About Brand Tarren
BRAND TARREN CR 1/2
Male Human Ranger 1
LN Medium Humanoid (Human)
Init +8; Senses Perception +4
AC 17, touch 12, flat-footed 15. . (+5 armor, +2 Dex)
hp 12 (1d10+1)
Fort +3, Ref +4, Will +0
Spd 20 ft.
Melee Falchion +5 (2d4+6/18-20/x2) and
. . Scimitar +5 (1d6+4/18-20/x2) and
. . Dagger +5 (1d4+4/19-20/x2) and
. . Dagger +5 (1d4+4/19-20/x2) and
. . Gauntlet (from Armor) +5 (1d3+4/20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Ranged Longbow +3 (1d8/20/x3)
Ranger Spells Known (CL 0, 5 melee touch, 3 ranged touch):
Str 19, Dex 15, Con 12, Int 11, Wis 11, Cha 11
Base Atk +1; CMB +5; CMD 17
Feats Improved Initiative, Power Attack -1/+2
Traits Charming, Reactionary
Skills Acrobatics -2, Climb +0, Escape Artist -2, Fly -2, Handle Animal +4, Heal +4, Intimidate +4, Knowledge: Nature +4, Perception +4, Ride -2, Survival +4, Swim +0
SQ Earplugs, Enemies: Humanoids (Human) (+2 bonus) (Ex), Track +1, Weapon Cord, Wild Empathy +1 (Ex)
Combat Gear Falchion, Longbow, Scale Mail, Dagger, Dagger, Arrows (40), Arrows, Flight (40), Scimitar; Other Gear Alchemist's Kindness (2), Backpack (11 @ 23 lbs), Bedroll, Chalk, 1 piece (5), Earplugs, Fishhook, Flint and steel, Grappling hook, Pouch, belt (14 @ 4.08 lbs), Rations, trail (per day) (5), Rope, hempen (50 ft.), Sewing needle, String (50') (5), Torch (3), Waterskin, Weapon Cord, Whetstone
Charming +1 Bluff/Diplomacy/save DC for a language-dependant spell vs. targets who could be sexually attracted to you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 +1 to survival checks to track.
Weapon Cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Brand Tarren is the third son of a minor noble house belonging to the Chelaxian empire; having demonstrated a talent with the sword at an early age he quickly became a favorite of his father. This proved a detriment when he reached the young age of twelve, after his father had remarried -- the Lady Valeria Tarren instantly took a dislike to the boy, working against him whenever possibly until his father finally relented, sending him away for further schooling.
Still, it wouldn't do to send him to any academy, when he was clearly apt with the blade -- and his father, at least, valued such skill greatly. Thus he was sent to a rather new and unorthodox, but nonetheless very expensive, school which taught a rather curious fighting style that combined the use of heavy weaponry with that of a longbow.
He took to their practices like a sponge, growing not only tall and strong-limbed under their tutelage, but also quite intelligent and quick. His natural charm quickly made him a favorite amongst his peers and endeared him to his tutors. He began to grow proud of his rather exceptional skills.
Not all was happy sunshine, however, as after a good seven years of intense instructions his father fell out of favor in court and, soon, was ruined by his rivals. Shortly before the money stopped coming, Lord Pellius Tarren ended his life -- suicide, as they called it, by duel, when he challenged a known superior master of the sword and was killed. With his own mother dead and his stepmother being pretty much a stranger, Brand was devastated.
Enough money remained to complete his instructions, but his friends there soon found that he had grown more distant and a little cold, concentrating far more on perfecting his technique than interpersonal relations.
Once deemed a proper warrior, he set about traveling Golarion, earning some money here and there with minor heroics while seeking some sort of purpose in life. He quickly adapted to life on the road, finding that his training complimented it extremely well.
He eventually wound up in Brevoy, a land that suited him rather well, with its penchant for nobles that actually are regal as well as skilled warriors. Once he heard of efforts to secure the Stolen Lands, he quickly stepped forward to lend his aid.
Motivation and Goals:
His main motivation in aiding the securing of the Stolen Lands is to be recognized for his abilities and deeds, but once he learns that a new nation may be established he will be out to reclaim part of his heritage and secure himself a position of worth, so that he can both protect a budding nation and its people and honor the memory of his fallen noble ancestors.
Brand is proud of his skills and school, and rightfully so. Challenges or insults to both are met with strong opposition. He is well-disciplined, intelligent and holds a certain charm and regality, but the dishonor and death of his father has left him bitter. He'll need some time to get over it and good friends and comrades to return to his more open, friendly self of the past.
He likes to help people when possible, but is pragmatic enough to understand that being utterly selfless will get no one anywhere and thus is likely not to reject rewards and, when in need of it, even ask for one when not offered in the first place, though dependent on the circumstances involved he may well relent and help nevertheless, as he can't really abide just standing by when he could change something for the better.