Guard Captain Blacklock

Davin Farstrider's page

12 posts. Alias of Shaundakul.


About Davin Farstrider

CN Male Human Ranger 1/Cleric 6/Windwalker 2
Age 26 6'5" 225lbs
Initiative +2; Speed 20ft
Languages: Common

Abilities:

Str 14 (+2) Dex 14 (+2) Con 13 (+1) Int 10 (+0) Wis 21 (+5) Cha 14 (+2)

*Wis includes +2 from item

Defense:

AC20 (+8Armor +2Dex) Touch 12, Flatfooted 18
Breastplate +2 Ghost Touch
Fort +11, Ref +11, Will +16

Offense:

BAB +6/+1; CMB +8; CMD 20
Melee: Greatsword +2 Frost - +11/+6 - 1d10+4/19-20 x2 (+1d6 Frost)
S 8lbs
Ranged: Long Bow +1 - +9/+4 – 1d8+1/x3 (Ammunition 50 +1Arrows 8lbs)
P 3lbs

Special Abilities:

Favored Enemy: Outsider(Evil) - +bluff, knowledge, perception, sense motive, survival, attack & damage
Track - +1 survival to identify/follow tracks
Wild Empathy - +3 influence animal behavior
Aura – CG
Channel Energy 3d6 - 5/day
Orisons
Lightning Arc – 1 creature 30ft - 1d6+3 – 8/day
Cold Resistance 5, Electricity Resistance 10
Agile Feet – Ignore difficult terrain 1 round – 8/day
Air & Travel Domain Spells can be prepared on normal spell list
Soft Fall – Always under protection of feather fall

Spells Prepared:

Domains:Air, Travel
4th – Cure Critical Wounds, Holy Smite, Restoration, Dimension Door*
3rd – Cure Serious Wounds, Remove Disease, Searing Light, Summon Monster III, Fly*
2nd – Remove Paralysis, Silence, Hold Person x 2, Wind Wall*
1st – Divine Favor, Protection from Evil, Shield of Faith, Comprehend Languages, Entropic Shield, Obscuring Mist*
0th – Stabilize, Detect Magic, Light, Read Magic
*=Domain Spell

Feats:

Weapon Focus – Great Sword, Lightning Reflexes, Alignment Channel (Harm evil outsiders), Selective Channeling, Alertness, Spell Penetration

Skills:

Trained
Diplomacy +8
Knowledge (Arcana) +6
Knowledge (Dungeoneering) +6
Knowledge (Geography) +6
Knowledge (Nature) +8
Knowledge (Planes) +6
Knowledge (Religion) +6
Perception +13
Ride +6
Sense Motive +12
Spellcraft +12
Survival +13
Stealth +10

Untrained
Acrobatics +2
Appraise +0
Climb +2
Craft +0
Disguise +2
Escape Artist +2
Fly +2
Heal +5
Intimidate +2
Perform +2
Swim +2

Traits:

Resilient - +1 Fortitude
Courageous - +2 vs Fear effects

Gear:

252gp 5sp

worn
Explorer’s Outfit
Backpack
Belt Pouch x2
Breast Plate +2 Ghost Touch
Greatsword +2 Frost
Long Bow +1
50 Arrows +1
Quiver
Ring of Sustenance
Holy Symbol, Silver
Boots of Elvenkind
Cloak of Resistance +2
Headband of Inspired Wisdom +2
Wand of Cure Moderate Wounds 50chgs

Belt Pouch
Diamond Dust (1,000 GP)
Coins

Backpack
Empty

Heavy Horse
Riding Saddle
Saddlebags X2
Bedroll

Appearance:

Davin is somewhat imposing figure standing over 6 ft tall with broad shoulder, a large sword hanging from his hip and bow across his back. He has brown that hangs several inches past his shoulders which he lets fly loose with piercing blue eyes that seem to stare without blinking.

Personality:

Despite his imposing figure, Davin is pleasant but quiet and introspective. He has spent many years wandering the continent and has learned to judge each individual by their actions not their appearance or background.

Background:

Davin was born in the wilds of the Sword Coast. His family lived in the wilderness several hours ride from the nearest town, Elturel. His father was a caravan guard and would often leave the family for weeks at a time, while his mother stayed home to raise him and his seven siblings. The fourth child, he was not the eldest, yet was too old to be considered the baby. He would wander the wilds near his house for hours at a time.

In his Fourteenth year, while his father was away, he wandered, as usual, for several hours. When he returned, he found his house abandoned. When he entered the home he saw all of his siblings strewn across the house, throats slit, but his mother was missing. He began to search the area for signs and found a trail leading away. It took him two days to catch up to his mother’s abductors. When he discovered them, they had just finished sacrificing her to a fiendish monster surrounded by black flame. He flew into raging screaming as ran at the large group of men. His luck was with him however, for just as the men turned to see him approaching, several arrows were fired from the thickets of the trees surrounding the ceremony. A group of archers and the most beautiful woman he had ever seen stepped out from the trees. One of the archers who had been standing, hidden only a few feet away grabbed him and held him as the onslaught continued.

The battle seemed to last for hours, but was over in a matter of minutes. When the battle was over, the archer released him so that he could mourn his mother. The party returned to Davin’s home with the body of his mother and buried her with her children. The beautiful woman, a priest of Shaundakul, blessed the burial and left with all but one archer who had agreed to wait with Davin for his father’s return.

They waited several weeks. During that time, Davin grew to know the archer named Talvor. Talvor taught Davin to track, hunt, and other survival skills. Davin’s father had not returned and winter was growing close. Talvor was eager to return to his fellows, so they decided to head to the town of Elturel to find his father. Arriving in town they discovered the caravan had been ambushed and everyone had been killed. Talvor made the decision to take Davin in and they set out to find his party.

It took only a few days to find them as they had just left Elturel after a stop to restock on supplies. The party was made up of rangers and one priestess all dedicated to Shaundakul. They were currently working in the region due to a fiend worshipping cult that had appeared, the same cult that had destroyed Davin’s family. Davin was taught the ways of the Ranger by the men in the group, but increasingly felt himself drawn to the path of the Cleric. The party’s cleric Lara agreed to teach him.

After spending several years with the group, he went out on his own to explore the world as Shaundakul taught. He went as far south as Halrua, east to Aglarond, north to Impiltur and has recently begun to explore Cormyr with a new group of companions.