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<blockquote data-quote="rangerjohn" data-source="post: 5346302" data-attributes="member: 2469"><p><strong>Dalyn tbc</strong></p><p></p><p>[sblock="Dalyn"]</p><p>[sblock=Game Info]</p><p>Race: Half-Elf</p><p>Class: Ranger</p><p>Level: 5</p><p>Experience: 15000</p><p>Alignment: Nuetral Good</p><p>Languages: Common, Elven, Goblin, Sylvan</p><p>[/sblock]</p><p>[sblock=Abilities]</p><p>STR 20 (+5) [base 15] {7 pts} + 2 [race] + 1 [4th level] +2 [Enhancement]</p><p>DEX 14 (+2) [base 14] {5 pts}</p><p>CON 14 (+2) [base 14] {5 pts}</p><p>INT 14 (+2) [base 14] {5 pts}</p><p>WIS 14 (+2) [base 14] {5 pts}</p><p>CHA 8 (-1) [base 8] {-2 pts}[/sblock]</p><p>[sblock=Combat]</p><p>HP: 51 = [(5d10) [Ranger] +10 [CON] + 5 [FC] </p><p>AC: 20 = 10 + 7 [Armor] + 0 [shield] + 2 [DEX] + 1 [Feat] </p><p>Touch: 14 = 10 + 2 [DEX] + 1 [Feat]</p><p>Flatfooted: 17 = 10 + 7 [Armor] + 0 [shield] </p><p>INIT: +4 = +2 [DEX] + 2 [trait]</p><p>BAB: +5 = +5 [Ranger]</p><p>Fort: +6 = +4 [base] + 2 [CON] </p><p>Reflex: +6 = +4 [base] + 2 [DEX] </p><p>Will: +3 = +1 [base] + 2 [WIS] </p><p>Speed: 30 ft.</p><p>CMB: + 10</p><p>CMD: + 22[/sblock]</p><p>[sblock=Weapon Stats]</p><p>MW Greatsword +11 = +5 [BAB] + 5 [STR] / DMG = 2d6 + 7, 19-20x2 </p><p>Power Attack +9 = +5 [BAB] +5 [STR] -2 [PA]/DMG =2d6+13</p><p>Mighty +5 Masterwork Composite Longbow +8 = + 5 [BAB] + 2 [DEX] + 1 [Masterwork] / DMG = 1d8 + 5, 20x3</p><p></p><p></p><p></p><p> </p><p>[/sblock]</p><p>[sblock=Ranger Class Features]</p><p>Favored Enemy (Ex)</p><p></p><p>At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.</p><p></p><p>At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.</p><p></p><p>Choosen: Humanoid, Human +2, Humanoid, Goblinoid +4</p><p></p><p>Track (Ex)</p><p></p><p>A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.</p><p></p><p>Wild Empathy (Ex) </p><p></p><p>A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.</p><p></p><p>To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.</p><p></p><p>The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.</p><p></p><p>Combat Style Feat (Ex) [2-Handed Style]</p><p></p><p>Feat Chosen: Power Attack</p><p></p><p>Endurance</p><p></p><p>A ranger gains Endurance as a bonus feat at 3rd level.</p><p></p><p>Favored Terrain (Ex) Mountain</p><p></p><p>At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).</p><p></p><p>Hunter's Bond (Ex)</p><p>The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.</p><p></p><p>This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.</p><p></p><p>Bonus Tricks</p><p></p><p>The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.</p><p></p><p>Link (Ex)</p><p></p><p>A druid 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. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.</p><p></p><p>Share Spells (Ex)</p><p></p><p>The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).</p><p></p><p>Cat, Small ( Leopard) Shadow</p><p></p><p>5th Lvl Statistics: Size Medium; Speed 50 ft.; AC:18 +3 natural armor; 5 HD F:6 R:9 W:2 HP: 35 Attack bite +8 (1d6+3 plus trip),+8 2 claws (1d3+3); Ability Scores Str 16, Dex 20, Con 15, Int 3, Wis 12, Cha 6; Special Qualities low-light vision, scent. Evasion, Sprint Feats: Weapon Finesse, Agile Maneuvers, Skill Focus (perception)</p><p>Skills: Perception: 8, Stealth: 9, Survival: 5</p><p>Tricks: Purpose: Hunting, bonus: stay, Defend</p><p>WIP</p><p>Spells: 1+1 DC 12+ spell level</p><p> Spells prepared: Longstrider, Resist Energy</p><p>[/sblock]</p><p>[sblock=Feats]</p><p>Skill Focus: Perception [Half-Elf]</p><p>Endurance [Ranger]</p><p>Power Attack[Ranger]</p><p>Dodge</p><p>Boon Companion</p><p>Quick Draw</p><p>[/sblock]</p><p>[sblock=Traits]</p><p>Elven Reflexes: One of your parents was a member of the Elven tribe of the Southern Expanse, and you’ve inherited a portion of your elven parent’s quick reflexes.</p><p></p><p>Benefit: You gain a +2 trait bonus on initiative checks (referred to as "Ekujae Reflexes" officially).</p><p></p><p>Child of Nature (Gozreh): You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.</p><p>[/sblock]</p><p>[sblock=Skills]</p><p>Skill Points: 30 [5 [Ranger] + 10 [Int]] Max Ranks: 5/5</p><p>ACP: -1</p><p>[code] </p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Acrobatics 0 +2 +0 +2</p><p>Appraise 0 -2 +0 +2</p><p>Bluff 0 -1 +0 -2</p><p>Climb 1 +5 +3-1 +8</p><p>Craft (Untrained) 0 +2 +0 +2</p><p>Diplomacy 0 -1 +0 -1</p><p>Disguise 0 -1 +0 -1</p><p>Escape Artist 0 +2 +0 +2</p><p>Fly 0 +2 +0 +2</p><p>Handle Animal 5 -1 +3 +7</p><p>Heal 1 +2 +3 +6</p><p>Intimidate 0 -1 +0 +-1</p><p>Knowledge (Dungeoneering) 4 +2 + 3 +9</p><p>Knowledge (Geography) 4 +2 +3 +9</p><p>Knowledge (Nature) 4 +2 +4 +10</p><p>Perception 5 +2 +8 +15</p><p>Perform (Untrained) 0 -1 +0 -1</p><p>Ride 1 +2 +3 +6</p><p>Sense Motive 0 +1 +0 +1</p><p>Stealth 5 +2 +3 +10</p><p>Survival 5 +2 +3 +10 +2 find food and water +2 track</p><p>Swim 1 +5 +3-1 +8</p><p>[/code][/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>Arrows (38) 2gp 6 lbs </p><p>Mighty +5 Masterwork Composite Longbow</p><p> 900gp 3lbs</p><p>MW Greatsword 350gp 8lbs</p><p>Belt of Giant Strength +2 4,000 </p><p>Mithril Breastplate+1 5,200gp 15 lbs</p><p>Explorer's Outfit x3 free worn</p><p></p><p>Backpack 2 gp 2 lbs</p><p>- Bedroll 1sp 5 lbs</p><p>- Blanket, Winter 5 sp 3 lbs</p><p>- Grappling Hook 1 gp 4 lbs</p><p>- Silk Rope (50 ft.) 10 gp 5 lbs</p><p>- Sunrod x 3 6 gp 3 lbs</p><p>- Rations (14 days) 7 gp 14 lbs</p><p>- Waterskin (Filled) 1 gp 4lbs</p><p></p><p></p><p></p><p>Belt Pouch</p><p>- Fishhook 1 sp 0 lbs</p><p>- Flint and Steel 1 gp 0 lbs</p><p>- Whetstone 2 cp 1 lbs</p><p>[/code]</p><p>Treasure: 19 gp, 2 sp, 8 cp Gems:</p><p>Total weight carried: 90 1/2 lbs. (Light)</p><p>Light: 133, Medium: 266, Heavy: 400</p><p>Maximum weight possible: 400 [/sblock]</p><p>[sblock=Details]</p><p>Size: M</p><p>Gender: Male</p><p>Age: 27</p><p>Height: 6'2"</p><p>Weight: 195 lbs.</p><p>Hair Color: Brown</p><p>Eye Color: Hazel</p><p>Skin Color: Tan[/sblock] [/sblock] </p><p>[sblock=Background]Dalyn grew up in the town of Red Ridge, in the southern foothills of the Wyvern Watch mountains. As the result of bandits raping his mother she was exiled from her tribe. She moved to the human village. On about his tenth year there was a terrible storm during a goblin attack, he was struck, while this did leave him scarred, it left him with an affinity to Gozreh (God of Storms and nature). When it came time for his apprenticeship he studied under the local lord Jeerad Silvershield's huntmaster. At this time he grew closer to Jon, a fellow apprentice under the lord, who was outgoing as Dalyn was withdrawn. At the end of the this apprentiship, they were awarded weapons and armor. Also, during this time, the huntmaster trained him in battle especially against bandits and goblin raiders, which were constant problems in the area. He also trained him in handling animals, and he was introduced to his other boon companion, Shadow, a female panther. </p><p></p><p>In the past few weeks, the scouts and warriors have found more action as goblins from a tribe new to the area, the Broken Knifes have apparently been driven south. The information is not solid, but it seems that someone or something is forcibly uniting the tribes of goblinoids in the northern Wyrmsmoke Mountains which could mean trouble for all of Elsir Vale. </p><p></p><p>Dalyn and Jon, Lord Jeerad has asked you to investigate, and alert the leaders of the vale what may be transpiring.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="rangerjohn, post: 5346302, member: 2469"] [b]Dalyn tbc[/b] [sblock="Dalyn"] [sblock=Game Info] Race: Half-Elf Class: Ranger Level: 5 Experience: 15000 Alignment: Nuetral Good Languages: Common, Elven, Goblin, Sylvan [/sblock] [sblock=Abilities] STR 20 (+5) [base 15] {7 pts} + 2 [race] + 1 [4th level] +2 [Enhancement] DEX 14 (+2) [base 14] {5 pts} CON 14 (+2) [base 14] {5 pts} INT 14 (+2) [base 14] {5 pts} WIS 14 (+2) [base 14] {5 pts} CHA 8 (-1) [base 8] {-2 pts}[/sblock] [sblock=Combat] HP: 51 = [(5d10) [Ranger] +10 [CON] + 5 [FC] AC: 20 = 10 + 7 [Armor] + 0 [shield] + 2 [DEX] + 1 [Feat] Touch: 14 = 10 + 2 [DEX] + 1 [Feat] Flatfooted: 17 = 10 + 7 [Armor] + 0 [shield] INIT: +4 = +2 [DEX] + 2 [trait] BAB: +5 = +5 [Ranger] Fort: +6 = +4 [base] + 2 [CON] Reflex: +6 = +4 [base] + 2 [DEX] Will: +3 = +1 [base] + 2 [WIS] Speed: 30 ft. CMB: + 10 CMD: + 22[/sblock] [sblock=Weapon Stats] MW Greatsword +11 = +5 [BAB] + 5 [STR] / DMG = 2d6 + 7, 19-20x2 Power Attack +9 = +5 [BAB] +5 [STR] -2 [PA]/DMG =2d6+13 Mighty +5 Masterwork Composite Longbow +8 = + 5 [BAB] + 2 [DEX] + 1 [Masterwork] / DMG = 1d8 + 5, 20x3 [/sblock] [sblock=Ranger Class Features] Favored Enemy (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. Choosen: Humanoid, Human +2, Humanoid, Goblinoid +4 Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Combat Style Feat (Ex) [2-Handed Style] Feat Chosen: Power Attack Endurance A ranger gains Endurance as a bonus feat at 3rd level. Favored Terrain (Ex) Mountain At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Hunter's Bond (Ex) The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3. Bonus Tricks The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed. Link (Ex) A druid 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. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Cat, Small ( Leopard) Shadow 5th Lvl Statistics: Size Medium; Speed 50 ft.; AC:18 +3 natural armor; 5 HD F:6 R:9 W:2 HP: 35 Attack bite +8 (1d6+3 plus trip),+8 2 claws (1d3+3); Ability Scores Str 16, Dex 20, Con 15, Int 3, Wis 12, Cha 6; Special Qualities low-light vision, scent. Evasion, Sprint Feats: Weapon Finesse, Agile Maneuvers, Skill Focus (perception) Skills: Perception: 8, Stealth: 9, Survival: 5 Tricks: Purpose: Hunting, bonus: stay, Defend WIP Spells: 1+1 DC 12+ spell level Spells prepared: Longstrider, Resist Energy [/sblock] [sblock=Feats] Skill Focus: Perception [Half-Elf] Endurance [Ranger] Power Attack[Ranger] Dodge Boon Companion Quick Draw [/sblock] [sblock=Traits] Elven Reflexes: One of your parents was a member of the Elven tribe of the Southern Expanse, and you’ve inherited a portion of your elven parent’s quick reflexes. Benefit: You gain a +2 trait bonus on initiative checks (referred to as "Ekujae Reflexes" officially). Child of Nature (Gozreh): You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you. [/sblock] [sblock=Skills] Skill Points: 30 [5 [Ranger] + 10 [Int]] Max Ranks: 5/5 ACP: -1 [code] [B]Skills Ranks Mod Misc Total[/B] Acrobatics 0 +2 +0 +2 Appraise 0 -2 +0 +2 Bluff 0 -1 +0 -2 Climb 1 +5 +3-1 +8 Craft (Untrained) 0 +2 +0 +2 Diplomacy 0 -1 +0 -1 Disguise 0 -1 +0 -1 Escape Artist 0 +2 +0 +2 Fly 0 +2 +0 +2 Handle Animal 5 -1 +3 +7 Heal 1 +2 +3 +6 Intimidate 0 -1 +0 +-1 Knowledge (Dungeoneering) 4 +2 + 3 +9 Knowledge (Geography) 4 +2 +3 +9 Knowledge (Nature) 4 +2 +4 +10 Perception 5 +2 +8 +15 Perform (Untrained) 0 -1 +0 -1 Ride 1 +2 +3 +6 Sense Motive 0 +1 +0 +1 Stealth 5 +2 +3 +10 Survival 5 +2 +3 +10 +2 find food and water +2 track Swim 1 +5 +3-1 +8 [/code][/sblock] [sblock=Equipment] [code] Equipment Cost Weight Arrows (38) 2gp 6 lbs Mighty +5 Masterwork Composite Longbow 900gp 3lbs MW Greatsword 350gp 8lbs Belt of Giant Strength +2 4,000 Mithril Breastplate+1 5,200gp 15 lbs Explorer's Outfit x3 free worn Backpack 2 gp 2 lbs - Bedroll 1sp 5 lbs - Blanket, Winter 5 sp 3 lbs - Grappling Hook 1 gp 4 lbs - Silk Rope (50 ft.) 10 gp 5 lbs - Sunrod x 3 6 gp 3 lbs - Rations (14 days) 7 gp 14 lbs - Waterskin (Filled) 1 gp 4lbs Belt Pouch - Fishhook 1 sp 0 lbs - Flint and Steel 1 gp 0 lbs - Whetstone 2 cp 1 lbs [/code] Treasure: 19 gp, 2 sp, 8 cp Gems: Total weight carried: 90 1/2 lbs. (Light) Light: 133, Medium: 266, Heavy: 400 Maximum weight possible: 400 [/sblock] [sblock=Details] Size: M Gender: Male Age: 27 Height: 6'2" Weight: 195 lbs. Hair Color: Brown Eye Color: Hazel Skin Color: Tan[/sblock] [/sblock] [sblock=Background]Dalyn grew up in the town of Red Ridge, in the southern foothills of the Wyvern Watch mountains. As the result of bandits raping his mother she was exiled from her tribe. She moved to the human village. On about his tenth year there was a terrible storm during a goblin attack, he was struck, while this did leave him scarred, it left him with an affinity to Gozreh (God of Storms and nature). When it came time for his apprenticeship he studied under the local lord Jeerad Silvershield's huntmaster. At this time he grew closer to Jon, a fellow apprentice under the lord, who was outgoing as Dalyn was withdrawn. At the end of the this apprentiship, they were awarded weapons and armor. Also, during this time, the huntmaster trained him in battle especially against bandits and goblin raiders, which were constant problems in the area. He also trained him in handling animals, and he was introduced to his other boon companion, Shadow, a female panther. In the past few weeks, the scouts and warriors have found more action as goblins from a tribe new to the area, the Broken Knifes have apparently been driven south. The information is not solid, but it seems that someone or something is forcibly uniting the tribes of goblinoids in the northern Wyrmsmoke Mountains which could mean trouble for all of Elsir Vale. Dalyn and Jon, Lord Jeerad has asked you to investigate, and alert the leaders of the vale what may be transpiring. [/sblock] [/QUOTE]
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