Artemis Entreri

Delkaneth "Del" Sargan's page

121 posts. Alias of Deylinarr.


Full Name

Delkaneth Sargan

Race

Human

Classes/Levels

Gestalt Archaeologist/Fighter 3 | HP 26/26 | AC 18 T 14 FF 14 | Fort +4 Ref +6 Will +2 | Per +6 | Init +5

Size

M

Age

19

Alignment

CG

Deity

Ironi

Languages

Common, Infernal, Draconic

Occupation

Treasure Seeker

Strength 14
Dexterity 19
Constitution 12
Intelligence 13
Wisdom 8
Charisma 14

About Delkaneth "Del" Sargan

History:
Growing up in a Westcrown orphanage you learn a little bit of everything, and it became clear at a pretty early age that Del was a quick study. Whether it was a combat trick or the language that the tiefling orphans used among themselves, it came easily to him and left him hungry to learn more. Being quick on his feet helped him escape trouble. Of course, most of the time it was his sharp tongue that had caused the trouble in the first place.

When he was not learning everything he could he was listening to tales of adventure read from the orphanage's prize possession: a large storybook. Fairy tales really, pure escapism from the drudgery of day to day life, but the young Del listened to every word over and over again as the heroes discovered lost treasures and defeated mythical beasts. Even after other orphans his age had outgrown the book he still loved the stories....until the Order of the Rack came and seized the book. Seems that the book had been outlawed a few years before as 'dangerous and seditious'. Del watched from a window as the seven soldiers rode away, confused by how a book could be against the law. As with everything else he had ever encountered, he yearned to learn more.

At the ripe old age of 15 Del decided it was past time to leave the orphanage and set out on his own. First order of business was to find a way to support himself. An opportunity presented itself quickly: Two minor houses were having a dispute and were looking for soldiers, in reality just looking to bolster their ranks with cheap cannon fodder. Unaware of the true motives Del quickly signed up. He was given a suit of mail and a sword and sent into battle. He learned much over the next few days. He learned that the heavy weapons he was using to rend his enemy's armor could just as easily rend his armor. He learned that even the strongest warrior could be felled by the smallest wound. And most importantly he learned the folly of chaotic mindless battle.

He survived the battle, even managed to earn a few coins. Anxious to leave the orphanage behind he started telling people that Del was short for Delkaneth. With a new name and a bit of a new life, he did what he always did: he started looking for things to learn. He studied history, geography and even the nature of magic. And of course, warcraft and tactics. With everything else, he just did it on his terms. He started wearing lighter armor, adopting a more mobile fighting style, ignoring heavier blades to focus on handaxes for close quarters combat and throwing at distances.

Delkaneth found himself what seemed like the perfect job. A man named Sargan, a dealer in scrolls and other minor magics, was looking for a strong arm to guard the shop and occasionally help with deliveries to a noble's estate. Simple enough work, the pay was good, and as soon as Sargan realized what an avid learner Del was he began feeding the young man books to read.

At first it was all standard fare, nothing illegal but certainly not things easily accessible outside a noble's personal library. The more he learned, the more he came to love knowledge. The first time Sargan slipped him an illegal tome, Delkaneth knew without question that he was starting to chafe under the inflexible order of the House of Thrune's policy for suppressing thought and ideas. And of course, that thirst for knowledge and the freedom to explore it led him down several dangerous paths: studying the ways of Irori, diving into the stories of the urban ruins around him including the abandoned Pathfinder lodge at Delvehaven, and within a few short years leaving Westcrown behind him.

With little money and no contacts he found himself roaming from place to place, enjoying the study of things he would never have learned in Westcrown. But the learning was only part of what he was looking for and eventually his yearning for action and adventure led him to move on looking for adventure. Delkaneth is not exactly sure where the future will take him......but he cannot wait to learn.

Statistics:
Delkaneth Sargan
Male Human Gestalt 3 - Fighter (Lore Warden) / Bard (Archaeologist) Favored
CG Medium Humanoid (Human)
Init +5; Perception + 6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 26 (3d10 +3 Con +2favored lvl1)
Fort +4 (+3Ftr +1Con), Ref +7 (+3Brd +4Dex), Will +2 (+3Brd -1Wis);
--------------------
Offense
--------------------
Speed 30 ft.
Melee
MW Hand Axe +9 (1d6+2/x3)
Melee Hand Axes both hands MW +7 (1d6+2/x3)/ +7 (1d6+2/x3)
Light Hammer +7 (1d4+2/x2)
Ranged
Throwing Axe +8 (1d6+2/x2) range 10
Light Hammer +7 (1d4+2/x2) range 20

Bard Spells per Day (CL 2):
Lvl 1 (4/day)
Lvl 0 (at will)

--------------------
Statistics
--------------------

Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 14
Base Atk +3; CMB +7; CMD 20
Feats Weapon Finesse (L1), Two Weapon Fighting (H1), Point Blank Shot (F1), Combat Expertise (LW2), Precise Shot (F2), Weapon Focus (Axe) (L3)
Traits
- DRAWBACK: Loner (-1 to AC and attack when adjacent to allies or on Aid Another checks)
- Fate’s Favored (whenever under effect of a Luck bonus, that bonus increases by 1)
- Veteran of Battle (+1 Initiative, if able to act during a surprise round may a draw a weapon (but not a potion or magic item) as a free action during that round.)
- Vagabond Child (+1 trait bonus to Disable Device, it is a class skill)
Languages Common, Infernal, Draconic

Skills:
31 ranks: 18(Archaeologist) +6(Lore Warden) +3(Human) +3(Int)+1(Favored Lvl2)
+10 Acrobatics: 3(ranks) +4(DEX) +3(class) -0(armor)
+7 Appraise: 3(ranks)+1(INT)+3(class)
+6 Bluff: 1(ranks)+2(CHA)+3(class)
+7 Climb: 2(ranks) +2(STR) +3(class) -0(armor)
+12 Disable Device: 3(ranks) +4(DEX) +3(class) +1(trait) -0(armor) +1(clever)
+7 Knowledge(Arcana): 2(ranks) +1(INT)+3(class) +1(bardic)
+7 Knowledge(Dungeoneering): 2(ranks) +1(INT)+3(class) +1(bardic)
+6 Knowledge(Engineering): 1(ranks) +1(INT)+3(class) +1(bardic)
+7 Knowledge(History): 2(ranks) +1(INT)+3(class) +1(bardic)
+6 Knowledge(Religion): 1(ranks) +1(INT)+3(class) +1(bardic)
+6 Knowledge(Planes): 1(ranks) +1(INT)+3(class) +1(bardic)
+5 Linguistics: 1(ranks) +1(INT) +3(class)
+6 Perception: 3(ranks) +3(class) -1(WIS) +1(clev
+4 Sense Motive: 2(ranks) +3(class) -1(WIS)
+5 Spellcraft: 1(ranks) +1(INT) +3(class)
+10 Stealth: 3(ranks) +4(DEX) +3(class) -0(armor)

Special Abilities:

Scholastic (Ex): Gain 2 additional skill ranks each level. Must be spent on INT based skills. All INT based skills are class skills.
Bardic Knowledge (Ex): Add half Bard class level (rounded down, min 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Archaeologists Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Clever Explorer (Ex): Add half Bard class level (rounded down, min 1) to Disable Device and Perception. He can disable intricate and complex devices in half normal time and open a lock as a standard action.
Uncanny Dodge (Ex): He cannot be caught flatfooted, does not lose Dex bonus to AC if immobilized.
Maneuver Mastery (Ex): +2 on all CMB checks and CMD.
Trap Sense (Ex): +1 on Reflex saves to avoid traps, +1 dodge bonus to AC against attacks made by traps.

Spells:

KNOWN
0 level spells Dancing lights, Daze, Detect magic, Mage hand, Message, Sift
1st level spells Comprehend Languages, Detect Secret Doors, Timely Inspiration, Unseen Servant

Worn/Carried:
(Total Weight: 61.5 lbs)
Max carried to still be light load = 66 lbs (MW Backpack = STR 15)
Explorer's Outfit (8 lbs)
Mithral Chainshirt (1100gp, 10 lbs)
Belt of Dexterity +2 (4000gps)
Daredevil Softpaw Boots (1400gps)
MW Hand Axe x2 (612gp, 6 lbs)
Alchemical Silver Handaxe (26gps, 3 lbs)
Throwing Axes x2 (12gps, 4 lbs)
Light Hammer (2gps, 2 lbs)
Dagger (2gps, 1 lb)
Belt Pouch (1gps, 3.0 lbs)
- Thieves' Tools (30gps, 1 lbs)
- MW Thieves' Tools (100gps, 1 lbs)
- Ioun Torch (75gps, 0.5 lbs)
Belt Pouch (1gps, 2.5 lbs)
- Map Case with 5 pieces of paper (0.5 lbs)
- blank journal (0.5 lbs)
- Flint and Steel (1gps)
- vial of ink and inkpen
- fine powder (for drying ink) (0.5 lbs)
- 20-foot measuring cord (0.5 lbs)

MW Backpack (50gps + 40gps kit, 10 lbs loaded) +8 lbs carrying capacity
- Traveler's Anytool (75gps)
- 50' silk rope (10gps)
- 2 pieces Chalk
- 2 candles
- vial of ink and inkpen
- 5 sheets of paper
- fine powder (for drying ink) (0.5 lbs)

MW Studded Leather Armor (175gp, 20 lbs)
Coins: 18 cp, 25 sp, 642 gp


Personality:
Delkaneth is an avid learner, feeling that you can never know too much about a topic or a situation. He can very easily get obsessed about a topic and spend hours reading through texts or following a trail through the wilderness.

But its uncovering lost secrets that is his true passion. Whether its a long lost crypt or an abandoned temple in the forest, Delkaneth is truly happiest when he is walking where no one else was stepped for years. Its that love of learning that puts him into harm’s way so often.

Delkaneth is certainly not a pacifist. In fact, he is sometimes rash enough to throw an axe first because he can’t reach an opponent fast enough. He simply believes that the mind is a powerful weapon, and that there are better ways to fight than wielding the heaviest weapon while wearing the heaviest armor. And he's not shy about drawing his axes to prove it.

Appearance:
Delkaneth is a youthful looking man, very lithe with dark hair and dark eyes. He tends to favor non-descript clothes to blend into every environment, and always seems to have a book in his hand and a joke on his lips. His gear and weapons are worn from lots of use but very well kept.

Story:
1. You have heard rumors of a wanderer named Walker Dairoo. he died many years ago from what people believe to be a curse that get handed down generation to generation. but before he died, he managed to explore many ancient ruins and discovered many treasures. it is believed that his journal book and a map of his travels are buried with him.

The Dairoo rumor entry option:

Your investigation has uncovered that a fellow that is known only as Walker Dairoo, was an explorer, as was his father, and his father before him.

the strange thing is, each one of them died of mysterious causes on the same day (just different years) each in the same year they turned 30.

nobody knows the reason, and the secret of this may be buried with him. but to date nobody dared unearth his tomb.

You recently discovered that a copy of a map leading to some treasure penned by Dairoo may still be out there, you found a small piece of the map with a note on it.

the note is definitely something not original, it says to find another piece of the map on NeMoren's isle in the Shackles. Send Lissette to get it.

You have no idea how old this is but it probably is worth checking out.

You board a ship heading to the Isle, you hear rumors that the NeMoren family died out about 3 years ago, and someone new now occupies the manor.

On board the ship there are two other human passengers, on a Woman of Varisian descent, the other an Osirian man. they travel with a small retinue of gnolls (about 6 that you can tell).

The ship anchors off shore on the North side of NeMoren's Isle, the two humans and their gnolls (heavily armed) fill a long boat and head to shore.

The crew offers to take you ashore when the boat returns. The pair seem very secretive, the Varisian woman seems interested if finding a someone named Atuur or something like that. you know he is a skilled alchemist but beyond that no other idea.

the gnolls keep an eye on you constantly, they speak only in their native tongue, which both the humans also speak fluently as well.

they seem to be a small group of what may be an organized military comprised of gnolls.

the woman, Daresh, sometimes can be heard yelling at the man behind closed doors she seems to blame him for the loss of income, something also was mentioned about something called Silver Sand.

about the inhabitants of the manor, you learn nothing (this is the current party)

despite there being a small fishing community on the island they do not pull in there, instead they weigh anchor off shore on the other side of the island.

one of the crew offers to take you to the village via a long boat, but something about this fellow is not right. he spends an awful lot of time with the gnolls. (his name is Vincez)

no other crew members will take you anywhere except to the shoreline here.

Anyway, you are only on the shoreline for about a half hour when several lizardfolk are noticed in the distance.

they definitely saw you come to shore and they seem to heading straight for you. they do not appear to be charging to attack, more like they are acting out of curiosity. you can run into the wooded area or stay and greet them.