Erioch Ourevest

Daglan's page

16 posts. Alias of Wrong John Silver.


Full Name

Daglan

Race

Human

Classes/Levels

Sylvan Sorcerer 1 [HP 9/9, AC 12/ff 10/t 12, Fort +2, Ref +2, Will +2, Init +2, Per +4, Spd 30'] and Wolf Companion [HP 16/16, AC 14/ff 12/t 12, Fort +5, Ref +5, Will +1, Init +2, Per +5 (scent), Spd 50']

Gender

Male

Size

M

Age

21

Alignment

Neutral

Deity

Green Faith

Location

Fangwood

Languages

Common, Sylvan

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Daglan

Combat Stats:

Init +2 (+2 Dex)
Fort +2 (+0 base, +2 Con) (+2 vs poisons)
Ref +2 (+0 base, +2 Dex)
Will +2 (+2 base, +0 Wis)
HP 9 (6+2 Level 1, +1 FC)
AC 12/ff 10/touch 12 (+2 Dex)
BAB +0
CMB -1
CMD 11 (10 -1 CMB +2 Dex)
Move 30'

Attacks:
Light Crossbow +2 (1d8, 19/x2, 80', 20 Cold Iron bolts)
Sickle +2 (1d6-1, 20/x2, Cold Iron)
Acid Splash +2 Touch (1d3, 20/x2, 30')

Human Racial Features:

Medium Size, 30' move
Human Humanoid
+2 to one ability score (Cha)

Eye for Talent:

  • +2 Sense Motive
  • Animal Companion gets +2 to one ability score

Fey Magic:
  • Receive three 0-level druid spells and one 1st-level druid spell as 1/day spell-like abilities.
  • Low-Light Vision
  • Add Perception and Sense Motive to class skill list

Sylvan Sorcerer Class Features:

Weapon Proficiencies: Simple Weapons
Cantrips and Spells
Eschew Materials
Class Skill: Knowledge(nature)
Animal Companion as druid of class level -3 (minimum 1)

Feats:

Eschew Materials: No material components that have no monetary cost are needed for my spells
Boon Companion: Your effective druid level for an Animal Companion is considered 4 levels higher, to a maximum of character level

Skills:

Adventuring skills:
Knowledge(nature) +5 (1 rank, +3 class, +1 INT)
Sense Motive +8 (1 rank, +3 class, +0 WIS, +2 racial, +2 trait)
Perception +4 (1 rank, +3 class, +0 WIS)
Spellcraft +5 (1 rank, +3 class, +1 INT)
Use Magic Device +8 (1 rank, +3 class, +4 CHA)
Bluff +2 (+4 CHA, -2 Scarred) (-1 vs. humanoids)
Diplomacy +4 (+4 CHA) (-1 vs. humanoids)
Disguise -1 (+4 CHA, -5 Scarred)

Background skills:
Handle Animal +9 (1 rank, +3 class, +4 CHA, +1 trait)
Lore(Fangwood) +5 (1 rank, +3 class, +1 INT)

Traits:

Blight-Burned: (Campaign) +2 to Fortitude saves vs poison, am alerted and never flat-footed vs. aberrations, oozes, blighted fey, and fungal creatures

Mutant Eye: (Magic) +2 Sense Motive, +4 to detect mind-affecting effect. -1 Bluff and Diplomacy vs. humanoids

Rancher: (Regional) +1 Handle Animal, and Handle Animal is a class skill. Animal Companion gets +3 HP

Scarred: (Drawback) -5 Disguise, -2 Bluff

Spells Known:

Fey Magic
Cantrips (DC 14): Create Water, Know Direction, Purify Food & Drink
First Level (DC 15): Magic Fang
Note: Spell-like abilities 1/day

Sylvan Sorcerer
Cantrips (DC 14, at will): Acid Splash, Dancing Lights, Detect Magic, Detect Poison
First Level (DC 15, 4/day): Mage Armor, Sleep

Equipment:

Traveler's Outfit (Free, 5lb)
Light Crossbow (Free, 4lb)
20 Cold Iron Bolts (4gp, 2lb)
Cold Iron Sickle (12gp, 2lb)

Backpack (2gp, 2lb)
Bedroll (1sp, 5lb)
Belt Pouch (1gp, 0.5lb)
Flint and Steel (1gp, 0lb)
Mess Kit (2sp, 1lb)
Waterskin (1gp, 4lb)

Pack Saddle (5gp, 15lb)
Animal feed, Carnivore (5 days, 25cp, 25lb)
Trail Rations (5 days, 25sp, 5lb)
Dandy Brush (2sp, 2lb)
Training Harness (2gp, 2lb)

88gp 7sp 5cp
25.5lb on Daglan
49lb on Sengir

Animal Companion:

Sengir, Wolf Animal Companion
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 16 (2d8+4, +3 Rancher trait)
Fort +5, Ref +5, Will +1

OFFENSE

Speed 50 ft.
Melee bite +4 (1d6+2 plus trip)

STATISTICS

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats: Weapon Focus (Natural Weapons)
Skills: Perception +5, Survival +5 (+9 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Tricks: Attack(x2), Down, Fetch, Heel, Seek, Track

Background:
Daglan grew up in a remote clearing in the Fangwood, helping the family raise goats and keep them safe from wolves. It lasted until the Darkblight descended, and bizarre, fey-touched animals attacked, devouring the goats and Daglan's family, and very nearly him, as well. He fled deeper into the forest, trying to escape the fell predators, slipped and tumbled into a gulch, hitting his head hard.

The next few months he went in and out of consciousness, unsure who his carers were. There was a dryad, there was a wolf, there were river spirits and rock spirits and... who were they?

When he finally awoke fully, he had been changed. He still felt the spirit of the fae course through him, and, of course, his wound healed... strangely. Furthermore, the wolf he remembered, stayed with him, having recovered a similar injury. He is still not sure why and how he was helped, and he remains concerned that maybe he isn't cured of Darkblight, only treated.

Appearance:
Daglan is young and attractive, with a slender frame, tanned skin, dark brown hair, and eyes that have taken on a reddish hue.

However, none of these are the most distinctive feature about him. He retains a major scar carving a deep furrow along his forehead, extending from above his hair line, down between his eyes and onto the bridge of his nose. This scar is green and wet, with moss growing along its length, like within a furrow of a log. Upon closer inspection, very small mushrooms, little larger than individual dark brown hairs, peek through the moss canopy. And the long one stares at such a bizarre affliction, one gets the sense that the scar is staring back.