Arsiel Duskwalker's page

64 posts. Alias of Torilgrey.

Full Name

Arsiel Duskwalker




Slayer 1 | Hp: 10/11 | AC:17, T 13, FF 14 |F/R/W: 5/3/0 | Init +3 | Perc +4














Common, Aklo, Skald



Strength 16
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 10
Charisma 10

About Arsiel Duskwalker

Arsiel Duskwalker
Slayer 1

Str 16
Dex 16
Con 13
Int 12
Wis 10
Cha 10

HP 11/11
Attack +4 Ransuer (2d4+5) (Disarm, Reach), +4 Longbow 1d8, +4 Dagger 1d4+3
AC 17, Touch 13, FF 14
Fort 2+1= 3
Ref 2+3 =5
Will 0+0 =0

Feats: Power Attack
Traits: Restless Wayfarer: +1 on Know (Geo) & Know (Local), +1 Language (skald)
Weathered (Fetchling): Because of your natural resistances, you gain a +2 trait bonus on saves to resist cold or electricity effects and hazards.
Skills: (7)
Perception 1+0+3 = 4
Stealth 1+3+3+2-2 = 7
Survival 1+0+3 = 4
Climb 1+3+3-2 =5
Know (local) 1+1+3+1 = 6
Heal 1+0+3 = 4
Acrobatics 1+3+3 -2 = 5

Background Skills:
Profession (Brewer) 1+0 = 1
Know (Geog) 1+1+3+1 = 4

Deity: Neshen (Empyreal Lord)
Studied target +1 on Bluff, Know, Perc, Sense Motive, Survival, +1 Att and Dmg, +1 DC spells
Track +1
Darkvision 60’, low light vision, speed 30, Native Outsider, Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance., Cold Resistance 5, Electricity resistance 5, +2 racial bonus on Know (planes) and Stealth checks, Disguise Self 1/day,

Common, Aklo, Skald
Ranseur , dagger x3, leather lamellar, Slayers Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, manacles, a mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) thieves tools, longbow, 20 arrows, long sword, 45 GP, explorer’s outfit, Iron Holy symbol of Neshen, Cold weather outfit, Snowshoes, Taldan longsword, Taldan Breastplate

Arsiel was rescued by Sir Karek the Tall, a Paladin of Neshen from the plane of shadow 10 years ago. Before that, Arsiel was under training in the Shadow plane in servitude to the Umbral Dragon Krasthek as an assassin. His training incomplete, Sir Karek rescued the young Kayal from his brutal life of training in sensing his good nature. Karek trained Arsiel from that young age to be a warrior, but the early lessons Arsiel underwent stuck with him as he aged.
Arsiel’s primary conflict is that he is at war with his upbringing of murder and torture with the righteous lessons of his newer faith and the steadfastness of Sir Karek. This inner conflict encourages Arsiel to balance the murderous instincts of his training and the ideals of liberation and law, combined with suffering from Sir Karek. Arsiel finds peace within himself when brewing beer, a skill he was taught by Sir Karek; Karek was a good adoptive father, and he introduced Arsiel to many of his peers in the faith and members of his community in Taldor. Arsiel’s never took to playing the fiddle like Sir Karek did, but he always was entranced by the music.
Knowing he was in a different place than the Shadow Plance, Arsiel began to read everything he could and became fascinated with the legends of the Linnorm Kings and the frozen wastes to the north. He did not experience much that he would ascribe as hostility because of his race until he set out from his adoptive father’s estates, so it still continues to confuse him and makes him upset when he is judged based on his dusky hue. He find wearing the holy symbol his father gave him before he set out helpful in dissuading some people from engaging him negatively. Recently Sir Karek sent him to the southern area of Taldor to test his skills moving through the woods, monitoring Qadiran aggression, and to find a specific variety of cone hops, which should be coming into full ripeness right about this time of year.