Lieutentant Pavo Voc

Dyalg Lemseth's page

51 posts. Alias of tomtesserae.


Full Name

Dyalg Lemseth

Race

Human

Classes/Levels

Oracle 7

Gender

M

Size

M

Age

27

Alignment

LN

Deity

Irori

Strength 15
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 13
Charisma 16

About Dyalg Lemseth

Dyalg Lemseth
Human Oracle 7
LN Medium Humanoid (human)
Init +5; Senses Perception +9
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DEFENSE
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AC
20, touch 11, flat-footed 19 (+6 armor, +2 shield, +1 ring, +1 Dex)
hp 59 (7d8+14)
Fort +6, Ref +5, Will +8
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OFFENSE
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Speed
20 ft.
Melee War hammer +2; +9 1d8+4 x3
masterwork short sword; +8 1d6+2 19-20/x2
Ranged Composite short bow; +6 1d6+2 x3 70 feet
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SPELLCASTING
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Known Oracle Spells (CL 7):
0th - Bleed, Create Water, Detect Magic, Detect Poison, Purify Food And Drink, Resistance, Spark, Mage Hand, Ghost Sound
1st - Bane, Cause Fear, Entropic Shield, Magic Weapon, Shield Of Faith, Enlarge Person, Cure Light Wounds
2nd - Aid, Hold Person, Weapon Of Awe, Minor Image, Fog Cloud, Levitate, Cure Moderate Wounds
3rd - Dispel Magic, Searing Light, Cure Serious Wounds, Magic Vestment
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STATISTICS
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Str
15, Dex 12, Con 14, Int 10, Wis 13, Cha 16
Base Atk +5; CMB +7; CMD 18
Feats Alertness, Combat Casting, Extra Revelation, Improved Initiative, Leadership
Traits Highlander, World Traveler
Skills Acrobatics +1, Bluff +6, Climb +2, Craft (Calligraphy) +5, Diplomacy +10, Disguise +3, Escape Artist +1, Fly +1, Heal +1, Intimidate +11, Knowledge (Engineering) +6, Knowledge (Geography) +5, Knowledge (History) +5, Knowledge (Local) +5, Linguistics (Elven) +1, Perception +9, Perform (Untrained) +3, Profession (Soldier) +7, Ride +6, Sense Motive +9, Stealth +2, Stealth (In hilly or rocky areas) +3, Survival +1
Languages Common, Elven
Gear mithral heavy shield, masterwork short sword, breastplate armor +2, war hammer +2, Cloak of resistance +2, composite short bow (+2 Strength bonus to damage), (2) Cure Light Wounds wands, ring of protection +1, backpack, bedroll, caltrops, iron pot, tent, waterskin, whetstone, sunrod, antitoxin, common musical instrument (fife), courtier’s outfit, traveler’s outfit, jewelry (worth 50 gp), combat trained light horse, military saddle, 2 saddlebags, bit and bridle.
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SPECIAL ABILITIES
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Mystery Battle
Curse Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known.
Revelations Battlecry As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.
Skill at Arms Proficient with all martial weapons and heavy armor.
War Sight You can roll twice for initiative. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds).
Battlefield Clarity Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.
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RACIAL TRAITS
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Skilled
Gain 1 skill point per level.
Bonus Feat Gain a bonus feat at 1st level.

Background

fairly long:
As an infant, Dyalg cried more than any of his older brothers and sisters ever did. Strange occurrences when Dyalg was nearby like slight drafts in a closed room, creaking doors, shutters that would suddenly bang open, sounds like faint voices or clashing swords coming from faraway, and his cradle rocking by itself lead his parents to seek the counsel of a local cleric that wandered the area helping the pastoral and farming communities.

She examined Dyalg and said he was cursed; haunted by spirits that died in various battles over the past four hundred years. They wouldn’t hurt the boy, merely inconvenience him. Worse though, she couldn’t remove the curse. In fact the gods themselves had marked him, for whatever reasons they may have. His parents vowed to raise him as well as they could, hoping that whatever his fate, he would meet it knowing he was loved.

His first word was “Charge!” As his vocabulary increased he would tell his parents that the voices were moaning, begging for mercy sometimes, other times cursing revenge. His favorite toys were sticks that he would use as swords. He liked wrestling and any competition of physical skill. Additionally, Dyalg loved to construct battlefields in the dirt with armies and units marked by seed pods, pebbles, and pieces of cork. Much to his parents’ aggravation, Dyalg wasn’t afraid to fight the village’s children. He didn’t typically initiate hostilities, but he wasn’t one to back away from older, bigger opponents if he felt they were in the wrong. He’d laugh sometimes saying, black eyes and split lips were lessons in learning how not to fight. Other parents in the village would bring their grief and frustration with the village children’s fighting to Dyalg’s parents.

At the age of seven, two visitors, Osnys and Worynn, came to visit the Lemseths. They claimed that Dyalg was the nineteenth incarnation of Ildin Polachy, the Divine General, the Yerechi Kel. Dyalg’s parents shook their head in ignorance. They had never heard of the Yerechi Kel. Osnys and Worynn said they had been seeking signs of the Yerechi Kel’s rebirth for the past seventeen years. They placed a collection of small items and asked Dyalg to choose one that he felt most drawn to. Dyalg selected small metal whistle which Osnys said was the previous Yerechi Kel’s whistle he would use in combat to signal his soldiers. They believe that combat and war can lead one to transcendence. They do not crave war and battle for its own sake; rather they train and fight as a means for self-discovery and improvement.

Within two days, Dyalg had convinced his parents that he should leave with these men. His parents thought a change of location might help Dyalg avoid the increasing complaints of fighting with the village children.

Dyalg left the rocky, pastoral hills of his birth and went with Osnys and Worynn across a wide plain and into a mountain range abutted against the sea. There, among a small company of clerics, rangers, and warriors known as the Venerable Warriors of Elonwa, his education began. He learned how to use weapons and armor; the finer points of siege weapons and wall defenses; how to ride a horse and how to heal one’s body under the rigors of training and battle. He also was drilled in the proper manner to speak to men above his station and below; how to inspire soldiers about to face a calvary charge; how to shake the confidence of men guarding a wall.

After a decade of training and education, Dyalg wanted to prove himself worthy of the honor of leading the company, so he wandered by himself for three years, attempting to find some of the relics left behind by prior Yerechi Kels. He succeeded in claiming the short sword that was the twelfth Yerechi Kel’s first weapon from a small noble family that had possessed it for nearly two hundred years. He acquired the dwarven crafted shield from a traveling band of halflings that sang legends of a dwarven prince (the sixteenth Yerechi Kel according to Dyalg’s information).

After three years he returned to the Venerable Warriors and selected a small group of six men to lead, learning the duties and responsibilities of command on a small scale before heading the organization in full. Life was good for two years. While serving as advanced scouts for Prince Henrick’s army, they were ambushed. Only Dyalg survived. His confidence broken, he knew there was much more to learn before he could take on the role of leader of the Venerable Warriors.

For four years he sought the solace of combat, the adrenaline of battle with little thought of the Venerable Warriors. This past year he served as a scribe for General Roban. One night assassins attacked the General and his family. Roban was paralyzed from the waist down in the attack. Without having the rank or legal authority to do so, Dyalg took command of a squad of city watch and rescued Roban’s daughter. In gratitude, Roban’s second son Marmoth pledged to follow him for two years. He is a cleric. General Roban retired to his estate to tend to his vines and bee hives.

For the past six months, Dyalg and Marmoth have wandered the area, living by their wits. He has received word from the Venerable Warriors that requires his attention. They say something may be brewing at Ironwall Gap and to ascertain what the problem is.