About Taedric Starfell
Taedric was born in Kenabres, roughly fifteen years before the start of the Fourth Crusade, the child of Crusaders.... and has never been allowed to forget it.
His father Ansil was a planetouched paladin of Iomedae, and one of the group that fought against the Storm King alongside the Silver Dragon Terendelev. His mother, Rilka, was a fomer Chelish slave and cleric of Sarenrae was forced to stay behind in order to raise their infant son... despite her desire to take up her scimitar and cut down the Balor's hoarde.
Instead, she worked as a healer, using her divine gifts to save the lives of the Crusaders injured in battle... especially when the Kenteberes Wardstone was damaged and they were forced to flee their home to keep out of danger. Perhaps as a result of not being able to fight herself, Rilka dedicated herself to grooming Taedric to take up arms and fight the righteous fight as a blade of Sarenrae or Iomedae, trying to instil a strong sense of morals and, more importantly, a sense of duty... lessons she only redoubled when she learned of the death of her husband in combat against the Storm King's hoarde.
Taedric was quick to learn the morality, however, he chafed under the pressure to take up arms and march into the Worldwound. He attended the training and drills.. and yet, something in his soul longed for something more than a drab, martial life of duty. The life his mother promoted simply struck him as.... ugly.... somehow, and not only because of the Worldwound and its demons... but there was simply a lack of joy and beauty that he could not reconcile.
On his own:
These feelings came to a head as his training finished... and so, rather than travel to Nerosyan and take his vows to Iomedae, he headed east. Using the money he was to offer to the Inheritor instead to travel across the Lake of Mists and Veils, out of Mendev and into Brevoy, heading toward the River Kingdoms to be the master of his own destiny...
He wandered aimlessly for a time, gambling - often losing - until he met "Lord" Nastir, a man who claimed to be fighting to create a small, stable pocket in the River Kingdoms. Nastir told the young warrior about his plans to build schools, roads, and even a bardic college -- and these ideas resonated within him. He offered his lance to the man's service, looking to fight the good fight for freedom, rather than face the meat-grinder of the Worldwound.
Unfortunately, the naivety that allowed Taedric to think that he was fighting the good fight for freedom was stripped from him in a rather dramatic fashion, when the "good man" he thought he was working for ordered the destruction of a village that could not pay its "tribute" in fish and textiles.
He objected, but to his own horror, did nothing as the innocent people were put to the sword, and the torch. He watched, horrified, as people he trusted, people he thought were noble of spirit, turned to looting and slaughter... until, finally, it became too much for him to bear. He turned to ride into the forest and away from the horror when he saw two of Nastir's men emerge from a hut with the comely young daughter of one of the weavers... calling her a "spoil of war". Something within him snapped, he could not allow the girl's beauty to be obliterated. He could almost hear his father's voice, and feel his strength within him when he instead and ran through one of those men. He managed to fell the second, but not before he called out an alarm... Taedric barely had time to get the woman onto his pony and start fleeing before the bolts started to fly.
Thankfully, he managed to make it into the woods and escape, though he rode his poor, overburdened pony past the point of exhaustion to do it. He gave the poor animal a quick death, and brought the girl to the safety of Restov.
Darkest Before the Dawn...:
There, he began to drink, wracked by guilt from allowing the death.. and worse.. of the villagers, and mentally re-examining past missions to "collect taxes" or "deal with bandits" with a more critical eye... and he was not pleased with what he found when he did.
He began to spend more and more time in the darker parts of the city, using his coin to buy small escapes from the pain within him... heading out into the wilds, looking for things to sell to buy him a night's peace or release. As his coin began to run out, he began spending more and more time in the woods, eventually moving into the abandoned den of a she-wolf where he found a young cub. He began to raise the thing, hoping to sell it in exchange for a few more bottles or a night or two at the brothels.
It was on his way to the city for such a night that he first heard the song of Shelyn - literally, in the form of a young acolyte singing her praises while admiring a sunset. Something within Taedric made him stop and listen to her song, finding solace in the sad notes... and drawing hope from the messages of a deep, inner beauty that exists within.... By the end of her litany, Taedric found himself weeping. He approached the young priestess, seeking forgiveness and atonement for his past actions, and was shocked to learn that it was the girl he'd rescued a year before.
Taedric returned to civilization, taking the young wolf as a new mount, and helping the church as he could. Unlike the liturgies of his youth, he found himself excited to take in the teachings of Shelyn, to internalize the teachings of love, art, and especially, the inner beauty of the soul, and how it is not so easily tarnished, even from dark acts. Slowly returning to a place where he could love himself once again, he even began to send letters north to his mother. Taedric began to thrive in his new life... when he received a letter from Kenteberes -- his mother had taken ill.
Unwilling to risk losing her before he could apologize in person, and worse, allowing her to die before she could see what he had become, Taedric said his goodbyes and headed north, a Cavalier returning home. He managed to meet his mother on her deathbed, and she forgave him for leaving, wishing him redemption... and told him the truth about his father, and how he carried the blood of an Angel... which is why she pressed him so hard.
The realizations rocked Taedric, and yet, hardened something within him to. He knew his duty now, and it was to protect the beauty of this world from the ugliness of what lay beyond the Worldwound... and to find and nurture the inner beauty in those who have lost hope, or allowed themselves to fall into only a grim existence. Now, finally, he was ready and willing to join in the Crusade.
Taedric's looking to redeem himself, to atone for his past misdeeds ... and, more importantly, inaction. However, like many converts, he's more zealous that one born into the faith -- as such, he strives to find the beauty and wonder in all things.... possibly even when he shouldn't. He may, also, be willing to put himself at risk in ways that he shouldn't -- partially out of zeal, and partially from his belief that he, like his goddess, is now Incorruptible.
And, based on his past, he's embraced the ideal of the Crusades, but does so as a Shelynite -- thinking it his duty to protect the wonder and beauty of the world from those who would ruin it with their ugliness... ... while still feeling that there is beauty and good in all things which could be nurtured and brought out -- as it was in him. As such, he would rather redeem his opponents, to bring those small few notes of the beautiful song into a loud harmony with everything than he would silence the voice and lose the unique things they could offer. That said, he's not dumb enough to think there's any way to redeem a demon.
Taedric has a high charisma and social skills, and would be an excellent face for a party. Beyond that, his mobility and speed make him an excellent skirmisher/striker -- who can, if needed, stand in the front line, or, more effectively, spin through combat, running down enemies from the flank.
Taedric will probably head toward the Mammoth Rider PrC -- if only because the thought of a Mythic Cavalier charging into battle on a Huge-sized full-on Battlecat to tear apart demons is just too cool to pass up.
HP 102  (8HD - 13,9,12,11,9,12,11,12 + 5 [bonus] + 8 [Marshall 2])
Base Atk: +8, CMB: +13
Bonus Feats: Mounted Combat (Cav 1), Raging Vitality (Story)
Animal Friend (Racial Trait)
Faerie Dragon Magic (Sp)
Gift of Tongues
Illusion Resistance (Ex)
- (Bonded Mount) [+12] (No AC penalty)
Sense Motive [+0] = 0.0 + 0 + 0
Aura of Good (Ex)
Bloodrage (Su) (ooooo ooooo ooooo) [Celestial Bloodline]
Cavalier's Charge (Ex)
Challenge (Ex) 2/day (oo) [Swift Action]
Detect Evil (Sp)
Divine Grace (Su)
Expert Trainer (Ex)
Fast Movement (Ex)
In or Out of the Saddle (Ex) At 1st level, an emissary can move at normal speed when wearing medium armor. This ability replaces tactician.
Mount (Ex) (Knave, see below)
Order of the Sword (Ex)
Lay On Hands (Su) (ooo [o] - d6)
Smite Evil (Su) (o) [+2 Deflection to AC, +2 to hit, +2 damage]
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Uncanny Dodge (Ex)
Extra Mythic Feat
Hard to Kill (Ex)
Mounted Marshal (Ex)
Backpack: [Bedroll, Trail Rations (6 days), Everburning Torch, Waterskin (Full), Mess Kit, Slate ]
Knave's Saddlebags: [60 Arrows, Trail Rations (12 Days), Feed (18 days), Rope (50 ft.)]
Male Wolf Animal 7 (NG Large Animal)
Init +2; Senses: Low-Light, Scent (Perception +8)
AC 24, Touch 11, Flat-footed 22, CMD 24 (30 vs trip)
hp 62 (7HD)
Fort: +9, Ref: +7, Will: +3
Special: +4 morale bonus on Will saves against enchantment spells and effects; Evasion.
Speed: 50 ft. (10 squares)
Melee: bite +10 (2d6+9) + trip or Power Attack +8 (2d6+15)+ trip
Base Atk: +5; CMB: +12 (+14 trip) [+18 flanking];
Str 23, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Feats: Armor Proficiency (Light), Improved Natural Attack (bite), Dirty Fighting, Improved Trip, Power Attack.
Skills: Acrobatics +1, Acrobatics (Jump) +9, Climb +9, Perception +8, Survival +2, Swim +9.
Possessions: +1 Barding (Chain Shirt); Dire Collar
Trained for Combat Riding
Knows the tricks: attack, come, defend, down, guard, and heel.
Additional Tricks: Attack II, Fetch, Guide, Seek, Watch
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
(HP: 62/62 AC: 24/11/22; Percep: +8 (scent); Init: +2; Fort +9, Ref: +7(evasion), Will: +3(+devotion); CMD: 24 (30 v trip); CMB +12 [+14 trip; +18 trip while flanking]; Speed: 50)
(HP: 102/102 AC: 25/12/24(uncanny dodge); Percep: +13; Init: +3; Fort +15[+18], Ref: +6, Will: +8[+10] (+1 within 30' of an animal); CMD: 24; CMB +13 [+15]; Speed: 30)