Friendly Fighter

Daan Honsveld's page

12 posts. Alias of SqueezeMeNow.


Full Name

Daan Honsveld

Race

Human

Classes/Levels

Sorcerer/1

Gender

Male

Size

Medium

Age

28

Alignment

NG

Deity

Shelyn

Strength 9
Dexterity 13
Constitution 13
Intelligence 14
Wisdom 15
Charisma 16

About Daan Honsveld

Offense:

Cold Iron Dagger: -1 to hit | 1d4-1 damage | 19-20 x2 |Melee/10' Thrown | Piercing
Crossbow, Light: +1 to hit | 1d8 | 19-20 x2 | 80' | Piercing

Defenses:

Hit Points/Dice: 7/ (1d6 hit dice + CON, FC)

AC: 11 (15 w/ Mage Armor)
Flat-footed: 10 (14 w/ Mage Armor)
Touch: 11

Fortitude: 1 (0 base , 1 CON )
Reflex: 2 (0 base , 1 DEX, 1 Racial)
Will: 5 (2 base , 2 WIS, 1 Racial)

Spells:

Cantrips [DC13]: Prestidigitation, Daze, Light, Mending

1st Level [DC14]: Ear-Piercing Scream, Mage Armor

Class Features:

Bloodline: Daan has the Unicorn bloodline.

Bonus Feat: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Spellcasting: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Feats:

Eschew Materials: You can cast many spells without needing to utilize minor material components.

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Healer’s Hands (Conduit): Your healing efforts are bolstered by positive energy.

Prerequisite(s): Heal 1 rank, Knowledge (planes) 1 rank.

Benefit(s): You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.

You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).

Skill Focus (Heal): Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


Skills:

Skill Points- 7 (class 2, INT 2, FC 1, background 2)
* = Class Skill

Bluff (CHR)*: 7 (1 ranks, 3 mod)
Craft [Alchemy] (INT)*: 5 (1 ranks, 1 mod)
Heal (WIS)*: 9 (1 ranks, 2 mod, 3 SF)
Knowledge [Nature](INT)*: 6 (1 ranks, 1 mod, 1 trait)
Knowledge [Planes](INT)*: 5 (1 ranks, 1 mod)
Perception (WIS)*: 6 (1 ranks, 2 mod)
Profession [Brewer] (WIS)*: 6 (1 ranks, 2 mod)

Special Notes: Daan can use the Heal skill to treat deadly wounds as a full-round action. Daan does not take a penalty for not using a healer’s kit when treating deadly wounds this way, and he can do so on a given creature more than once per day. When treating deadly wounds this way, if his result exceeds the DC by 10 or more, he adds his ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.

Traits:

Spiritual Forester: You grew up in a small settlement and have learned much about the woods as well as about their supernatural inhabitants.

Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (planes) checks, and one of these skills becomes a class skill for you.

Racial Traits:

Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Equipment:

Wooden Holy Symbol, 1 GP
Crossbow, light 35GP, 4 lbs. (1d8 19-20x2 80' Piercing)
Bolts, crossbow (20) 2GP 2 lbs.
Dagger, Cold Iron 4GP, 1 lb.
Outfit, Artisan's (starting outfit.) 4 lbs.
Outfit, Dilettante's (worn) 20GP, 8 lbs.
Backpack, common 2GP, 2 lbs.
Pouch, belt 1GP, 1/2lb
Waterskin 1GP, 4 lbs.
Bedroll 1SP, 5 lbs
Blanket 5SP, 3 lbs.
Soap 1CP, 1/2 lb.
Ration, trail x4 (Was five, ate one.) 2GP 5SP, 4 lbs.

Current Money: 0 GP 8 SP 9 CP
Current Load: 30 lbs.

Light: 0 - 30 lbs. Medium: 31 - 60 lbs Heavy: 61 - 90 lbs.

Background:

Daan's mother Estelle had been of sorcerous bloodlines. Touched by some ancient connection to the pure spirited unicorns of the wilds. She had been a minor noble of Taldor, owning small holdings near the Venduran forest. In the nation's decline her family had become dispossessed. Her lands brought back into the direct holdings of a lord. His father Vahn was a self made businessman. Over a decade he had turned a small bee keeping business into a much larger enterprise. He now owned several apiaries and a brewery for mead on the outskirts of Bellis.

When the two met it did not take long for them to become married, and soon after children came. First Vera, his older sister. Then Daan himself and his baby sister Dahna. Vera was raised to inherit the family business, and Daan was expected to work under her. His elder sister took to administration well, and he to the brewery and field of wildflowers, bees, and surrounding forest. Dahna was still a small child, and her future place was ambiguous. Something Daan envied.

He had inherited some of the bloodline of his mother. In his tutoring those gifts were explored, and that was when Daan discovered a talent for healing he had. Some kind of connection to positive energy sparked by his heritage and it's connection to unicorns of the great forest. He started to take to mending injured workers on their acreage, then spread his practice to helping the local doctor and member of the town. In this he had found a passion. One he couldn't look beyond.

Daan tried to convince his parents. But they, and his sister, were convinced he was best served staying at home and working to become the head brewer. It didn't help that he didn't tend to approach people with complete honesty. Where his sister could be equally charming and duplicitous, he had a natural predication toward telling people what they wanted to hear. It didn't help him when neither of his parents wanted to hear talk of him leaving home to pursue his passion.

That had been almost a full year ago. He had run from home with a coin purse and plans to join up with a mercenary company. Things had not gone well. While he was an accomplished healer, that did not guarantee success. It did ensure that the small band he had traveled with had mostly survived, but that did not mean success. It did not mean payment. After the small group disbanded many went back to their homes, planning to ply their trade a little more.

He himself was traveling with a caravan as a healer. Earning himself a free ride, some safety, and free meals. He had been on his last few days of rations when he had found the caravan, and only had a few silvers left to his name. It was either take this opportunity, or pawn own his crossbow and maybe have enough for the trip home. So he took it. Now they were traveling to a place called... Belhaim? The name was similar enough to his hometown he wondered just how similar it might be.

Appearance:

Baan stands at six foot tall, assuming you give him absolutely every inch. He is a bit slight, well groomed, looking neither like a spoiled milksop nor a plough hand. His sandy colored hair is brushed back and trimmed, but his thick wealth of hair could never be kept completely from dangling free about his brow. He was of average complexion for one of Taldoran stock, meaning he was slightly darker than the average paler Andoran.

Nothing particularly special stands out about him. Other than his comeliness and his eyes. The man's eyes were a verdant green. It was borderline unnatural how strikingly green they were. This was the on visual tell of his heritage.

Of course, his manner of dress also caught the eye. He wore pale green linen shorts and a cream colored short sleeved linen tunic. Overtop of that was a thick, quilted tunic that opened wide around the collar and was belted at his waist. It was primarily composed of colors ranging from white to green, with yellows and oranges worked in as well, with small items dangling from it or sewn into quilts. Among his pouches at his waist he had a carved symbol of Shelyn. With his backpack on his back he kept his crossbow shouldered.