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*Defence: 12 (10 + 1 Scout + 2 Dex -1 Armor)
 
*Defence: 12 (10 + 1 Scout + 2 Dex -1 Armor)
 
*DR: 1 (torso)
 
*DR: 1 (torso)
*Resist: Falling 5, Fire 3 (torso)
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*Resist: Fire 3 (torso)
 
*Fort: +4 (+2 Con +2 Scout)  /  Ref: +3 (+2 Dex +2 Scout -1 Armor)  /  Will: +2 (+2 Wis +0 Scout)
 
*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
 
*Vitality Points: 11    /    Wound Points: 14
  
 
'''Common Attacks/Defences/Actions:'''
 
'''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)
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*Short bow, +3, 1d6 lethal, 19-20, 20 ft. x 6, cavalry, AP 2, poisonous (+5, 1d6+2 lethal, AP 4 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)
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*Hand axe, +2, 1d6+2 lethal, 20, AP 2, hurl (15 ft. x 2), trip (+2 bonus Trip attempts)
  
 
=Social, Interests & Religion=
 
=Social, Interests & Religion=
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*Study: Birds
 
*Study: Birds
 
*Study: Herbal Lore
 
*Study: Herbal Lore
*Study: Tegayet Plateau
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*Study: Tegayet
*Alignment: St. Kirlan (Paths: Heroism, Wilderness)
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*Alignment: St. Kirlan (Paths: Heroism)
  
'''Religion: St. Kirlan'''
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'''Religion:'''
* Paths: Heroism, Wilderness
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*  
* Alignment Skills: Athletics, Ride, Sneak, Survival
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*
* 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=
 
=Abilities, Feats & Proficiencies=
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*Lvl 1: ''Bow Basics:'' When you wield a bow it gains AP 2, and Deadshot stance.
 
*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.
 
*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) Blunt weapons  / Bows (Forte)  /  Edged weapons  /  Hurled weapons
*Proficiencies: (start 4)  Bows (Forte)  /  Edged weapons  /  Hurled weapons
 
  
 
=Skills (ranks/stat/misc)=
 
=Skills (ranks/stat/misc)=
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=History=
 
=History=
'''Born: 17th day of the month of Bardil (Chaos) and Lycida (Wind), 8th month of 475'''
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'''Born: Xth day of the month of Bardil (Chaos) and Lycida (Wind), 8th month of 475'''
  
 
''Info''
 
''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.  
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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 teenaged Denedran 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.  
 +
 
 +
Denedran 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 succumb to illness during one such mission, but before he died 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.
+
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 worshipped 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.
 
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=
 
=Notes=

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