Human Male | 18/18HP| AC 16 T 13 FF 13| Fort +4 Ref +3 Will +5| Perception +2| Initiative +3
About Rickus Vordayne
Background:
Born as the sixth son and ninth child of an upper middle class imperial family in Korholm, Rickus was born and raised to be a soldier. His parents have taken to heart the incentives given by Molthune both for increasing population, and enlisting in the army, putting all of their sons but the eldest to service. Almost as early as he could hold a sword, Rikkus moved away from the his family to the arsenal district to drill and train. He was always tought how law and strength would protect the people of Molthune, and how Nirmathas was full of criminals and barbarians who threatened civilization. However, he wasn't just another soldier, as he seemed to be blessed by Erastil. He was always good with the bow, and through his faith, actually made those around him better as well. Not wanting to waste such a talent, Rickus was trained as part of the chaplain's corp, one of the few worshipping Erastil within that organization. Although in some ways it was an advantage, it was always looked down upon by worshippers of more traditional Molthuni deities who saw Erastil as a rebel patron, creating a level of distrust of Ricckus among his comrades.
Once trained enough to be of use, Rickus was shipped to the front at Fort Ramgate, where he was less trouble to superiors who objected to his religious following. There, he served as chaplain to a group of militia archers guarding the walls from daily attacks by Nirmathas rangers. The attacks were endless, and his healing was needed much more than his bow. He did his duty to the best of his ability, keeping the enemy from threatening the citizens he was sworn to protect, but losing a great number of his unit in the attacks.
When General Hakar hired hobgoblin mercenaries to guard the walls, Rickus was disgusted by the idea, but also was relieved that his fellow soldiers were no longer the subject of the nightly attacks. When a major attack on the hobgoblin encampment was revealed to be a trap, the Nirmathas forces were destroyed almost to the man, and their civilian support was hunted down and slaughtered. With this Ramgate massacre, Rickus lost all faith in his side of the war. It was Molthune that brought the hobgoblins into this war, and they were responsible for the deaths that resulted. At his first opportunity, he deserted the Molthune army, and headed north towards the Merideth river, not sure what to do, but knowing he could not side with anyone responsible for such slaughter.
His trip north was not what he had hoped however. A Molthune soldier traveling in Nirmathas territory isn't likely to fair well. Rickus was arrested as a spy, and taken to the town of Phaendar, where he sits imprisoned awaiting his fate at the hands of the enemy.
(Note: Due to his situation, he started with 0 gold and no equipment other than the clothes on his back.)
Appearance:
Although he was once clean cut, well shaved and well manicured, his time in the Phaendar jail has changed that. His beard is now scruffy, although he's still young enough it hasn't all filled in. His hair is growing longer and unmanaged. His body has grown thinner, losing some of his soldier's physique. He hangs his head a lot, feeling he failed his god, and people, perhaps not HIS people, but people in general in allowing the hobgoblins to slaughter so many.
Personality:
Rickus grew up following order. He did what he was told by superiors whether it was his parents or his commander. His entire world view shattered at the Ramgate Massacre, and he is now lost as to his place in this world. This resulted in a shift from LG to NG in his outlook. He thought he was fighting for the good of others and serving his god well all of his life, and now is seeking guidance on how to make amends. At some level he thought Nirmathas would embrace him, so his capture and jailing have not sat well with him either. He's been at war all his life, but now is worried about whether either side is right in the war. He's jaded, but this new enemy rising may be just what he needs to focus. He hopes to make up for allowing the slaughter at Ramgate, and will go to extremes to do so.
At the same time, his family still lives in Molthune, and he wonders if his desertion has put them in danger, should his superiors choose to punish them. With this new hobgoblin threat, he's equally concerned hobgoblins might attack both sides of the border, and he wonders if he should try to get word back to Molthune about the assault so they can prepare a defense.
Rickus Vordayne
Male human (Chelaxian) warpriest (molthuni arsenal chaplain) of Erastil 2
NG Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Armor)
hp 18 (2d8+2)
Fort +4, Ref +3, Will +5
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Offense
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Speed 30 ft.
Melee
mwk battleaxe +3 (1d8+1/×3) or
club +2 (1d6+1)
Ranged
longbow +5 (1d8/×3)or
composite longbow +3 (1d8+1/×3)
Special Attacks blessings 4/day (War: war mind), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 2nd; concentration +4)
1st—bless, deadeye's lore[UC], divine favor
0 (at will)—create water, detect magic, mending, stabilize
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Statistics
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Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 15Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits deadeye bowman, ironfang survivor
Skills Climb +4, Craft (bows) +3, Diplomacy +5, Intimidate +5, Heal +6, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (religion) +5, Profession (farmer) +6, Profession (soldier) +6, Spellcraft +5, Survival +6, Swim +4
Languages Common, Hallit
Combat Gear masterwork battleaxe, club, longbow, arrows, studded leather armor.
Other Gear composite longbow (+2 Str), a handaxe, arrows, mw backpack, bedroll, blanket, mess kit, small tent, three gold pieces, potion of hide from animal, tattered cloak with hidden pockets, and three ceramic vials labeled in Goblin (nonmagical)
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Special Abilities
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Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
-War Blessing - you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses, which lasts for 1 round:
*+10 feet to base land speed
*+1 dodge bonus to AC
*+1 insight bonus on attack rolls
*+1 luck bonus on saving throws.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Favored Class Bonus - +2/6 Bonus Feat