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Talduin Vess's page

2 posts. Alias of The Pale King.


About Talduin Vess

Talduin Vess
Half-Elf Medium (Fiend Keeper) 1
CG Medium Humanoid (Half-Elf)
Init +3 (+1 DEX +2 Trait), Senses Low-light vision, Perception +6
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DEFENSE
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AC 16, touch 11, flat-footed 15
HP 10 (1d8 + 1 CON +1 FCB)
Fort +1 (+0 Base +1 CON), Ref +1 (+0 Base + 1 DEX), Will +4 (+2 Base +0 WIS +2 Race)
Resistances -
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OFFENSE
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Melee Attack - Greatsword Attack: +3 Damage 2d6+4 Crit 19-20x2
Champion Attack - Greatsword Attack: +5 Damage 2d6+8 Crit 19-20x2
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STATISTICS
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Str 16, Dex 12, Con 13, Int 12, Wis 10, Cha 13
Speed 20 ft. (30ft base - 10 hide armour)
BAB +0; CMB +3 (+0 BAB +3 STR); CMD 14 (+0 BAB +3 STR +1 DEX)
Feats Spirit Focus (Champion)
Skills Diplomacy +5, Knowledge (planes) +5, Sense Motive +4, Perception +6, Use Magic Device +5
Background Skills Craft (Paintings) +5, Linguistics +5,
Traits Elven Reflexes, Seventh Child of a Seventh Child
Languages Common, Elven,

Favoured Class Bonuses
1st - +1 HP

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SPECIAL ABILITIES
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Half-Elf:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

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.

Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Fiend Keeper Medium:

Evil Spirit (Su)

A fiend keeper serves as the vessel for a powerful evil spirit that fights and bargains for dominance. The legends a fiend keeper channels are all aspects of this evil presence. Willingly performing an evil act automatically grants the evil spirit 1 point of influence over him. Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. When the spirit gains at least 3 points of influence over the fiend keeper, in addition to the penalties associated with each legend, he gains an evil aura as per a cleric of his level and treats his alignment as evil for the purposes of resisting or being vulnerable to spells and abilities (such as unholy blight or a paladin’s smite evil class ability).

This ability modifies spirit.

Knacks: Mediums learn a number of knacks, or 0-level spells, as noted on Table: Medium Spells Known. These spells are cast like any other spell, but they don’t consume slots and can be used again.

Spirit Bonus (Su)
When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.

Spirit Surge (Su)
After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action.

This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.

Legend Bonuses:

Archmage: +1 concentration checks, intelligence checks, and intelligence based skill checks, damaging spells deal 2 extra damage to each target, Archmage Arcana
Champion: +2 attack rolls, strength checks, strength based skill checks and fort saves, +4 damage rolls, Champion's Prowess
Guardian: +1 AC, CON checks, Fort saves and Reflex saves, +1 CMD, Guardian's Shield
Hierophant: +1 WIS checks, WIS based skill checks and will saves, healing spells and abilities heal 2 extra points, Divine Surge
Marshal: +1 CHA checks, CHA based skill checks, spirit surge rolls. Choose a seance boon from another legend, Marshal's Order
Trickster: +1 DEX checks, skill checks and reflex saves. +1 bonus to a skill and it counts as a class skill, Trickster's Edge

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SPELLS
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2 Knacks known: Guidance and Ghost Sound

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried - 62 lbs
Money 19 GP 0 SP 0 CP
Greatsword - 8 lbs
Hide Armour - 25 lbs
Explorer's Outfit - 8 lbs
Scrivener's Kit - 1 lbs
Ranger's Kit - 28 lbs
Journal - 1 lbs

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BACKSTORY
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On the outskirts of Wicken nestled amongst a copse of birch and maple sat a simple but cozy cabin. The cabin was home to a widower on the verge between middle aged and elderly. This man called Saith Vess was the seventh child of a once reknowned adventurer. His other siblings -being much older than he- had mostly passed on. Though rumours persisted that one of his siblings had become a powerful and vile Lich. The rumour was denied by Saith, but a sly eye may have noticed the man tense at the mere mention of it. The man has six children himself, all had long since left home and become well known in their respective trades, crafts and fields. He could not be prouder of his children. Saith was once an adventurer himself, a cleric of Shelyn known for his beautiful paintings, moving songs, and powerful divine healing. The people of Wicken trusted him to take care of them when they were sick or injured and that suited him just fine. One night as he was setting up his easel and preparing his paints he heard a crash on his porch. He rushed outside to find what had caused the racket and discovered a gravely wounded and unconscious Elven woman. She was quite lucky she had collapsed on that particular doorstep as her wounds were so severe that anyone but a cleric of Saith’s skill would have been at a loss to save her.

He nursed her back to health and they found a powerful kinship between them. Her name was Ysabella. She had no interest in speaking of her past and he did not dig into it. He was more than happy to have her there with him in the present. Ysabella was as vivacious as she was mysterious. Her lust for life rivaled that of any follower of Cayden Cailean, though she professed to worship no specific god. She instead put her hope and conviction into the small but mighty light in the hearts of all mortals. The two married within the year. It was not long before she had become loved by the people of Wicken as deeply as Saith. The duets the couple sang in the local tavern were attended not just by the people of Wicken, but those from nearby hamlets as well. Shortly after Ysabella became with child. The seventh son, Saith could not be more happy than to know his own seventh son was on the way. The night the boy was born was the greatest storm Wicken has experienced in generations, but Saith and Ysabella paid it no mind for they now had a son, Talduin. The moment he set eyes on the boy, tears bloomed in Saith's eyes for the first time in years. He immediately sent letters to his other children to come and meet his new wife and their new brother.

The siblings came, not all at once and few stayed for long, but they met their step-mother and their half-brother. They each had odd experiences with their new brother. The boy was obviously bright for a babe and he never cried, he always full of laughter and smiles, but strange things just seemed to happen around him. They heard voices that weren't there or saw apparitions. The clock would strike thirteen or a rooster crow at midnight. They would suddenly feel an intense exhaustion or an uplifting surge of energy. It was obvious to the family of adventurers that the boy was magically talented in some way. As the boy grew the siblings continued to move in and out of his life, each trying to teach him their own talents and see where Talduin's own may lie. He seemed to have some minor talent in everything they taught, but his true talents seemed to hide.

One night Talduin and his parents were attacked by something powerful and utterly evil. It was a creature from the past of one of his parents, though he never found out which. The wraith was not one easily defeated as it had possessed poor Talduin. No matter what they tried the wraith could not be exorcised. In the end Saith and Ysabella saw no choice but to seal the creature in the depths of Talduin's soul using a ritual Saith had learned during his time among the grippli. Oddly the experience seemed to finally bring to bare Talduin's own skills. The youth quickly found himself using the power of the spirit to supplement his own. His parents worried at him tapping into such an evil well of power, but the boy seemed to cleanse it by his very use of it.

Years later Talduin spent many nights discussing his plans to set out on adventure with both of his parents. For a family like theirs it was a joyous occasion to contemplate Talduin joining his siblings in the adventuring world. Unfortunately, Saith fell ill. It was sudden and entirely unexpected. Saith passed away before his other children could be notified.

In the weeks after his death Ysabella began to act oddly. Talduin had postponed his adventures to grieve and look after his mother, but those adventures would soon be thrust upon him. Talduin came home from Wicken one evening to the cottage in shambles, his mother had burned most of her belongings in a bonfire out front. Her bags and clothing were gone, as was she. In the cottage he found a page torn from what he knew to be one of his mother's journals. The only legible word told him where he needed to go 'Castorhage'. Talduin left the cottage behind and headed to Wicken. He would need supplies and perhaps, companions.

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SIBLINGS
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Rickon the Silver-tongued Bard and Artist
Selene the Wise and Blessed Paladin of Shelyn
Vivaldi the Devil May Care Rogue Detective
Sorin the Traveling Merchant and Archaeologist
Tabatha the Queen of the Arcane Wonders
Yennifer the Unbeatable Blade