Alec Fuornkiln's page

227 posts. Alias of Nickadeamous.


HP 30/30 AC 18, Touch 12, Flatfooted 16, CMD 20, Saves F +7, R +7, W +4 (+2 vs. divination; +8 vs. nonlethal from cold); Perception +8, Sense Motive +1; Init +2 | Status: Normal

About Alec Fuornkiln


Alec stands 5 ft. 8 inches and weighs 120 lbs. He carries almost another 100 pounds of gear and weaponry strapped to his body. Various weapons, although he refers to them as tools, find different homes amid his armor. His shield and spear he carries in hand, shield in his left. His kukri is stuffed into his boot while his falcata is sheathed on his hip, left side. His hand axe is holstered on his belt at his back while his machete in a sheath over his left shoulder. His short bow is slung over his pack on his back and his quiver of arrows is kept next to the pack.

Alec is physically fit, but is lean and slim. He is below average height and is fairly nondescript. His body is hard, born of a lifetime of hard work and exertion. His face and hands are weathered from exposure to the elements. His dark black hair hangs down to his chin and his brown eyes are normally hidden behind his hair around others that he does not trust. He usually wears a headband over his ears to conceal his elven parentage. When in battle, he will pull his headband up to clear the hair from his eyes.


Alec has always enjoyed the outdoors. He probably got that from his mother’s side. He never actually knew her, but from what he heard of elves, it seemed to make sense. He was raised by his father, a simple hunter who traded in animal skins to buy necessities. They lived in a very small village called Heldren, far from the large cities. In fact, he had never been to a city. The largest community he had visited would have been the neighboring town, Demgazi, a few hundred people at most. Alec preferred the simple life. Feeding him self, making his own clothes, being able to survive on his own; these were his success stories. He never dreamed of being a hero or a knight like most of the children he encountered did. He enjoyed being alone in the wilderness, fishing and living off the land.

He and his father had traveled several days into the forest to gather new skins. supplies we're getting low and so was the money they had saved up. They were on their way back with a good haul when his father collapsed. Alec didn't know what to do. He dropped the skins he was carrying and ran to his side. He tried to pick up the fallen man, but his father would not have it. He could barely speak but he told Alec to leave him and return home with the skins. He could not leave him to die, but he needed the skins and the money they would bring. There was no decision for Alec to make, no choice to mule over. Dead or alive, he would not leave his father alone in the woods. He picked up the man and headed for home, intent on making the three day journey without stoping.

It was a few hours later when his father's spirit left its body. Alec didn't notice right away, but when he stopped to readjust his load, he realized the man was not breathing. He dropped to his knees and cried for hours, hugging the body as tightly as he could, begging for him to wake up. He eventually came to his senses, wrapped the body for travel as best he could, and continued on his mission towards home.

He arrived home two and a half days later. He was exhausted, but he didn't rest or eat. He didn't even go inside. Instead he prepared a funeral pyre and set the body to it. He carefully removed all of the clothing. He spent hours cleaning the body with water and rag. He started the fire and fealt the heat from the blaze, fealt the tears run down his face as the world around him grew dark. Within minutes, he passed out from exhaustion.

When he awoke, the fire had run its course and the remains of the pyre were smoldering. He had nothing left in this world that tied him to it. He entered the house that was now his, and his alone. It was so quiet without the sounds of his father's stories or the smell of his pipe. Alec became very withdrawn, very quiet without his father and retreated into the only solace that he had left, the woods. He would spend days out in the forest; hunting, fishing, and trapping. He returned to the work his father taught him. It was the only thing to keep him going for the first few days. He would return to town every few days to trade his spoils for ale. He would drink until he was broke and then he would go out hunting again. It was starting to become an unhealthy cycle.

10 Minute Background:

Concept Points
1. Alec is a hunter first. His equipment should be hunting or survival tools for the most part. The chakram belonged to his mother, or so he was told. The shield and falcata were his father's from his younger days as a soldier.

2. He is a man struggling with loss and pain and is uncertain how to process these things. His life was always simple, but now it is simply empty.

3. Alec is a woodsman. He is strong and athletic and loves to be outdoors, especially when it is cold.

4. He has never known his elven mother. He's only ever seen one picture of her. He has no memories of her outside of a few fleeting images from as early as he can remember.

5. Raised by his human father, his life was simple. He never had expensive things and worked for everything they had. He is very hard working.

1. The man needs friends and/or family if he is going to survive his drinking. He needs something worth fighting for that is bigger than himself and gives him purpose.

2. Alec wants to learn more about his mother. He has searched his house and found nothing about her. His father had a locket with a picture, but no name. He has no idea where to even start looking.

1. Alec's loss of his father has made him extremely curious and sad about his mother. He's never missed his mother until he lost his father, and now the loss of both is overwhelming him.

2. His mother was an elven sorceress of the elemental cold bloodline and has passed some of her power onto him. He does not really recognize these powers. They have always been a part of him so he doesn't fathom that others do not experience cold the same way. When his father would talk about the cold, he assumed he was being overly protective.

1. Shopkeeper that buys his food and furs and sells him alcohol. Long time friend of his father, the death and his drinking has taken it's toll on their relationship.


1. Reckless. Alec believes he has lost everything that matters to him and he is in a difficult place mentally. He is not suicidal, but not afraid of death at the same time.

2. Quiet. Being a hunter he has learned to be quiet, or at least try to be. His sadness has greatly reduced his desire for conversation and his drinking has made him even more withdrawn.

3. Selfless. Raised to provide for himself and only carry what is needed has left him with a mindset of selflessness. He wouldn't worry about gold as much as firewood, or as much about gems as he would about flint and steel.

Alec Fuornkiln
Male Half-Elf Ranger (guide, trapper) 4
CG Medium humanoid (human, elf)
Init +2; Senses Low-Light vision; Perception +8
AC 18, touch 12, flat-footed 16
(+2 Dex, +3 Armor, +3 Shield)
Hp 30 (4d10)
Fort +7, Ref +7, Will +4 [+2 vs. divination effects]
Resistances cold 2
Speed 30 ft.
Melee heavy shield +8 (1d4+4/x2) {B} or
Melee cold iron falcata +8 (1d8+4/19+/x3) {S} or
Melee kukri +8 (1d4+4/18+) {S} or
Melee hand axe +8 (1d6+4/x3) {S} or
Melee machete +8 (1d6+4/19+) [S} or
Melee shortspear +8 (1d6+4/x3) {P} or
Melee short sword +8 (1d6+4/19+) {P} or
Ranged shortspear +6 (1d6+4/x3) [20 ft.] {P} or
Ranged chakram +6 (1d8+4/x2) [30 ft.] {S} or
Ranged short bow +6 (1d6/x3) [60 ft.] {P} [+2 to confirm]
Str 18, Dex 14, Con 14, Int 9, Wis 12, Cha 11
Base Atk +4 CMB +8; CMD 20
Feats Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Improved Shield Bash, Exotic Weapon Proficiency (falcata), Two-Weapon Fighting, Shield Focus, Endurance,
Skills 6 class -1 Int[ACP: -1]
[+8] Climb (2 ranks, 3 class, 4 Str, -1 ACP)
[+10] Disable Device (4 ranks, 2 Dex, 3 class, 2 mw tools, -1 ACP) {+2 to disable traps}
[+4] Handle Animal (1 rank, 3 class, 0 Cha)
[+1] Heal (1 Wis)
[+0] Intimidate (0 Cha*)
Knowledge {dungeoneering}
Knowledge {geography}
[+3] Knowledge {nature} (1 rank, -1 Int, 3 class)
[+8] Perception (4 ranks, 1 Wis, 3 class {+2 to find traps}
[+5] Profession {trapper} (1 rank, 1 Wis, 3 class)
[+1] Ride (2 Dex, -1 ACP)
[+7] Stealth (3 ranks, 3 class, 2 Dex, -1 ACP)
[+8] Survival (4 ranks, 1 Wis, 3 class) {+2 to follow tracks}
[+3] Swim (4 Str, -1 ACP)
Languages Common, Elven
Favored Class Bonus Ranger (elf) +2 to confirm with short bow
Traits Shield-Trained (Religion), Northern Ancestry (Campaign), Carefully Hidden (Race)
Drawback Xenophobic
Combat Gear common arrows x20
Other Gear studded leather armor, heavy wooden shield, cold iron falcata, chakram, short bow, kukri, spear, hand axe, short sword, machete, mw thieves tools, mw backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, 50 ft. of help rope, torches x5, trail rations x2, gear maintenance kit, explorer’s outfit, bandoliers x2, canteen, soap, fish hooks x2, 100 ft. of twine, spear of mancatching, +1 arrow of animal bane x2, cloak of resistance +1; 4 sp, 5 cp
Looted short sword (2 lbs), 30 arrows (4.5 lbs); 8 gp, 5 sp
Encumbrance 0 – 116 lbs; 117 – 233; 234 – 350; [Current Weight: 86 Light Load]
Special Abilities
Ancestral Arms - Exotic Weapon Proficiency with one weapon.
Cold-Honed - Move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments.
Favored Terrain [Cold] (Ex) - +2 initiative, knowledge (geography), perception, stealth, and survival when in cold environments; may leave no trail.
Fey Magic - Use endure elements, know direction, purify food and drink, and spark once per day each when in cold environments, caster level equal character level.
Low-Light Vision - See twice as far as humans in dim light.
Multitalented - Pick two favored classes (ranger & fighter)
Ranger’s Focus (Ex) - Twice per day, gain +2 hit and damage vs. one target as a swift action until defeated.
Terrain Bond (Ex) - Grant all allies within line of sight in Cold areas +2 Initiative, Perception, Stealth, and Survival checks. Ranger and allies leave no tracks in Cold areas.
Track - Add ½ ranger level (minimum 1) to Survival skill checks to follow tracks.
Trapfinding - Add ½ ranger level to Perception checks to locate traps and Disable Device checks (minimum 1); can disarm magical traps.
Wild Empathy - Improve initial attitude of animals d20 + ranger level + charisma modifier, must be within 30 ft., takes at least 1 minute.