Denedran

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Denedran Green-Eye, Human Adaptable Warden, 25 years old, played by mathey

  • Class: Scout 1, XP 0
  • Action dice: 3d4 (+3 bonus to rolls boosted by Action Dice)
  • Recent changes to sheet:

NB Pease don't alter the format too much; if we alter one, I want to alter all.

Stats[edit]

  • STR 14 (+2) / DEX 15 (+2) / CON 14 (+2)
  • INT 15 (+2) / WIS 15 (+2) / CHA 12 (+1)

Combat

  • Init: +9 (2 Scout + 2 Dex + 5 Decisive)
  • BAB: +0 / Melee +2 / Ranged +2
  • Defence: 12 (10 + 1 Scout + 2 Dex -1 Armor)
  • DR: 1 (torso)
  • Resist: Falling 5, Fire 3 (torso)
  • Fort: +4 (+2 Con +2 Scout) / Ref: +3 (+2 Dex +2 Scout -1 Armor) / Will: +2 (+2 Wis +0 Scout)
  • Vitality Points: 11 / Wound Points: 14

Common Attacks/Defences/Actions:

  • Short bow, +3, 1d6 lethal, 19-20, 20 ft. x 6, cavalry, AP 4, poisonous (+5, 1d6+2 lethal in Deadshot Stance)
  • Hand axe, +2, 1d6+2 lethal, 20, AP 2, hurl (15 ft. x 2), trip (+2 bonus Trip attempts) (+4, 1d6+2 lethal in Deadshot Stance when thrown)

Social, Interests & Religion[edit]

Social:

  • Lifestyle: +1 (Panache 1 [+0 Appearance; Income 10 silver] / Prudence 0 [15% savings])
  • Legend: +0
  • Reputation: 10
  • Renown. Heroic: 0. Religious: 0. Temporal: 0.

Interests:

  • Language: Sirdish
  • Study: Birds
  • Study: Herbal Lore
  • Study: Tegayet Plateau
  • Alignment: St. Kirlan (Paths: Heroism, Wilderness)

Religion: St. Kirlan

  • Paths: Heroism, Wilderness
  • Alignment Skills: Athletics, Ride, Sneak, Survival
  • Ritual Weapon: Axe
  • Avatar: Dire Grizzly Bear
  • Opposed Alignments: Enemies of the Heartstone

Blessed: Path of Air

  • Air I: You gain Bang and Electrical Resistance equal to 3 times your Air Step (3)

Abilities, Feats & Proficiencies[edit]

  • Adaptable: Grace under Pressure: +3 bonus to rolls boosted by Action Dice
  • Adaptable: Origin skill: +2 origin skills
  • Adaptable: Inquisitive mind: +2 interests
  • Warden: Attribute Training: +1 to INT
  • Warden: Decisive: +5 to Initiative
  • Warden: Practised Investigate: If use action die to boost Investigate but fails, get it back
  • Warden: Pathfinder Basics: Caverns/Mountains: May always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain. You gain Falling Resistance 5 and a +2 bonus with Climb checks.
  • Warden: Unbreakable: Attribute impairments decrease by 1.
  • Scout Class Ability: Trailblazer: Can share 1 Terrain Feat with allies for one scene
  • Scout1: Stalker: Doesn't fail Survival or Tactics checks if DC less than 21; minimum level of success
  • Lvl 1: Pathfinder Basics: Forest/Jungle: May always act during surprise rounds and your Travel Speed increases by 2 MPH while in this terrain. You gain a +2 bonus with Sneak checks.
  • Lvl 1: Bow Basics: When you wield a bow it gains AP 2, and Deadshot stance.
  • Stance: Deadshot: +2 ranged weapon attacks and damage. May only take 5ft bonus steps, no more.
  • Extra Feat: Blessed: 1 step on Path of Air
  • Proficiencies: (start 4) Bows (Forte) / Edged weapons / Hurled weapons

Skills (ranks/stat/misc)[edit]

(6+Int 2 = 8/lvl) Max 4 Total (4x8)=32

  • Acrobatics 3 (1/2Dex/0)
  • Athletics 4 (2/2Str/0), 6 Climb (+2 Climb from Pathfinder Basics: Caverns/Mountains)
  • Blend 3 (2/1Cha/0)
  • Impress* 3 (2/1Cha/0)
  • Investigate* 6 (4/2Wis/0)
  • Medicine 3 (1/2Int/0)
  • Notice 6 (4/2Wis/0)
  • Resolve 6 (4/2Con/0)
  • Ride 3 (1/2Dex/0)
  • Search* 4 (2/2Int/0)
  • Sense Motive* 4 (2/2Wis/0)
  • Sneak 5 (1/2Dex/2) (+2 Sneak from Pathfinder Basics: Forest/Jungle)
  • Survival 6 (4/2Wis/0)
  • Tactics 4 (2/2Int/0)

One asterisk = Origin skills

Gear[edit]

Loads (33.01 lbs.) : Light < 90 lb / Hvy 91-270 lb / Over > 271 lb

Stake 100s

  • Short bow, Arrow, 19-20, 20 ft. x 6, cavalry, S/2h, Hard 1, 10D, 4 lbs., 40s
  • 30 Standard Arrows, 1d6 lethal, AP 2, poisonous, .01 lb., 10s

=4.01 lbs., 50s

  • Hand Axe, 5 lbs., 5s
  • Bedroll, 5 lbs., 5s
  • Canteen, 1 lb./5 lbs., 5s
  • Climber's Kit, 8 lbs., 15s

=23 lbs., 30s

  • Partial Leather Armor, DR 1, Fire 3, DP -1, -0 ACP, Disguise +0, Soft 2, Comp 7D, 6 lbs., 20s

=6 lbs., 20s

=33.01 lbs., 100s

  • Coin: 0s

History[edit]

Born: 17th day of the month of Bardil (Chaos) and Lycida (Wind), 8th month of 475

Info

Denedran is from Mount Ledrik, home to the hillfolk collectively known as the Sparrow Kin. The son of a village shaman, Denedran was one of many Sparrow Kin youths rounded up and pressed into the service of the Empire. He and his fellow tribesmen were taken across the mountains and over the sea as part of Leo III's wars of conquest. The teen proved to be a skilled tracker and helped lead a company of Heartstone Knights through the treacherous Onyx Pass. He went on to prove his valor at the Battle of the Boar's Den, holding a narrow bridge with several fellow archers. He was eventually made a squire to Sir Pevel Lesko, an elder Heartstone Knight who saw his true potential. He would help Lesko and a rag-tag band of mercenaries in several sorties behind enemy lines, gathering information on the goblin horde and enemy cities. The fatherly Lesko would retire, but before he did he knighted Denedran and gave him his blessing.

Returning home from the war after several years, Denedran was on the path to his village home when he received a vision of St. Kirlan, patron of the Sparrow Kin and the first Warden of the Heartstone. In the vision, Kirlan told him to find a cave hidden in the shadow of a cyprus tree. Following the saint's command, Denedran found an enclave of the Quiet Hand, a hero cult that worshiped Kirlan, preached altruism, and which believed that the church was corrupted by political ambition. Spending several months with the Quiet Hand, Denedran was indoctrinated into their ways and made one of their number.

As his first duty to the Quiet Hand, Denedran has been sent to aid an expedition involving the Heartstone Codex. The cult believes that there is danger of a conspiracy within the Heartstone Knights, one which could tamper with the Codex in an attempt to influence the increasingly instable Empire.

Notes[edit]