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Valyn

Page history last edited by Kr1mz0n 5 years, 2 months ago

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Dawnlord Valyn Quelm

 

Description

 

Valyn is a tall thin man with short cropped brown hair, and clear blue eyes. A scar runs beneath his right eye, from just by his nose back towards his ear.

 

When execting trouble, Valyn wears a suit of well-worked platemail, covered with a tabbard depicting the rising sun. Contrarily, his kite shield, made a dense dark wood, bares no emblem. In a quiver slung to his back, Valyn carries a longbow with a score of arrows, and at his him he carries a shiny silvery mace.

 

When dressed casually, Valyn usually wears lighter colors, favoring the reds, yellows, and oranges. He is usually unarmed, with the exception of the shinny silvery mace, to which he referrs to as, Radiant Dawn.

 


 

Vitals

Name Valyn Quelm
Race Human - Dalelands
Class Cleric
Level 4
Age 23
Height 6' 1"
Weight 192 lbs
Size M
Sex Male
XP 6,000 / 10,000
Region Dalelands
Religion Lathander

 

Stats

STR 14 +2
DEX 14 +2
CON 14 +2
INT 12 +1
WIS 19 +4 (+1 from 4th lvl)
CHA 12 +1

 

Skills

CC?NameSTATAttrRankMiscTotalUntrained
CCAppraise
INT
+1
1
Y
CCBalance
DEX
+2
N
CCBluff
CHA
+1
1
Y
CCClimb
STR
+2
2
Y
Concentration
CON
+2
2
Y
Craft:
INT
+1
1
Y
CCDecipher Script
INT
+1
N
Diplomacy
CHA
+1
1
Y
CCDisable Device
DEX
+2
N
CCDisguise
CHA
+1
1
Y
CCEscape Artist
DEX
+2
2
Y
CCForgery
INT
+1
1
Y
CCGather Information
CHA
+1
1
Y
CCHandle Animal
CHA
+1
N
Heal
WIS
+4
7
11
Y
CCHide
DEX
+2
2
Y
CCIntimidate
CHA
+1
1
Y
CCJump
STR
+2
2
Y
Knowledge: Religion
INT
+1
7
8
N
CCKnowledge: Local
INT
+1
1
2
N
CCListen
WIS
+4
4
Y
CCMove Silently
DEX
+2
2
Y
CCOpen Locks
DEX
+2
N
CCPerform: Singing
CHA
+1
2
3
N
Profession:
WIS
+4
N
CCRide
DEX
+2
1
3
Y
CCSearch
DEX
+2
2
Y
CCSense Motive
WIS
+4
4
Y
CCSleight of Hand
DEX
+2
N
CCSpeak Language
N/A
+
N
Spellcraft
INT
+1
2
3
N
CCSpot
WIS
+4
4
Y
CCSwim
STR
+2
2
Y
CCSurvival
WIS
+4
N
CCTumble
DEX
+2
N
CCUse Magic Device
CHA
+1
1
Y
CCUse Rope
DEX
+2
2
Y

 

Feats

 

HumanMilitiaProficient with all Martial weapons
Level 1 Extra Turning Gain for additional Turn Undead Attempts
Level 3Initiate of LathanderCan spontanously cast any Light spell, or spell with Light in the name.

 

Spells

0AmanuensisCopy nonmagical text
0Create Water Crates 2 gallons/level of pure water
0Cure Minor Wounds Cures 1 point of damage
0Detect Magic Detects spell and magic items from 60 ft.
0Detet poison detects poison in one creature or object
0Guidance +1 on one attack roll, saving throw, or skill check
0Inflict Minor Wounds Touch attack, 1 point of damage
0Light Object shines like a torch
0Mending Makes minor repairs on an object
0Purify Food and Drink Purifies 1 cu. ft./level of food or water.
0Read Magic Read scrolls and spellbooks
0Resistance Subject gainst +1 on saving throws
0Virtue Subject gains 1 temporary hp.

 

1Bane Enemies take -1 on attack rolls and saves against fear
1Bless Allies gain +1 on attack rolls and saves against fear
1Blessed Aim+2 BOnus for allies' ranged attacks
1Bless Water Makes Holy Water
1Blood WindSubject uses natural weapons at range
1Cause Fear One creature of 5 HD or less flees for 1d4 rounds
1Cold FireFire become s blue and white, emits cold
1Command One subject obeys selected command for 1 round
1Comprehend Langauges You understand all spoken and written langauges
1ConvictionSubject gains +2 or higher save bonus
1Cure Light Wounds Cure 1d8 damage +1/level (max +5)
1Deathwatch reveals how near death subject within 30 ft. are
1Delay DiseaseRavages of disease staved off for a day
1Detect Chaos Reveals creatures, spells, or objects of selected alignment
1Detect Evil Reveals creatures, spells, or objects of selected alignment
1Detect Good Reveals creatures, spells, or objects of selected alignment
1Detect Law Reveals creatures, spells, or objects of selected alignment
1Detect Undead Reveals undead within 60 ft.
1Dispel WardAs dispel magic, but affects only wards
1Divine Favor You gain +1 per three elvels on attack and damage rolls
1Doom One subject takes -2 on attack rolls, damage rolls, saves, and checks
1Ebon EyesSubject can see through magical darkness
1Endure Elements Exist comfortably in hot or cold environments
1Entropic Shield Ranged attacks against you have 20% miss chance
1Faith HealingCures 8hp +1/level (max +5) to worshipers of your deity
1Foundations of Stone+2 AC, +4 bonsu to resist bull rush and trip attacks
1Grave StrikeYou can sneak attack undead for 1 round
1Guiding Light+2 on ranged attacks against creatures in illuminated areas
1Healthful RestSubject heals at twice the normal rate
1Hide from Undead Undead can't precieve one subject/level
1Ice GauntletA spiked gauntlet of ice forms around your fist
1InciteSubject can't ready actions or delay
1Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5)
1InhibitSubject delays until next round
1IrongutsSubject gains +5 bonus on saving throws against poison
1Light of LuniaYou radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage
1Magic Stone Three stones gain +1 on attack, deal 1d6+1 damage
1Magic Weapon WEapon gains +1 bonus
1Moon LustSubject obsesses about moon, is fascinated or dazzled.
1NightshieldYou gain resistance bonus on saves, and spell absorbs magic missile damage
1Nimbus of LightLight illuminates you until released as an attack
1Obscuring Mist Fog surrounds you
1Omen of PerilYou know how dangerous the future will be
1Protection from Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders
1Protection from Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders
1Protection from Law +2 to AC and saves, counter mind control, hedge out elementals and outsiders
1Portal BeaconYou grant others knowledge of a magic portal's location
1Remove Fear Suppresses fear or gives +4 on save against fear for one subject + one per four levels
1Resist Planar AlignmentSubject can resist penalties for being of an opposed alignment on an aligned Outer Plane
1ResurgenceYou grant subject a second chance at a saving throw
1Sanctuary Opponents can't attack you , an dyou can't attack
1Sheild of Faith Aura gives +2 or higher delection bonus
1SignYou gain +4 bonus on next initiative check
1SnowshoesSubject walks easily on ice and snow
1Spell FlowerHold the charge on one touch spell per forelimb
1Summon Monster I Calls extraplanar creature to fight you
1UpdractColumn of wind lifts you aloft
1Vigor, LesserCreature heals 1 hp/round (max 15 rounds)
1Visions of GlorySubject gains moral bonus equal to your Cha modifier to one saving throw
1Wings of the Sea+30 ft. to subject's swim speed.

 

Equipment

#DescriptionLocationWgt(ea)Cost(ea) 5400
1Masterwork PlatemailWorn501650 3750
1Masterwork Large Metal ShieldWorn15170 3580
1"Radiant Dawn"Worn3?3070 510
1Horse - "Hope"150 360
1Military Saddle20 340
2Traveler's Outfit1 338
1Cold Weather Outfit8 330
2Cleric's Vestments5 320
1BackpackBack22 318
1BedrollPack5.1 317.9
2Blanket, WinterPack3.5 316.9
10CandlePack*.01 316.8
1Flint and SteelPack-1 315.8
1Grappling HookPack41 314.8
1Continual Flame Hooded LanternPack2117 197.8
1Mirror, Small steelPack.510 187.8
10Trail Rations (day)Pack1.5 182.8
1Rope, Silk (50')Pack510172.8
1SoapPack1.5172.3
1SpadeHorse82170.3
1TentHorse2010160.3
2WaterskinPack41 158.3
1Whetstonepack1.02 158.28
1Silver Holy SymbolNeck125 133.28
1Spell Component PouchWaist25 128.28
1Masterwork Mightly Longbow (+2)back3free 128.28
1Arrows (20)Back31 127.28
1ShortswordWaist210 117.28
2Dagger12 114.28
1Leather Armor1510 104.28

 

Background

(All of this is subject to changes, especially as it relates to other folks.)

 

Valyn is the second child of the woodsman Jarl and the midwife Iselyn. To help liberate the town of Dagger Falls from the grip of the Zhents, Jarl used his skill with a bow, and familiarity with the forest to ambush patrols and small groups. It was in such a capacity that Jarl became an acquaintence of Marsh.

 

Valyn's elder brother, Jakob, died (a hero) by Zhent hands when Valyn was 15 years old. Jakob was in his early twenties and ...

 

What would have been Valyn's younger sister was stillborn, and left Iselyn exteremly depressed.

 

At the same time, Jarl had an encounter with Marsh, who was escorting his young half-human neice from Deepingdale. Apparently, both of her parents had died, and Marsh did not know how to take care of her. Jarl offered to foster the young girl named Amethyst, and Marsh accepted. Iselyn embraced Amethyst as her own daughter, and did her best to raise her well.

 

Valyn and Amethyst became fast friends, with Valyn always trying to watch out for his 'little sister' who, while actually was two years older than he, appeared to be several years younger.

 

Growing up, Valyn was always very cheerful, despite the darkness of the situation. He always kept his hopes up, and tried to keep others around him hopeful. When he wasn't doing chores around the house, or spending time at the bar with this friends, he often watched his father and the other archers practice shooting. Planning on following in his father's footsteps, Valyn used how to use a bow, and was honored on his 16th birthday to receive his brother's bow that had been recovered with is body.

 

During the revolution, Valyn joined the archers and woodsman.

 

 

After the revolution, Valyn felt he had to heed the call he believe he felt during the fighting. He left Daggerdale, to travel to the Morningdawn Hall, the grand temple to Lathander in Shadowdale.

 

 

Returned, Valyn looked up his old friends and his family. While not being quite as carefree as he was before he left, Valyn remains as optimistic as ever. He strives to always see the positive in a situation, and those that cannot be made positive, he will try to endure, knowing that the dawning light will bring with it a new day.

 

Another change, since returing, is that Valyn has begun to look at his foster sister in a different manner. No longer seeming to share the familiarity of siblings, he seems to see her in a different light.

 

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