Eagle Knight

Ardil Larst's page

97 posts. Alias of vip00.


About Ardil Larst

Ardil Larst
LN Human Male Sorcerer 2 (fey)
Init +3; Senses Perception +5

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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 dex)
hp 16 (2d6+4)
Fort +3, Ref +1, Will +4

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OFFENSE
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Speed 30'
Melee quarterstaff +1 (1d6)
Ranged crossbow +2 (1d8)
Spell-Like Abilties (CL 2st; concentration +6)

7/day - laughing touch (touch +1)

Sorcerer Spells Known (CL 2st; concentration +6)

1st (5/day) - charm person (DC 16), sleep (DC 18)
0 (at will) - daze (DC 17), detect magic, light, message, prestidigitation

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STATISTICS
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Str 10, Dex 12, Con 14, Int 10, Wis 10, Cha 19
BAB +1; CMB +1; CMD 12
Feats Cosmopolitan (Diplomacy, Perception), Eschew Materials, Spell Focus (enchantment)
Skills Diplomacy +9, Perception +5, Profession (Merchant) +5, Spellcraft +5
Language Common, Elven, Halfling, Sea Common
Trait Reactionary, Resilient

Special Abilities cantrips, bloodline arcana (fey)
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Possessions:

quarterstaff - free
light crossbow + bolts - 36gp
bedroll, waterskin, rations, tent - 20gp
12 days of rations for 2, 4 extra waterskins - 17 gold

Description:

Ardil is a man in his mid twenties, but his life of travels makes him look older. He has an aura of confidence about him, the feeling of a man who knows what he's doing. He dresses simply and practically, and carries a crossbow across his back. He carries a rugged staff that serves him as both a walking stick and a weapon if necessary. He never misses an opportunity to make a profit, but he's no fool and will back out of deals that go south. He adventures mostly because he seeks to satisfy his wanderlust and curiosity, but he has his own code of honor (he would never cheat a customer for example) and he can be motivated by his sense of justice. He knows Terial is his patron and offers a coin at any shrine of Terial he comes across, but he does not spend much thought on the gods in general.

Background:

The Minkrath Kingdom it’s heraldric marking a Mermaid holding a harp against a turquoise background. Minkrath island located just east of the Furpian Peninsula, home to the Seacoast mountains, and just west of the infamous Victorless mountains. Minkrath island itself is very large, taking at least a weeks’ journey on horseback to complete. On the northern end rests a small mountain range mostly comprised of rocky hills. Most of the island is plains, tall grass, save for the mountain range and the forest on its eastern side. Many islanders believe dwarves live within the mountain but have yet to be able to confirm such assumptions.
Farkep located just south of the mountain had lived in peace since its creation 500 years ago. That peace ended about 50 years ago when refugee’s from villages deep in the mountains came looking for safety. The spoke of grey skinned orcs bearing a symbol of arrows pointing in all directions. Farkep was quick to action, word was sent farther south to Seeg asking for aid. Seeg the capital of this young kingdom was slow to respond. It was during this time that it became evident the Kingdom did not have much of a military force.

Ardil Larst was one of these refugees, though he was but a babe. At first a Halfling family adopted the small human child; their daughter Arvala was pleasantly surprised to have a younger brother. But as they two grew their differences became evident. At the age of 12 Ardil left the Halfling home, he joined up with a known trader who travelled the island regularly. Hurvis taught Ardil all he knew as he travelled with him he passed on his wisdom of Terial as well.

Arvala watched her ‘brother’ leave, she was sad, but also happy for him. And at his departure is when her training began. With the orcs appearing closer to Farkep the milita was being strengthened. Her father had become a renowned scout and skirmisher. He took Arvala, his own child, and taught her all he could. She blossomed into an equally skilled combatant, useful in melee, but truly deadly with a bow.

The orcs began their assault on Farkep 10 years ago. It was a long campaign, lasting months, but ultimately the army was forced back into the mountain. Valas’ father fell in that great battle, ”The Battle of Home”, and it has taken a great deal for her to move on. Her mother tried to console her daughter but just like her father Arvala had shut everyone else out. It wasn’t until recently that Vala truly felt the need to breath. She ran into her little brother as he returned to Farkep with Hurvis. The two shared stories, Ardil with the most pleasing stories. He told Arvala of different races he’d encountered and even showed her some of the new goods they had. Many of the goods from off island, some from the Furpian Kingdom and some further still.

Arvala shared little of her stories, not wanting to bring back any pain for Ardil, and also perhaps not wanting to mention the death of her father. It was in this silence Ardil knew something to be wrong, but not wanting to push, offered a suggestion instead. “Perhaps you would like to join me for a time? I am going off island again, back to the Furp kingdom. This time I go to set out on my own though. “

Liking the sound of a fresh start Arvala quickly gathered her gear, said her goodbyes, and was on the road to a new life. The duo took the trade road south, shared campfires with other travelers and finally enjoyed more comfortable quarters in Seeg. They rested in Seeg for a few days waiting for the next vessel to arrive traveling to Modark.
Securing passage the two left Minkrath island and in a short tenday arrived at Modark.

Level by Level:

Racial:
bonus language - halfling
Cosmopolitan feat - sea common, elven
Traits (Resilient, Reactionary)

Level 1:
favored class bonus to skills
Skills: 1 each - Diplomacy, Perception, Profession, Spellcraft
Feat: Spell Focus (Enchantment) - Eschew Materials (Sorc bonus)
Spells: 1st - mage armor, sleep; 0th - daze, light, mage hand, prestidigitation

Level 2:
hp roll -> 6
favored class bonus to skills
Skills: 1 each - Diplomacy, Perception, Profession, Spellcraft
Spells: 0th - detect magic

Stat Math:

Str 10
Dex 12 (2 points)
Con 14 (5 points)
Int 10
Wis 10
Cha 19 (13 points + 2 racial)