Cleric

Daetha Tain's page

76 posts. Alias of Mothman.


Full Name

Daetha Tain

Race

Human

Classes/Levels

Ranger 0

Gender

Male

Size

Medium

Age

14

Alignment

NG

Location

Tricaster

Strength 11
Dexterity 8
Constitution 9
Intelligence 13
Wisdom 11
Charisma 9

About Daetha Tain

First Two Years Training
1) Daetha learns how to forage and survive off the land at his mother’s side; she is a good teacher. By the time he is 12 he can identify edible roots and berries, tell to a reasonable degree of accuracy when a storm is coming, and skin and gut a rabbit. [Skill: Survival, WIS] +1 ranks in Survial, +2 increase to Wis
2) He has been fortunate enough to get a job at the smithy, earning a small income to help support the family. Sometimes, after his duties are done, Vesedanroi gives him instruction on how to defend himself with a small blade, and how to use his strength to its best effect. [Simple Weapon Proficiency: Dagger, STR] Failed. +3 increase to Str
3) His mother one day tells him that Palfourd Mungor, the priest, will be teaching him his letters and helping him fill his brain with knowledge. He learns tales of Elhonna and of the Gnarly Rangers, but also many useful things about the natural world. [Skill: Knowledge, Nature, INT] Failed. +5 bonus to Int
4) Good: Kidnapped by Dryads. +1 to Wisdom and Charisma. Bad: Lose something important (mother and brothers).

Second Two Year Training
1) Daetha is disappointed in himself for not having taken more from Running Fox’s lessons. The subject matter was interesting to him, and with no false modesty he can say that he was not too stupid to grasp the concepts. The problem, he thinks, apart from … the tragedy … was that he never found the time to really try to study what he had learnt.
He resolves to apply himself. He asks Running Fox to keep teaching him, and Palfourd to help him study and remember what he has learnt. He will stay up late at nights, writing down what he has learnt, and spend hours checking facts in Palfourd’s books. If he has questions regarding animals, he may also ask Papa Risper
Training plan: Knowledge, nature skill. Ability: Con

2) He sticks with Running Fox as much as possible for his training, but also seeks out the other woodsmen to see what they can teach him. His survival skills are good, but he would like the elf to teach him how to track as well. Where Fox is not available he seeks pointers from the half elf Horatan Drenadin.
Training plan: Track feat. Ability: Wisdom

3) Previously, the weaponsmith Vesedanroi had been teaching Daetha the ruminants of defending himself with a dagger, but the man was busy as was the boy, and between the two of them they had little time for lessons or practise.
Daetha asks Running Fox to teach him how to throw a dagger, as he was with Finwe a year or two ago. He’ll also seek out Finwe (if she is still around) to practise with her. He remembers Taya’s friend, the boy from the barn, Korgoth, and how he stood up to Jerrid, and took down the bigger boy. He asks Korgoth if he could spar with him from time to time … he fully expects to take a beating, but after what happened with his family … whether the future holds revenge or merely survival, he will need to know how to fight.
He really wants to learn how to use a bow … but he knows he needs the basics (and probably improve his strength and coordination) before then.
Training plan: Dagger proficiency (or bow). Ability: Dex

4) Events that occur

Third Two Year Training
1) Melandax? Or Finwe? Animal empathy, cha
2) dex?
3) con or str?
4) Events that occur

XP: 5

Combat Stats

AC 9, touch 9, flat-footed 10
Total hp 3
Current hp 3

Fort -1, Ref -1, Will 0

Spd 30ft.

Melee 0 (+0 BAB, +0 Str) Fist 1d3 20/x2
Melee -4 (+0 BAB, +0 Str, -4 Non-Proficiency) dagger 1d4
Ranged -5 (+0 BAB, -1 Dex, -4 Non-Proficient) shortbow 1d6
Base Atk +0; Grp +0

Spells;

Spells learnt

Racial Abilities
as per PHB

Feats
Track

Skills
List all untrained skills (racial/ability modifiers apply). If successful the zero level PC is trained in the skill but with zero ranks and the skill should be highlighted in bold. The only way to get a free rank in a skill is to roll a critical success (20) when training or adventuring.
Appraise +1 (+1 Int)
Balance -1 (-1 Dex)
Bluff -1 (-1 Cha)
Climb +0 (+0 Str)
Concentration -1 (-1 Con)
Craft (various) +1 (+1 Int)
Diplomacy -1 (-1 Cha)
Disguise -1 (-1 Cha)
Escape Artist -1 (-1 Dex)
Forgery +1 (+1 Int)
Gather Information -1 (-1 Cha)
Handle Animal 0 (0 Wis)
Heal 0 (0 Wis) (class skill)
Hide -1 (-1 Dex)
Intimidate -1 (-1 Cha)
Jump 0 (0 Str)
Knowledge (various) (DC10 or less) +1 (+1 Int)
Listen 0 (0 Wis)
Move Silently -1 (-1 Dex)
Perform -1 (-1 Cha)
Profession 0 (0 Wis)
Ride -1 (-1 Dex)
Search +1 (+1 Int)
Sense Motive 0 (0 Wis)
Spot 0 (0 Wis)
Survival +1 rank (0 Wis) = +1 (class skill)
Swim 0 (0 Str)
Use Rope -1 (-1 Dex)

Possessions

dagger
shortbow
10 grey fletched arrows
10 green and white fletched arrows
quiver
studded leather armour (hidden in cave)
longsword (hidden in cave)
heavy wooden shield (hidden in cave)
3 pouches
vellum sealed with wax
old sack (Risper farm)
rations (Risper farm)
waterskin (Risper farm)
lantern with oil (Risper farm)
cloak

Wealth and Treasure
Gold
Silver 11sp + 7sp
Copper
Gems

Background

The woman called Tain was a stranger to Tricaster, a foreigner with no friends in the village and few useful skills. She took up residence in an abandoned hovel near the edge of the wood, where she spent her days foraging for food and caring as best she could for her two infant sons. Sometimes she would venture into the village to trade for essential supplies, using things she had found or made; charcoal, rabbit skins, rare herbs, coloured birds eggs, beads made of seed-pods. At these times astute villagers may have noticed that the woman was young and quite pretty under her ragged garments, years of unwashed grime, and timid, almost animalistic demeanor - but few would have.

Someone did though, for two years after her arrival, Tain, was with child again. None could say for certain who the father was, and Tain never told (although gossip in the village put the father as Risper the horse-trader, he of several children and many rumoured bastards). She called her son Daetha.

---

Daetha has a secret. A year ago he was wandering on his own in the woods when he came across the decaying body of a human warrior, a broken arrow protruding from its torso. No heraldry was evident on the corpses light armour or shield, and the style was not that of the local militia.

Daetha knew that the gear – decent quality armour and weapons – would be of some value, but he did not know what to do about the body. After some time of indecision, he began to dig a shallow grave in the woods. It took hours, but at last he rolled the body into it (stripped of its weapons and armour) and covered it back over with dirt, marking the position with a rock and saying a few simple words to Elhonna, as a child burying a dead pet might.

Then he took the sword, dagger, studded leather armour and heavy wooden shield that the man had borne and hid them in a small dry rock cave that had been a childhood hiding place, and that he thought no-one else knew about.

Description