Aldern Foxglove

Dayle Vors's page

77 posts. Alias of Alex Martin.


Full Name

Daylen Faunren Vors

Race

Half-Elf

Classes/Levels

Ranger 1

Gender

Male

Size

6', 150 lbs

Age

27

Alignment

Neutral Good

Deity

Erastil

Location

Taldor's Border Wood

Languages

Common, Elven

Occupation

Scout, Hunter

Strength 13
Dexterity 15
Constitution 12
Intelligence 11
Wisdom 13
Charisma 13

About Dayle Vors

******Ability Scores/Stats******
HP: 12

Saves:
Fort +3 = +2 (class base) + 1 (Con)
Ref +5 = +2 (class base) + 2 (Dex) +1 (Trait)
Will +1 = +1 (Wis)

AC: 15 = 10 +2(Dexterity) +3 (Studded Leather)
Flat-footed: 13
Touch: 12

Initiative: +2 (Dexterity)

BAB: +1
CMB: +2
CMD: 14

******Combat******
Melee:
Longsword (Single)
Attk +2 {+1 (BAB) +1 (Str)}
Dmg (1d8+1,crit 19-20/x2, slashing)

Hand Axe (Single)
Attk +2 {+1 (BAB) +1 (Str)}
Dmg (1d6+1,crit x3, slashing)

Longsword (Dual-wield)
Attk +0 {+1 (BAB) +1 (Str) -2 (Penalty)}
Dmg (1d8+1,crit 19-20/x2, slashing)

Hand Axe (Dual-wield - offhand)
Attk +0 {+1 (BAB) +1 (Str) - 2(Penalty)}
Dmg (1d6+1,crit x3, slashing)

Ranged:
Longbow
Attk +3 {+1 (BAB) +2 (Dex)}
Dmg (1d8, crit x3, 100 ft range, piercing)

Favored Enemy: Humanoid (human)
(+2 hit & damage)

Character Information:

Spoiler:

******Skills:******
*Craft(bows) +4 {+1 (ranks) +3 (class)}
*Handle Animal +5 {+1 (ranks) +1 (Cha) +3 (class)}
*Stealth +5 {+1 (ranks) +2 (Dex) -1 (armor) +3 (class)}
*Knowledge(Nature) +7 {+1 (ranks) +3 (class) + 3 (feat)}
*Perception +7 {+1 (ranks) +1 (Wis) +2(Racial) +3 (class)}
*Survival +5 {+1 (ranks) +1 (Wis) +3 (class)}
Track +6 {+1 (ranks) +1 (Wis) +3 (class) +1 (class)}
*Ride +1 {+2 (Dex) -1 (armor)}

*Wild Empathy +2 {+1 (Cha) + 1 (Ranger level)}
*Bluff (Humans) +3 {+1 (Cha) +2 (Ranger)}
*Knowledge (Humans) +2 {+2 (Ranger)}
*Perception (Humans)+9 {+1 (ranks) +1(Wis) +2(Racial) +3 (class) +2 (Ranger)}
*Sense Motive (Humans) +3 {+1(Wis) +2 (Ranger)}
*Survival (Humans) +7 {+1 (ranks) +1(Wis) +3 (class) +2 (Ranger)}

******Racial Qualities & Language:*******

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Dexterity)

•Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

•Normal Speed: Half-elves have a base speed of 30 feet.

•Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

•Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

•Elf Blood: Half-elves count as both elves and humans for any effect related to race.

•Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

•Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

•Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Ranger/Wizard) Ranger ~ +1HP

•Languages: Half-elves begin play speaking Common and Elven.

******Class Abilities:******

Ranger
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy
A ranger 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). The ranger rolls 1d20 and adds his ranger level and his 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, the ranger and the animal must be within 30 feet 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.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

******Experience******
365 XP

******Feats:******
Skill Focus:
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill.
(Half-elven quality)

Two-Weapon Fighting: You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Your penalties on attack rolls for fighting with two weapons are reduced.

******Traits:******
Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Adopted
You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. Race traits can be found in Pathfinder Companion products.
***Gnome***
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

******Speed and check penalty:******
Speed (combat gear): 30 ft (20lbs - Armor, 14 lbs - weapons)

Check penalty (armor): -1

******Equipment & encumbrance******

Equipment: Studded Leather Armor, Longsword, Hand-Axe, Longbow, Quiver of Arrows(40), Backpack, Waterskin, Flint and Steel, Oil (3 pints), Sack, Chalk, Caltrops, Bullseye Lantern, Rope (50ft), Sunrod (1), Tindertwig (1), Whetstone, Rations (5)

150 GP

Encumbrance from armor: 20 lbs
Encumbrance from equipment and weapons (combat): 34 lbs.
Encumbrance from equipment and weapons (full load): 54 lbs.

Background:

Spoiler:

Dayle is a tall and lean person, with brownish-red hair. His elven features are somewhat subdued beneath his Taldorian skintone and hair, but the higher curve of his ears and his amber eyes keep him from looking like the average Taldorian.

Born from the romance of a minor Taldoran noblewoman and elven scholar, he knows little of his parents and whether their uncoventional relationship was ever a success. His father's interest in Taldor's imperial ruins and the many stories of Armies of Expedition kept the family traveling from Taldor to Kyonin frequently. It was during one of these cross-border journeys that they were attacked by bandits, monsters, or something else. Barely out of infancy, Dayle remembers little of what happened - only that he became an orphan that day.
All he has left of them is his mother's amber cameo, and some half-dozen books of his father's scholarly work.

By whatever circumstances, he survived that day and was eventually found by a Taldoran border patrol near the Verduran Forest. Too far from any major city, his care was determined to fall under the Druids of the Wildwood Lodge - the semi-official authority of this part of the nation. As result, he found himself growing up in the town of Wispil - being raised by the gnomes who dominate the town. His adopted father, Halung Gresmet, soon was showing him the work of the gnomish lumberjacks and the dangers to be found in the Verduran. His mother, Fijil, revealed all the habits and tricks of the gnome folk. Traits: Deft Dodge & Adopted

Dayle thus became a child of many worlds. He was learning the ways of the forest-folk and reverence for nature, but also realizing that the world of his parents was something far more. It was a trip with the gnomish lumber haulers to Cassomir that made him realize what a grand world lay in Taldor - he wanted to see more and help where he could. After some serious consideration, he decided to join the Taldan Scout Corp - a branch of the Taldoran army that serves as the eyes and ears of the Taldan Horse and Taldan Phalanx.

While what he hoped for was adventure and services for the populace, what he found was less...glamorous. He found that the work could be boring, with most of his time spent near the northern borders - scounting for threats that never emerged or running messages from one general's tent to another. Meanwhile, bandits roamed the interior, captains took bribes or worse, and their biggest jobs were to escort some nobleman to his personal residence or some-such while the common folk were ignored. Worst of all, despite his best attempts at being a good soldier, he found himself prejudiced for his apparent race. By the pranks and mockery of some of his fellow soldiers, or alternatively by the obvious bias or disregard by his officers when it came to job assignments and his efforts.

He had been lucky - he thought - to have been raised in quite possibly the only safe environment for a half-elf in Taldor. Taldor had saved him from death, the Verduran Forest had become his home, and this nation needed people like him to protect it. In spite of its bloated nobility, Daylen is a patriot - if one can honestly be one in self-serving Taldor - and he believes there are many good people in it's lands worth defending. He sometimes wonders if that streak of devotion is what he got from his parents. So despite it all, he has stayed in the Taldan Scout Corp and hopes to make his mark.

In recent months, he found himself moved to the southern border near the Border Wood. Why he was transferred is unknown to him, although he suspects that some officer pushed him out to please a bigoted general. In the south, facing a hostile Qadiran border has made the Taldoran army much more zealous and intolerant of "non-Taldorans."

For the most part it didn't phase him, until one incident with a horse captain - wherein the man questioned his mother's nobility and how it must have been bought with many sexual favors - especially if she had turn to a "wing-ear" (a Taldan insult for elves) to support her with his gold. In spite of the many years, Dayle's loss still made such a remark hit home - and in turn he hit the man so hard he knocked him right off his destrider!

"This is it...I'm going to get released at best, hung from a tree at worst," he thought. Instead, the Field Marshal of the Taldan Horse for that area called him to his office.

He was given a messenger's packet, and instructed to ride for Golsifar and then the residence of one Lady Vestang somewhere south of that city. He would deliver his instructions to man there by the name of Itaden, who was working for the noblewoman. He was also to deliver a second letter to a woman named Albercroft - if she could be found. In any case, after that, he was on leave until he was recalled by order of the Field Marshal. No further explanation was revealed by the man, and Dayle left his office confused by what had transpired.

As he rides towards the manor and surrounding village, he still wonders what thread of fate he's pulled to get this assignment. "Hmmm...I wonder if they need another lumberjack in Wispil...I'll never get recalled...."

For GM:

Spoiler:

I welcome suggestions, but my thinking is that:
a) The Field Marhsal knew his mother - perhaps wanted to marry her or something. And now he wants to keep him out of harm's way.

b) The Field Marshal suspects Dayle might make a good Lion's Blade - the secret agents that protect Taldor, and perhaps wants Itaden to help him determine that by putting him to work.

c) By other means, it is suspected that Albercroft is a spy. Sorry, I had read Adelaine's background when I was still reading the PBP to get to understand the characters. He wants him to follow her to followup on these suspicions, and see if he can reveal more - mostly by trying to do the right thing - not for sinister reasons.

Just some more ideas to get the character into the mix without it being too random.