat and oppressive humidity, swat constantly the flies and disease ridden insects that used the men and women here as food, to live in the warm bodies, to incubate their egs. Those were ever present, yet dangers lurker from larger creatures, poisonous snakes, blood sucking mice, carnivorous cats and more, nowhere was safe. However, the initial hostility to the new colonial, was soon diminished when whispered stories were passed between the tribe. It would appear, this man helped the Mwangii, without asking anything in return, this man was a witch doctor of great power, as witnessed by the episode on the journey up. So started Dar'erthan's relationship with the natives of Erak Wklinui, which allowed him entry into their society. It is hoped one day, he might befriend others, but those his new tribe have introduced him too, have refused such contact. That was until their age old enemy took an interest in Erak Wklinui and Dar'erthan.....