"Just don't break my list, that's all I ask."
| Sirus Day
Human Ranger 1
|Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 10|
|Initiative: +2||Speed: 30 ft. (6 squares)|
|Hit Dice: 1d8+2 (10 hp)|
|Saves: Fort +4, Ref +4, Will -1|
|BAB/Grapple: +1/+4||Space/Reach: 5 ft./5 ft.|
|Attack: 2-Handed Falchion +4 (2d4+4 18-20×2)
|Special Attacks: Power Attack|
|Special Qualities: Wild Empathy, Favored Enemy Aberration|
|Skills: Climb 4 + 3(str), Gather Info 4 + 3(feat), Jump 4 + 3(str), Kno Geo 4 + 1(int), Kno Nature 4 + 1(int), Survival 4 – 1(wis), Swim 4 + 3(str)|
|Feats: Track, Skill Focus Gather Information, Weapon Focus (2-Handed Falchion)|
|Languages: Common, Elven|
|Gear: Studded Leather, 2-Handed Falchion, Backpack, Crowbar, Shovel, Rations (x8), Tent, Bedroll|
History Sirus was born and raised in the small village of Drisedin. Mostly a farming village, Sirus quickly became accustomed to the outdoors. As a young man he helped his family and neighbors by delivering their crops and products to the Elven city or Ryden deep in the forest. From his regular interaction with these people he slowly and surely learned their language and quickly became the mediator between his small village and the large Elven city. After coming home from one of his two week trips to Ryden, he found the village in disarray. Apparently while Sirus was gone, a horde of aberrations came and ransacked his village for no apparent reason. The looks on his friend’s and family’s faces were enough to burn hatred into his heart. Not to mention, they broke his first rule.
Since birth, Sirus has kept a strict set of rules that he calls “the list”.
Rule Number 1. Act with purpose. The aberrations that almost leveled his village, and most aberrations in general, had no reason or motivation for their actions. They destroyed lives without purpose.
Rule Number 2 Keep one’s word. The elves which Sirus interacted with were incredibly trusting people, and from them he learned the value of this virtue. He decided that he would be just as honorable as those who once showed him such trust.
Rule Number 3 Debts will be paid in full. Again, this comes back to Sirus’s concept of honr. He will left no job unfinished and will always pay his debt, in one way or another.
Rule Number 4 Morality Shouldn’t Have to be Listed. Sirus follows a strict moral code which to him, doesn’t need any enumeration.
“Laws are good and fine, but honeslty I prefer to follow my own. Not to say I think I’m above the law, I just consider myself my ultimate authority. My actions are guided by my thoughts, not anyone else’s. Don’t get me wrong, I don’t think I’m the center of the material plain or anything, I just sometimes find that formalized authority can be…....restricting.”
Sirus Day is by no means an outlaw, his morality in fact adheres to most formal law, however if his concept of what’s right contradicts the written law, he’s not afraid to ruffle a few feathers.
In recent time Sirus’s parents have died died of natural causes. As an only child, this gave him a chance to find his true calling in life outside the trading and farming business. Recently, the Katomis family, a family of quite enthusiastic university researchers, has sent word into local villages that they have been looking for someone familiar with the area to escort one of the own, Jerym Katomis, in some research an adventuring. After discovering that this might entail some research into aberrational activity, Sirus was convinced that he must accompany Jerym in order to pay the debt he owes the vile creatures. Luckily, Jerym doesn’t need his specimens alive.
Goals Sirus is a very determined and motivated person. At this point his goal is to find and help dispatch whatever aberrations Jerym is searching for. However, he is practical and understands the need for overarching life goals. After two solid weeks of adventuring with Jerym, Sirus has caught a taste for what the risky lifestyle leads and loves it. At this point, his ultimate goal is to continue adventuring for causes he believes in and for people that he can trust.
Role in the party Sirus, as a ranger, brings many skills to an adventuring group. He is a strong young man from his many years of hard labor and dealing with wild animals attempting to ransack his precious trade cargo. Because of this, Sirus plans to learn to fight in the ways he sees most effective. He will become a strong melee combatant, however he will diversify the ways in which he is useful in combat by picking up many skills and abilities from different schools of thought. He plans to train in the paths of the hexblade, a style he saw in some of the lesser known school in Ryden, the typical fighter and then finally, the justiciar, a path he believes will be able to fully bring others to the justice he defines.