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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? | Name | STAT | Attr | Rank | Misc | Total | Untrained |
| CC | Appraise | INT | +1 | | | 1 | Y |
| CC | Balance | DEX | +2 | | | | N |
| CC | Bluff | CHA | +1 | | | 1 | Y |
| CC | Climb | STR | +2 | | | 2 | Y |
| | Concentration | CON | +2 | | | 2 | Y |
| | Craft: | INT | +1 | | | 1 | Y |
| CC | Decipher Script | INT | +1 | | | | N |
| | Diplomacy | CHA | +1 | | | 1 | Y |
| CC | Disable Device | DEX | +2 | | | | N |
| CC | Disguise | CHA | +1 | | | 1 | Y |
| CC | Escape Artist | DEX | +2 | | | 2 | Y |
| CC | Forgery | INT | +1 | | | 1 | Y |
| CC | Gather Information | CHA | +1 | | | 1 | Y |
| CC | Handle Animal | CHA | +1 | | | | N |
| | Heal | WIS | +4 | 7 | | 11 | Y |
| CC | Hide | DEX | +2 | | | 2 | Y |
| CC | Intimidate | CHA | +1 | | | 1 | Y |
| CC | Jump | STR | +2 | | | 2 | Y |
| | Knowledge: Religion | INT | +1 | 7 | | 8 | N |
| CC | Knowledge: Local | INT | +1 | 1 | | 2 | N |
| CC | Listen | WIS | +4 | | | 4 | Y |
| CC | Move Silently | DEX | +2 | | | 2 | Y |
| CC | Open Locks | DEX | +2 | | | | N |
| CC | Perform: Singing | CHA | +1 | 2 | | 3 | N |
| | Profession: | WIS | +4 | | | | N |
| CC | Ride | DEX | +2 | 1 | | 3 | Y |
| CC | Search | DEX | +2 | | | 2 | Y |
| CC | Sense Motive | WIS | +4 | | | 4 | Y |
| CC | Sleight of Hand | DEX | +2 | | | | N |
| CC | Speak Language | N/A | + | | | | N |
| | Spellcraft | INT | +1 | 2 | | 3 | N |
| CC | Spot | WIS | +4 | | | 4 | Y |
| CC | Swim | STR | +2 | | | 2 | Y |
| CC | Survival | WIS | +4 | | | | N |
| CC | Tumble | DEX | +2 | | | | N |
| CC | Use Magic Device | CHA | +1 | | | 1 | Y |
| CC | Use Rope | DEX | +2 | | | 2 | Y |
Feats
| Human | Militia | Proficient with all Martial weapons |
| Level 1 | Extra Turning | Gain for additional Turn Undead Attempts |
| Level 3 | Initiate of Lathander | Can spontanously cast any Light spell, or spell with Light in the name. |
Spells
| 0 | Amanuensis | Copy nonmagical text |
| 0 | Create Water | Crates 2 gallons/level of pure water |
| 0 | Cure Minor Wounds | Cures 1 point of damage |
| 0 | Detect Magic | Detects spell and magic items from 60 ft. |
| 0 | Detet poison | detects poison in one creature or object |
| 0 | Guidance | +1 on one attack roll, saving throw, or skill check |
| 0 | Inflict Minor Wounds | Touch attack, 1 point of damage |
| 0 | Light | Object shines like a torch |
| 0 | Mending | Makes minor repairs on an object |
| 0 | Purify Food and Drink | Purifies 1 cu. ft./level of food or water. |
| 0 | Read Magic | Read scrolls and spellbooks |
| 0 | Resistance | Subject gainst +1 on saving throws |
| 0 | Virtue | Subject gains 1 temporary hp. |
| 1 | Bane | Enemies take -1 on attack rolls and saves against fear |
| 1 | Bless | Allies gain +1 on attack rolls and saves against fear |
| 1 | Blessed Aim | +2 BOnus for allies' ranged attacks |
| 1 | Bless Water | Makes Holy Water |
| 1 | Blood Wind | Subject uses natural weapons at range |
| 1 | Cause Fear | One creature of 5 HD or less flees for 1d4 rounds |
| 1 | Cold Fire | Fire become s blue and white, emits cold |
| 1 | Command | One subject obeys selected command for 1 round |
| 1 | Comprehend Langauges | You understand all spoken and written langauges |
| 1 | Conviction | Subject gains +2 or higher save bonus |
| 1 | Cure Light Wounds | Cure 1d8 damage +1/level (max +5) |
| 1 | Deathwatch | reveals how near death subject within 30 ft. are |
| 1 | Delay Disease | Ravages of disease staved off for a day |
| 1 | Detect Chaos | Reveals creatures, spells, or objects of selected alignment |
| 1 | Detect Evil | Reveals creatures, spells, or objects of selected alignment |
| 1 | Detect Good | Reveals creatures, spells, or objects of selected alignment |
| 1 | Detect Law | Reveals creatures, spells, or objects of selected alignment |
| 1 | Detect Undead | Reveals undead within 60 ft. |
| 1 | Dispel Ward | As dispel magic, but affects only wards |
| 1 | Divine Favor | You gain +1 per three elvels on attack and damage rolls |
| 1 | Doom | One subject takes -2 on attack rolls, damage rolls, saves, and checks |
| 1 | Ebon Eyes | Subject can see through magical darkness |
| 1 | Endure Elements | Exist comfortably in hot or cold environments |
| 1 | Entropic Shield | Ranged attacks against you have 20% miss chance |
| 1 | Faith Healing | Cures 8hp +1/level (max +5) to worshipers of your deity |
| 1 | Foundations of Stone | +2 AC, +4 bonsu to resist bull rush and trip attacks |
| 1 | Grave Strike | You can sneak attack undead for 1 round |
| 1 | Guiding Light | +2 on ranged attacks against creatures in illuminated areas |
| 1 | Healthful Rest | Subject heals at twice the normal rate |
| 1 | Hide from Undead | Undead can't precieve one subject/level |
| 1 | Ice Gauntlet | A spiked gauntlet of ice forms around your fist |
| 1 | Incite | Subject can't ready actions or delay |
| 1 | Inflict Light Wounds | Touch deals 1d8 damage +1/level (max +5) |
| 1 | Inhibit | Subject delays until next round |
| 1 | Ironguts | Subject gains +5 bonus on saving throws against poison |
| 1 | Light of Lunia | You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage |
| 1 | Magic Stone | Three stones gain +1 on attack, deal 1d6+1 damage |
| 1 | Magic Weapon | WEapon gains +1 bonus |
| 1 | Moon Lust | Subject obsesses about moon, is fascinated or dazzled. |
| 1 | Nightshield | You gain resistance bonus on saves, and spell absorbs magic missile damage |
| 1 | Nimbus of Light | Light illuminates you until released as an attack |
| 1 | Obscuring Mist | Fog surrounds you |
| 1 | Omen of Peril | You know how dangerous the future will be |
| 1 | Protection from Chaos | +2 to AC and saves, counter mind control, hedge out elementals and outsiders |
| 1 | Protection from Evil | +2 to AC and saves, counter mind control, hedge out elementals and outsiders |
| 1 | Protection from Law | +2 to AC and saves, counter mind control, hedge out elementals and outsiders |
| 1 | Portal Beacon | You grant others knowledge of a magic portal's location |
| 1 | Remove Fear | Suppresses fear or gives +4 on save against fear for one subject + one per four levels |
| 1 | Resist Planar Alignment | Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane |
| 1 | Resurgence | You grant subject a second chance at a saving throw |
| 1 | Sanctuary | Opponents can't attack you , an dyou can't attack |
| 1 | Sheild of Faith | Aura gives +2 or higher delection bonus |
| 1 | Sign | You gain +4 bonus on next initiative check |
| 1 | Snowshoes | Subject walks easily on ice and snow |
| 1 | Spell Flower | Hold the charge on one touch spell per forelimb |
| 1 | Summon Monster I | Calls extraplanar creature to fight you |
| 1 | Updract | Column of wind lifts you aloft |
| 1 | Vigor, Lesser | Creature heals 1 hp/round (max 15 rounds) |
| 1 | Visions of Glory | Subject gains moral bonus equal to your Cha modifier to one saving throw |
| 1 | Wings of the Sea | +30 ft. to subject's swim speed. |
Equipment
| # | Description | Location | Wgt(ea) | Cost(ea) | 5400 |
| 1 | Masterwork Platemail | Worn | 50 | 1650 | 3750 |
| 1 | Masterwork Large Metal Shield | Worn | 15 | 170 | 3580 |
| 1 | "Radiant Dawn" | Worn | 3? | 3070 | 510 |
| 1 | Horse - "Hope" | | | 150 | 360 |
| 1 | Military Saddle | | | 20 | 340 |
| 2 | Traveler's Outfit | | | 1 | 338 |
| 1 | Cold Weather Outfit | | | 8 | 330 |
| 2 | Cleric's Vestments | | | 5 | 320 |
| 1 | Backpack | Back | 2 | 2 | 318 |
| 1 | Bedroll | Pack | 5 | .1 | 317.9 |
| 2 | Blanket, Winter | Pack | 3 | .5 | 316.9 |
| 10 | Candle | Pack | * | .01 | 316.8 |
| 1 | Flint and Steel | Pack | - | 1 | 315.8 |
| 1 | Grappling Hook | Pack | 4 | 1 | 314.8 |
| 1 | Continual Flame Hooded Lantern | Pack | 2 | 117 | 197.8 |
| 1 | Mirror, Small steel | Pack | .5 | 10 | 187.8 |
| 10 | Trail Rations (day) | Pack | 1 | .5 | 182.8 |
| 1 | Rope, Silk (50') | Pack | 5 | 10 | 172.8 |
| 1 | Soap | Pack | 1 | .5 | 172.3 |
| 1 | Spade | Horse | 8 | 2 | 170.3 |
| 1 | Tent | Horse | 20 | 10 | 160.3 |
| 2 | Waterskin | Pack | 4 | 1 | 158.3 |
| 1 | Whetstone | pack | 1 | .02 | 158.28 |
| 1 | Silver Holy Symbol | Neck | 1 | 25 | 133.28 |
| 1 | Spell Component Pouch | Waist | 2 | 5 | 128.28 |
| 1 | Masterwork Mightly Longbow (+2) | back | 3 | free | 128.28 |
| 1 | Arrows (20) | Back | 3 | 1 | 127.28 |
| 1 | Shortsword | Waist | 2 | 10 | 117.28 |
| 2 | Dagger | | 1 | 2 | 114.28 |
| 1 | Leather Armor | | 15 | 10 | 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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