| Full Name |
Kyrien Pen-adar |
| Race |
Half-Elf |
| Classes/Levels |
Slayer 1 |
| Gender |
Male |
| Size |
M |
| Age |
24 |
| Alignment |
NG |
| Strength |
14 |
| Dexterity |
17 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
13 |
| Charisma |
10 |
About Kyrien Pen-adar
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Appearance
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Stands at 5'10" tall, lean with a toned/muscular build (152 lbs). He has inherited the comely features of his mother's race. His skin is fair and hair is long (shoulder-length) and dirty blonde in colour. He has a small beard and his ears are pointed but less prominently than a full-blooded Elf. His eyes are a deep/intense blue.
Image of Kyrien's face
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Personality
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More observant than talkative - prefers his own company, however when he is among a group he will speak/communicate when/where necessary. He has a short temper, but can rein it in with a little effort. Quick on his feet, he is ready to act. Not very book learned - but has street smarts. Fierce. Loyal when he trusts someone. Courageous/daring.
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Background
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He was an only child. Kyrien came from the union of an Elven mother (Meren) and a Human father (whose name his mother never knew - he told her to call him "Woodsman"). Kyrien was born in the Elven land of Hymbria in the southern River Kingdoms. The circumstance of Kyrien’s conception and his half-blood were greatly disapproved of (the town's Elves gave him the name Pen-adar which means "fatherless"), yet he was permitted to remain in the town for his maternal grandfather, Ríon, held a position of authority among the insulated Elven clans of Hymbria. Kyrien’s life as a half-blood had been fraught with challenges and barely contained intolerance living among his mother’s people. Yet, his mother loved him and he was taught in the Elven ways and trained with the Elven curve blade. He showed some talent on his feet and with sword in hand which mildly impressed his ever-critical Elven grandfather. As a youth, Kyrien spent most of his days on his own; venturing deep into the woodlands and exploring the various caves in the area. He learned very quickly how to get himself out of precarious situations.
Just after his eighteenth birthday, Kyrien packed up his meagre possessions and left Hymbria to find his own place in the world, as he had endured long enough the Elves’ intolerance. Kyrien travelled to the small town of Thornkeep, located within the Echo Wood. It was a dangerous settlement and many an unscrupulous adventurer, bandit or illicit trader found their way there. Yet, Kyrien was pleased to discover there were other Half-Elves living in Thornkeep. He grew himself a small beard in an effort to appear more human. Kyrien became a sellsword (or messenger and scout) and earned coin the only way he knew how and the years passed. He sent letters to his mother, but he did not return to Hymbria.
It was only recently that the Blue Basilisks hired him as a caravan guard and dispatched him to accompany a wagon of timber and goods from Thornkeep to Fort Inevitable. The journey started well enough until they reached half way down Mosswater Road and were abruptly set upon by goblins, who carried off with some of the cargo. The goblins were a common nuisance on the roads and it was only his first assignment. Still, even if the Blue Basilisks were understanding of the situation, Kyrien had failed his first assignment in their employ and it left him feeling ashamed. He made up his mind to redeem himself to them and any other employer in town. He had enough of feeling ashamed growing up in Hymbria – It was well time he turned his fortune’s around or at least make a name for himself.
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Kyrien Pen-adar
Male Half-Elf Slayer 1
NG Medium Humanoid (Human and Elf)
Init +3/+5; Senses low-light vision; Perception +5/+6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Armor, +3 Dex)
hp 13 (1d10+2+1 FC)
Fort +4, Ref +5 (add +2 vs underground traps and hazards), Will +1/+3(+2 racial saving throw bonus against enchantment)
Immune Sleep
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Offense
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Speed 30 ft.
Melee Elven Curve Blade +4 (1d10+2/18-20x2/S) (for studied attack: add +1 to hit and damage)
Melee Light Hammer +4 (1d4+2/x2, when thrown 20 ft range, B)
Melee Dagger +4 (1d4+2/19-20x2/when thrown 10ft range, P or S)
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Statistics
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Str 14(+2), Dex 17(+3), Con 14(+2), Int 10(+0), Wis 13(+1), Cha 10(+0) (Ability Modifiers +2 DEX)
Base Atk +1; CMB +3; CMD 16
Feats Weapon Finesse
Traits Vagabond Child (Regional), Fencer (Campaign Trait): You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.
Skills
Background Skills (2):
• Knowledge, Geography +4 (1 rank),
• Profession (Caravan Guard) +5 (1 rank)
Adventuring Skills (6):
• Acrobatics +7 (1 rank)
• Disable Device +8 (1 rank, +1 from trait)
• Knowledge, Dungeoneering +4 (1 rank)
• Perception +5/+6 (1 rank, +1 for studied attack)
• Stealth +7 (1 rank)
• Survival +6/+7 (1 rank, +1 for track, +1 for studied attack )
Languages Common, Elven
SQ Studied Attack, Track
Gear
• Explorer’s Outfit (free – worth 10gp, 8lbs)
• Studded Leather (25gp, 20 lbs, +3 AC, -1 ACP)
• Elven Curve Blade (80gp, 7 lbs)
• Light Hammer (1gp, 2 lbs)
• Dagger (2gp, 1 lbs)
• Weapon Cord (1sp, - lbs)
• Common Backpack (2gp, 2 lbs)
• Canteen (2gp, 1 lbs)
• Rope, Hemp (50ft) (10gp, 5 lbs)
• Pitons x2 (8sp, 1 lbs)
• Hammer (5sp, 2 lbs)
• Common Thieves’ Tools (30gp, 1 lbs)
• Fur Blanket (5sp, 3 lbs)
• Sunrod (2gp, 1 lbs)
• Elven Trail Rations (2 days) (2gp, 2 lbs)
• Mess Kit (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord) (2sp, 1 lbs)
• Flint & Steel (1gp, - lbs)
• Whetstone (2cp, 1 lbs)
• Soap (You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses) (1cp, 0.5 lbs)
Total Cost and Weight: 157gp, 1 sp & 3cp out of 175gp, 58.5 lbs (light encumbrance) (STR 14: 58 lbs or less (light load), 59-116 lbs (medium load), 117-175 lbs (heavy load))
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SPECIAL ABILITIES
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• Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• 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.
• Underworld Guide (alt racial trait): Those who brave the lightless tunnels below the world's surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Half-elves can take this trait in place of keen senses.
• Weapon Familiarity (alt racial trait): Half-elves raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf 's weapon familiarity trait. This racial trait replaces adaptability.
• Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
• Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.