Equipment:
Cloak of Elvenkind, Belt of Tumbling, +1 mithral chain shirt
rapier, 2 daggers, short bow & 20 arrows, belt pouch, harrow deck, mwk thieves tools
mwk backpack containing: flask, waterskin, whetstone, flint & steel, ink, pen, sealing wax, parchment, journal, climbing kit, 50' silken rope & grappling hook
Languages:
Common, Elven, Litorian, Draconic
Description:
Kelwyn's first impression is that of a well polished and put together young man in the human equivalent of his late twenties. His hair is usually pulled back in a deliberate effort to accent his elven ears and features. He wears well maintained clothes with intricate elvish designs, polished boots and a finely crafted brooch holding his cloak. In general, everything Kelwyn does is well though out - including how he dresses. Although he has a few choice items and impeccably maintains his clothes, it is all done so as to allow him to interact with a wide range of people, from the common worker in the typical pub, to members of royalty and society.
As a person, Keliwyn is very friendly and seemingly forthright. He is always sympathetic and willing to listen to people's opinions and problems, even if only calculated so as to gain their trust. He is, quite often, the smiling, happy guy in the pub willing to buy drinks for complete strangers, quick with a pat on the back, and willing to help those in need.
Background:
While it is unknown by most people, Kelwyn is employed as a problem solver and jack of all by the elves of Iridithil’s Home, an elvish sanctuary. Kelwyn likes moving behind the scenes, gathering information, and generally keeping tabs on what's going on arounds the city and amongst its people, and sometimes taking on more serious work that involves the use of his myriad of skills. Depending on one's inclination, Keliwyn could be considered a man about town, a dashing rogue, an intelligence officer, or spy.
Notes: Shoal Dream: Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an augury spell or as complex as a crucial clue concerning the character's destiny.
Belt of Tumbling: The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space, at half speed, without provoking an AoO.