Traits: Pathfinder Recruit
You were discovered at an early age by an agent of the Pathfinder Society due to your natural talent with a critical adventuring skill. The local Pathfinder Venture Captain sent you to investigate rumors of ancient Azlanti ruins in Darkmoon Wood.
Benefit: Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Scholar of Ruins: From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (Knowledge geography) is always a class skill for you.
Special Abilities Skilled Gain an additional skill rank at first level, and one at each additional level
Adalwin is the youngest of 3 children, all born to Drest and Alfreda MacFaine, an unassuming couple who both teach at the University in Almas. Adalwin’s siblings followed their parents example and were both studious children, dedicated to their studies. The youngest MacFaine, however, was much more taken with physical pursuits, much to his parents despair.
Like many dis-engaged students, it was not that he couldn’t learn, but that he was simply uninterested in most of what was offered. Adalwin did excel in a few scholarly subjects, most noticeably geography, the one topic that made his schooling bearable, mostly because by studying the maps, and hearing about foreign cities and ancient ruins allowed him an escape from (in his opinion) a mundane life. In his free time he joined in with the rough games and street brawls that the local kids offered, and dreamed of adventure.
Finally, Adalwin’s parents gave into the inevitable and took steps to ensure that their youngest received some kind of an education, even if not one of their preference. Adalwins father had contacts within the Pathfinder Society, having free-lanced as a researcher for the organisation. He put his son into the care of one of these contacts; Owen Brown.
In this new setting Adalwin finally started to excel consistently, learning the art of battle. After picking up a few of the simpler weapons, Owen began teaching Adalwin the use of the bastard sword, his own weapon of choice. After a few more years of study and training, Adalwin was made a fully-fledged member of the Society.
When rumours of ancient Azlanti ruins in Darkmoon Wood were received by the Society, Adalwin was a logical choice to conduct the initial investigation, with his knowledge of the language and geography of the area.
Eager to please in his first major assignment, Adalwin journeyed to Falcon’s Hollow, full of excitement and a sense of adventure. Meeting Jasper on the way eased many of Adalwin's anxieties, feeling much more self assured with a friend to tackle the task with, but after a fruitless first few days in town, and the spreading taint, Adalwins initial hopes were dampened. And now a sense of mounting foreboding is growing at the thought of returning to Almos empty handed...
Adalwin is a good natured and friendly person. He is young and a little naive, having lived a partially sheltered life as part of the middle class and stable, supportive family. He strives to impress friends and those he respects, another trapping of his youth. Adalwin doesn't like to give up, though sometimes lacks the confidence to be decisive.
He generally believes in the inherent goodness of people, and that help should be given where it is needed, though his time in Falcons Hollow has challenged this view.