Casamir Azmeren

Dale Firehair's page

No posts. Alias of Winwaar.


Race

Half-Elf

Classes/Levels

Cleric 1

Gender

Male

Size

Medium

Age

23

Special Abilities

Orisons, Aura, Channel Positive Energy 1d6, Domains

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Elven, Sylvan

Occupation

Wandering Priest of Desna

Strength 10
Dexterity 12
Constitution 13
Intelligence 13
Wisdom 17
Charisma 14

About Dale Firehair

Dale Firehair
Male Half-Elf Cleric of Desna 1
CG Medium Humanoid (Elf, Human)
Init +1; Senses Low-Light Vision; Perception +10
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DEFENSE
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
HP 10/10
Fort +3, Ref +1, Will +5 (+2 racial vs. Enchantment, +2 trait vs. Charm and Compulsion, +1 trait vs. arcane spells)
Immune: Sleep
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OFFENSE
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Speed 30 ft.
Melee Starknife +0 (1d4 piercing)
Ranged Starknife +1 (1d4 piercing)
Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Orisons

Channel Energy 1d6

Domains: Liberation, Good

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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STATISTICS
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Str 10, Dex 12, Con 13, Int 13, Wis 17, Cha 14
Base Atk +0; CMB +0; CMD 11

Feats:
Combat Casting
Skill Focus (Knowledge (Religion))

Racial Traits:
Low-Light Vision (Ex): Dale can see twice as far as humans in conditions of dim light.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Fey Thoughts: Knowledge (Nature) and Perception are always class skills for Dale.

Traits:
Pioneer - You begin play with a horse. Also, you gain a +1 trait bonus on Perception rolls.
Birthmark - You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Failed Apprentice: You gain a +1 trait bonus on saves against arcane spells

Skills (2 class, 1 Intelligence)
Perception +10 (3 ability, 1 rank, 3 class, 1 trait, 2 racial)
Knowledge (Religion) +8 (1 ability, 1 rank, 3 class, 3 Skill Focus)
Spellcraft +5 (1 ability, 1 rank, 3 class)

Background Skills
Craft (Cooking) +5 (1 ability, 1 rank, 3 class)
Knowledge (History) +5 (1 ability, 1 rank, 3 class)

Spells Prepared (Caster Level: 1, Concentration Check: +4 (+9 Casting on the Defensive))
Orisons (DC 13) -Create Water, Enhanced Diplomacy, Detect Magic
1st (DC 14) - Protection from Evil (domain), Magic Weapon, Bless

Languages: Common (Taldane), Elven, Sylvan

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GEAR/POSSESSIONS
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Horse - Elda
Bit and bridle
2 Starknives
Leather Armor
Cleric's Kit
- backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin
Cooking Kit
Two Journals
Charcoal (for writing)
Elven Trail Rations, 1 week
1 Flask of Alchemist's Fire

Carrying Capacity Light: Less than 38 lb. Medium: 39-76 lb. Heavy: 77-115 lb.

Currency: 20 gp, 0 sp, 0 cp
Total Weight: lb.

Background:

Dale was born twenty-three years ago to a family of settlers on the fringes of Brevoy and the Stolen Lands. His mother's father, Domitian, was the patriarch of the family, a human wizard of small skill and smaller repute, while his mother Lia, and his father Kyros were both half-elves and decent hunters.

When Dale was born, his father was away, lost in the wilderness, and was led back to his family by a blue butterfly, which landed lightly on the newborn's collarbone, marking him with the sign of Desna.

The boy's family was shocked, but not entirely certain what to make of this. Domitian dismissed the whole thing, while Kyros mused that Desna had clearly shown favor to his family. Lia was (pragmatically) mostly content that her son had been born safely, and that she had not died in the process.

When he was eleven, Dale went into the wilderness with both his parents, where he stumbled onto an old shrine to the Song of Spheres, complete with a traveling cleric's musings on the nature of Desna's divinity. That night, he dreamt of beautiful music and shimmering stars. He spent a great deal of time studying the texts and delved deeply into their mysteries, even going so far as to set up his own shrine to Desna in his home.

When Dale was fourteen, Domitian decided that the boy should become his apprentice, and spent the next six frustrating years trying to push the boy into showing his arcane heritage. He failed (sometimes spectacularly) and Dale spent more and more of his time involved in the texts and his own thoughts on matters of Desna.

By the time he was twenty, Dale decided enough was enough, and successfully beseeched Desna to help him cast his first spell - an orison creating water. With this, he confirmed himself to Desna and decided to strike out on his own, entrusting his safety to the goddess.

The two years of wandering took him to Brevoy and throughout its cities, helping the once very rural Dale to become more cosmopolitan. He met a great many people, lost a fair amount of money, but never so much that he couldn't afford to live. He witnessed duels and healed the poor, and generally lived a life of contentment as he traveled. Desna guided his steps, he was certain, and he would follow that guidance for all of his (hopefully) long life.

It was during these travels that Dale first heard the stirrings of interest in his own homeland - the Stolen Lands. Whenever he introduced himself as coming from those lands, people grew intrigued, and sometimes even with rising patriotic fervor, declared that the lands would be returned to Brevoy soon. This both amused and disturbed the young half-elf, who rather liked the Stolen Lands as they were - open to many adventures and the like.

Only recently did he receive news that his mother and grandfather had both been killed by a new self-proclaimed "Stag Lord" character. Having heard also of the call for brave champions of Brevoy to claim the Stolen Lands, Dale decided to ally himself with these champions, to earn justice for his family and to bring peace to the land.

Appearance:

Dale is a tallish half-elf with the fine features typical of his race. With bright crimson hair and dark eyes, he presents a charming front for a genuinely compassionate and gentle soul.

Personality:

Dale is a gentle and generally carefree soul, who focuses more on the good things in life than on what suffering his life has brought him. A devout Desnan, he prays every morning before rising from bed, and keeps a pair of journals to record his dreams in, just in case his goddess delivers a message to him in his dreams.

Dale is also thoroughly rural - he has very little in the way of city folks' manners, and is often impressed by the oddest things about city folk. He mistrusts the nobility, who have never been present in his life, and continues to do little to favor the Stolen Lands. Now that they are expressing more interest in the Stolen Lands, he wonders how much is motivated in the interests of the settlers who have lived there for lifetimes.

He is not entirely convinced of the rightness of the mission to civilize the Stolen Lands - while he acknowledges that killing the Stag Lord would be beneficial, creating civilization, with all its roads and cities and corruption strikes him as unnecessary.

Kingdom Role:

Though he would vocally object to being anything resembling a powerful figure, Dale would make a decent Councilor or High Priest, especially if the High Priest were permitted to go out and talk with people.