About Deimne mac CumhaillBackground:
"For your services I give this land to you and your children for as long as they remain true to me and perform the ritual of remembrance on the land every year on this day. Truly I say of the Fenian clan, In every generation there will be two. One leading and one loyal, One merciful and one just, One courageous and one wise, One of knowledge and one of awe, One of rock and one of soil, One shield and one sword, One the glory and one the rune, One to bleed and one to die." The words spoken by the God Aroden to Fingal first of the Fenian clan, on the destruction of the cult of the demon lord Deskari in 4433 AR. At least so say the bards of the Fenian clan. Certainly there had been twins in every generation that could be remembered and as was tradition that one of them always lead the clan. In the last generation it had been my father Cumhaill and uncle Finnegas, in this generation it is me and my brother Oisín. Our father, and with him our mum, had been the one to die. Leaving uncle Finnegas to raise us and teach us. Many of clan Fenain have abandoned the old ways once the demons attack and drove us from our lands in the northmounds, they said that now the God Aroden was dead so was his promise. Uncle Finnegas never believed this and stayed true to our god, after all he points out that there continues to be twins born into each generation and the rest of the prophecy has held true. Uncle Finnegas taught us much of the traditions of the clan, as he saw it his most important duty was to maintain the clan's link with the land given to us. Every year he would leave to do this and when we became men he took as with him, he showed the the way back to the Northmounds, the signs of the demons and how to avoid them and if all else fails where to strike them. Once at the Northmounds he would perform the ceremony of renewal where he bled on the land, before making the dangerous way back. However as much as he could teach me there was so much more I wanted to know, the blue spiral birthmark on my chest and impression I got just before anything happened. When I asked him about our parents he could tell much about my father as a man but little about there death. They had been members of a group called the Riftwardens and left on important mission just after we were born, but he had no idea what they were doing. When I pressed him and it became clear I would leave to seek the answers, he gave me an old spell book of my parents and Oisin gave me his greatsword, Dyrnwyn. The spell book had my birthmark embossed in its cover and sword had worn grip that felt right in my hands. With little idea of where to go I left to seek out the Riftwardens. Appearance:
Deimne has tough battered look, his nose looks to have been broken a few times and his body shows scars of battles won. When combined with his blue facial tattoo give an intimidating appearance that isn't properly deserved. He wears his hair greased back out of his eyes and his facial hair cut roughly. His clothes are a mix of the Kenabres style covered in the traditional furs of Kellid clothing. Personality traits:
Deimne is driven by duty. Duty to his clan, his twin brother and to his lost parents. This shows itself in a desire to die fighting the demons that have taken his clan's land, and his parent's lives. He doesn't have a death wish as such but has resigned himself to the fact that he will die fighting the demons and wants to make his life worth much as possible while doing so. He is generally rather pragmatic and has no problem with the concept of a small evil in the pursuit of the greater good. However when it comes to demons there is no room for compromise, you kill them before they can kill you, you kill them before they can trick you and you kill them in any way that you can. Goals:
Short: Find the Riftwardens and make sense of what happened to my parents Medium: Get revenge on my parent's killers and the demons that have stolen our land Long: To be the one who dies, so that Oisin might be the one to live Level progression notes for GM:
Deimne will take wizard (foresight subschool) levels for the next 5-6 level then eldrich knight. I don't expect to take another level of ranger so the archetype of Demonslayer won't play much of a roll.
I started him with ranger because I felt it represented his upbringing better (and let me get more of the skills I wanted). If not having a arcane class until 2nd level is problem mechanically I can easily exchange the first two levels and have him start as a wizard and pick up ranger at level two. Crunch:
Male Human (Kellid) Ranger (Demonslayer) 1 Neutral Good Medium Humaniod/Human Init +0 • Defence
• Offence
• Statistics
• Feats
• Skills (6 +2 Int +1 human +2 background= 11 ranks per level) (Armour check penalty -3)
*Armour check penalty applied
• Languages Common, Hallit, Abyssal • Racial Traits
• Traits
Magical Knack (Wizard): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. • Special abilities
• Equipment
Gestalt Crunch:
Male Human (Kellid) Ranger (Demonslayer) 1 / Wizard (Foresight sub-school of Divination) 1
Neutral Good Medium Humaniod/Human Init +2 can act in surprise round even when surprised • Defence
• Offence
• Statistics
• Feats
• Skills (6 +3 Int +1 human = 10 ranks per level) (Armour check penalty 0)
*Armour check penalty applied • Languages Common, Hallit, Abyssal, Celestial • Racial Traits
• Traits
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result. • Special abilities: Ranger
• Special abilities: Wizard
• Wizard spell casting
First level spells (DC 14) In Spellbook: Enlarge Person, Heightened Awareness, Mage Armour, Magic Weapon, Protection from evil, Protection from evil
• Equipment
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