Valeros

Darien Coldwater's page

89 posts. Alias of Haldhin.


Race

Human

Classes/Levels

Ranger 1; hp 13/13; AC17, t13, ff14; Init+3; Perc+3; F+3, R+5, W+0

About Darien Coldwater

Physical Description:
Darien is a human male of mixed descent standing a little over 6' tall. He has an athletic build, brown bushy hair, and dark brown eyes. His tanned skin and squinted eyes tell of a life spent outside under the harsh sun of Sasserine and the Amedio Jungle.

Character Details
DARIEN COLDWATER
Human Male Ranger1
Medium-sized Humanoid (Human)
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STATISTICS
Str 16 (+3); Dex 16 (+3); Con 14 (+2); Int 10 (+0); Wis 10 (+0); Cha 10 (+0)
Alignment: Chaotic Good
Deity: Ehlonna
Movement: Ground 20' (race 30'; load -10'); Run x4
Languages: Common
Initiative: +3
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DEFENSE
HP: 13
AC: 17, touch 13, flat-footed 14 (base +10; armor +4; Dex +3)
CMD: +13 (base +10; str+3)
Saves: Fort +4, Ref +5, Will +0
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OFFENSE
Base Attack: +1; CMB +4
Melee: greatsword +4 (2d6+4; 19-20/x2)
Melee: handaxe +4 (1d6+3; 20/x3)
Melee: kukri +4 (1d4+3; 18-20/x2)
Melee: unarmed strike +4 (1d3+3; 20/x2)
Ranged: Longbow +4 (1d8; 20/x3)
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SKILLS
Acrobatics +0, Climb +0, Handle Animal +1, Heal +0, Intimidate +0, Knowledge (dungeoneering) +3, Knowledge (geography) +3, Knowledge (nature) +4, Perception +3, Ride +0, Stealth +6, Survival +4, Swim +0
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FEATS
Improved Unarmed Strike, Power Attack, Student of Nature (STAP)
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GEAR
Arms: Greatsword, longbow, dagger, handaxe, hide armor
General Gear:

CLASS ABILITIES
Weapon and Armor Proficency: You are proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex) : At 1st level, you can select a creature type from the ranger favored enemies table. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, you gets a +2 bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): Add half your level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): You can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). You roll 1d20 and adds your spell-less ranger level and Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, you and the animal must be within 30 ft. of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you will take a –4 penalty on the check.

Character Background
Darien is the youngest son of Bylaw and Thera Coldwater, a couple living in Sasserine. He also has three older brothers, Thom, Renny, and Dart. Darien and his brothers are hunters and guides, quite used to living outside and venturing into the jungles surrounding the city. As soon as Darren was old enough to pull back his first shorbow, he began learning the ways of the jungle at his father’s side. Many years passed and Darien grew into an excellent hunter and guide who could not learn enough from his father and brothers.

Thera eventually died due to a wasting illness that swept through the city, but Bylaw kept his family together, making enough money to pay the bills and feed his sons. Though the boys had many suitors, none of the girls they met were really interested in their lifestyle – they wanted husbands who would settle down and get a job with much more security and safety than hunting man-eating dinosaurs. Darien also had some interest, but he never paid them much attention, focusing more on perfecting his craft while helping to support his family.

Almost two weeks ago, disaster struck. While the family was guiding a group from the mainland through remote jungle, one of the visitors saw something and bolted off the path. Renny quickly leapt after him, but it was too late – the man had already sprung a trap. Before anyone else could act, the jungle itself came to life. Trees and vines began striking out at the group, strangling some, stabbing others, and grabbing still more and tossing them deeper into the foliage. Darien saw his father grabbed and thrown against a tree, hitting it with a sickening crunch. As he watched this in horror, a thick vine wrapped around his waist and tossed him backwards. He hit something and fell unconscious.

Darien awoke some time later in a dark pit. He examined his surroundings to find that he had likely hit a tree and rolled down a small hill to end up in the crevasse. But more importantly, he appeared to be alone. He quickly tended his wounds then set out looking for his father and siblings. Bylaw, Thom, Renny, Dart, and the rest of the expedition were nowhere to be found. Their tracks were clearly visible, as were the locations of the various attacks, but their bodies had vanished. Disheartened, Darien spent another seven days in the jungle searching for any sign of his family. Running low on healing supplies, he finally returned to the city, full of sorrow at his loss, and full of rage at what had taken them.

He slept fitfully the night he returned, and early the next morning, Darien gathered up most of his belongings and left his house, striding purposefully toward the small shrine of Ehlonna in the Champion’s District. Kneeling down before the tiny altar, Darien sacrificed almost all of his material wealth, asking Ehlonna only that he be given a chance to find those who took his family from him.