Caelan d'Orien's page

184 posts. Alias of Jesse Heinig.

Full Name

Caelan d'Orien







Special Abilities

Dimension Leap 1/day, Worldly 1/day


Lawful Good


Common, Dwarven


Soldier, dragonmarked envoy

Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 14

About Caelan d'Orien

Caelan d'Orien
Male human fighter (tactician) 2
LG medium humanoid (human)
Init +3; Senses Perception +6


AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +2 Dex, +1 dodge)
HP 21 (2d10, +4 Con, +2 favored class)
Fort +4 (+3 base, +2 Con), Ref +2 (+0 base, +2 Dex), Will +1 (+0 base, +1 Wis)


Speed 30 ft. (20 ft. in armor)
Melee +1 mithral longsword +6 (1d8+4/19-20/x2; slashing)
Ranged Throwing axe +4 (1d6+3/x2; 20 ft.; slashing)


Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 14
Base Atk +2; CMB +5; CMD 17
Languages: Common, Dwarven


Helpful (Combat): You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well-aimed strike.
Benefit(s): When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Worldly (Social): You have acquired an unusual breadth of life experience—more than others of your age, race, or culture.
Benefit: Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.


Level 1
Favored in House: You are a member of one of the dragonmarked mercantile houses and wield some influence in that house.
Prerequisite: Member of appropriate dragonmarked race and house.
Benefit: Your family is influential and powerful, and you have the ability to call in favors from other members of your family and their extensive contacts. By making a favor check (see below), you can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. To call in a favor, you make a favor check. Roll a d20 and add a bonus based on your character level: +1 at 1st-2nd level, +2 at 3rd-6th level, +3 at 7th-11th level, +4 at 12th- 15th level, or +5 at 16th level or higher. The DM sets the DC based on the scope of the favor being requested; it can range from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. You can't take 10 or take 20 on this check, nor can you retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable you to circumvent an adventure will always be unavailable to you, regardless of the result of a favor check. You can try to call in a favor a number of times per week equal to one-half your character level, rounded down (minimum one). You can never ask for more than one favor from any one contact in a given week. For instance, at 7th level you can try to call in a favor as many as three times per week, but each attempt must involve a different contact from among those associated with your mercantile house. The DM will carefully monitor your use of favors to ensure that you don't abuse this ability. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor he or she deems disruptive to the campaign.

Least Dragonmark: You have a least dragonmark.
Prerequisite: Member of appropriate dragonmarked race and house.
Benefit: You gain a least dragonmark and the use of one spell-like ability associated with the least dragonmark of your house (see the next section of this chapter for information on dragonmarks). A saving throw against your dragonmark spell-like ability has a DC of 10 + the level of the spell + your Cha modifier. Your caster level for your least dragonmark spell-like ability is 1 + your level in the dragonmark heir prestige class (if any).
Dragonmark: Mark of Passage
Spell-like Ability: Dimension Leap 1/day

Fighter 2
Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Adventuring Skills

Climb +8 [+4] (2 ranks, +3 Str, +3 class skill)
Diplomacy +7 (2 ranks, +2 Cha, +3 class skill)
Perception +6 (2 ranks, +1 Wis, +3 class skill)
Sense Motive +6 (2 ranks, +1 Wis, +3 class skill)
Survival +8 (2 ranks, +1 Wis, +3 class skill, +2 dragonmark)
Swim +8 [+4] (2 ranks, +3 Str, +3 class skill)

Background Skills

Knowledge (nobility) +5 (2 ranks, +1 Int, +3 class skill)
Perform (dance) +3 (2 ranks, +2 Cha)

Untrained Skills

Acrobatics +2 [-4] (+2 Dex)
Bluff +2 (+2 Cha)
Intimidate +2 (+2 Cha)


Traveler's outfit (free)
+1 mithral longsword (4,015 gp, 2 lbs.)
2 throwing axes (16 gp, 4 lbs.)
Breastplate (200 gp, 30 lbs.)
Masterwork heavy darkwood shield (257 gp, 5 lbs.)
Backpack (2 gp, 2 lbs.)
• 2 alchemist's fire (40 gp, 2 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (1 gp, 1/2 lb.)
• Grooming kit (1 gp, 2 lbs.)
• Poncho (5 sp, 2 lbs.)
• Shaving kit (1 gp 5 sp, 1/2 lb.)
• 4 days trail rations (2 gp, 4 lbs.)
• 3,926 gp, 4 sp

Special Abilities


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Fighter (tactician) 2

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
A tactician is not proficient with heavy armor or tower shields.

Strategic Training (Ex): A tactician gains 4 skill ranks + a number of skill ranks equal to his Intelligence modifier at each level, instead of the normal 2 skill ranks + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician.
This ability replaces the bonus fighter combat feat gained at 1st level.

Bonus Feats: A tactician may choose Skill Focus or any teamwork feat, in addition to Combat Feats, as bonus feats.

Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
This ability replaces bravery.


Description: Raised as one of the heirs in House Orien, Caelan is tall and well-built. His military training has left him quite strong and toned, with tanned skin, but he still has some of the courtly habits of growing up with the privileges of a wealthy and influential family: His skin is clear and smooth, he has thick brown hair that he often keeps braids, and he even has a tendency to wear eyeshadow (which, admittedly, became practical in wartime as a way to cut glare). He seems an odd composition of military man and noble house scion.

Hair: Brown
Eyes: Brown
Height: 6' 1"
Weight: 182 lbs.
Age: 23

Background: From a young age, Caelan was groomed as an heir for House d'Orien, probably to serve in a capacity handling administration, cost analysis, or a similar bureaucratic role. Though he performed passably in those roles, while he was doing work traveling with Orien caravans he found himself involved in a series of running skirmishes along the Karrnathi border and he was forced to pick up a degree of military training to survive. He worked with the unit protecting Orien shipments and spent several years as a young adult in the Last War.
Just before the end of the war, his dragonmark manifested on his left shoulder. This changed Orien's priorities for him, and he was quickly shuffled away from active military duty and into House politics again. Of course, the war changes a man, and he was thrust into the world of intrigue once again after years of combat, which had left an indelible mark on his personality.
Once the war ended, he found that he still had a place in House Orien (and they were eager to use him), but he didn't feel like he had figured out his own future - still troubled by his war experiences, he wasn't sure how to overcome some of the horrid nightmares that still lingered from his battle-hardened past.
Following a rumor about the Kalashtar and their ability to read dreams and soothe trauma, he traveled to Sharn, seeking information.

Personality Traits: Caelan is cool and level-headed. He has a curious sense of humor, but all of this is a cover for the turmoil that seethes underneath. Still wounded from his history in the Last War, he tends to have a lackadaisical attitude even to horrible events, and often uses humor to deflect from trauma.
Despite his past, Caelan is a pleasant fellow to be around, easy to get along with, and good at listening to others and compromising to arrive at good ideas.
Caelan is not the kind of idealist that is often associated with "lawful good." Rather, he has an orderly predilection and a talent for following directions (thanks to his military career), and he is generally a considerate individual who dislikes causing distress or pain for others.