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About Havrin StahlAPPEARANCE:
BACKGROUND:
Havrin Stahl is a VERY distant (but legitimate!) relation to the Medvyed noble family of eastern Brevoy (his mother was a Medvyed, and his father was a forester and trader). Growing up far removed from the House seat of Stoneclimb, Havrin spent nearly his entire life under the sheltering boughs of the Gronzi Forest, which led to his deep respect for the wilderness and the creatures that dwell within.
Six months ago, Havrin’s father, Harther Stahl, disappeared while leading a trade caravan from Restov through the Stolen Lands to the River Kingdoms. Only last month, word filtered back to Havrin that a lone, grievously-wounded survivor from the caravan was found by a wandering priest of Erastil. Before the man died of his wounds, he stated that the caravan had been waylaid by bandits in the Stolen Lands, and that the caravan leader had been captured by the bandits, wounded but alive. Havrin traveled to Restov in hopes of tracking down more information about his father’s disappearance in the Stolen Lands. He views the offer of a charter from the Swordlords granting the right to explore the southern wilderness as a fortunate coincidence. He hopes to discover leads that will allow him to rescue his father if he is still alive, or to extract vengeance on the bandits of the region if his father is dead. GAME STATISTICS:
AC: 17, touch 13, flat-footed 14; [+4 armor, +3 Dex]
COMBAT:
Base Atk: +2; CMB: +4; CMD: 17 Melee Greatsword: +4 to Hit; Dmg 2d6+3; crit 19-20/x2 or Kukri: +4 to Hit; Dmg 1d4+2; crit 18-20/x2 Ranged Masterwork Mighty Composite Longbow (+2 STR): +6 to Hit; Dmg 1d8+2; crit 20/x3 Combat Modifiers:
SKILLS:
Skill Ranks Per Level: 6 + Int + 1 (human) Acrobatics +2 (0 ranks + 3 Dex - 1 ACP) Bluff +0 (0 ranks + 0 Cha) -- Bluff +2 vs. Humans (+2 favored enemy) Climb +1 (0 ranks + 2 Str - 1 ACP) Diplomacy +0 (0 ranks + 0 Cha) -- Diplomacy +2 vs. Fey (+2 trait bonus) Handle Animal +5 (2 ranks + 3 class + 0 Cha) Heal +1 (0 ranks + 1 Wis) Knowledge (geography) +4 (1 rank + 3 class + 0 Int) Knowledge (nature) +4 (1 rank + 3 class + 0 Int) Linguistics +1 (1 rank + 0 Int) Perception +8 (2 ranks + 3 class + 1 Wis + 2 Alertness) -- Perception +10 vs. Humans (+2 favored enemy) Ride +6 (1 rank + 3 class + 3 Dex - 1 ACP) Sense Motive +4 (1 rank + 1 Wis + 2 Alertness) -- Sense Motive +6 vs. Humans (+2 favored enemy) Stealth +7 (2 ranks + 3 class + 3 Dex - 1 ACP) Survival +6 (2 ranks + 3 class + 1 Wis) -- Survival +8 vs. Humans (+2 favored enemy) -- Survival +8 to avoid becoming lost (+2 from compass) Swim +5 (1 rank + 3 class + 2 Str - 1 ACP) Languages: Common, Sylvan FEATS:
Alertness: +2 bonus on Perception and Sense Motive checks. (human bonus feat) Iron Will: +2 bonus on Will saves. (1st level feat) Precise Shot: Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on the attack roll. (2nd level ranger bonus feat) TRAITS:
Noble Born (Medvyed): +2 trait bonus on all Diplomacy checks made to deal with fey creatures, and +1 trait bonus on Will saves made against their spells and supernatural abilities. [Campaign Trait] Reactionary: +2 trait bonus on Initiative checks. [Combat Trait] RANGER CLASS ABILITIES:
1st Favored Enemy (Humanoid [Human]): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against creatures of this type. +2 bonus on weapon attack and damage rolls against these creatures. Track (Ex): Adds half his level to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
HUMAN RACIAL ABILITIES:
+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Havrin’s bonus is to Dexterity. Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Havrin's bonus feat is Alertness. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. Havrin's favored class is ranger. Whenever he takes a level in his favored class, he receives either +1 hit point or +1 skill point. (Havrin has taken the bonus hit point at level 1). EQUIPMENT:
Explorer’s Outfit (8 lb)
Masterwork Chain Shirt (25 lb) Greatsword (8 lb) Masterwork Mighty Composite Longbow [+2 STR] (3 lb) Arrows, 10 (1.5 lb) [-0 used] Arrows, cold iron, 10 (1.5 lb) [-0 used] Kukri (2 lb) Masterwork Backpack (4 lb) - Bedroll (5 lb) - Waterskin, full (4 lb) - Trail Rations, 1 day (1 lb) [] - Wandermeal, 10 days [][][][][][][][][][] - Flint and Steel - Potion: Cure Light Wounds - Potion: Cure Light Wounds - Fireworks (five paper candles and two Desnan candles) Belt Pouch (0.5 lb) - Compass (0.5 lb) - Potion: Cure Light Wounds - Potion: Cure Light Wounds - 6 gp, 19 sp - Honey candy Total: 64 lb carried (Light)
Treasure/Rewards:
Accounting:
STEPPER, Heavy Combat-Trained Horse:
N Large Horse (Animal)
Init +4; Senses low-light vision, scent; Perception +8 DEFENSE AC 17, touch 13, flat-footed 13 (+4 Dex, +2 armor, +2 natural armor, –1 size) hp 19 (2d8+10) Fort +8, Ref +7, Will +3 OFFENSE Speed 50 ft.; 35 ft. w/medium load Melee bite +5 (1d4+5); 2 hooves +0 (1d6+2) Space 10 ft.; Reach 5 ft. STATISTICS Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11 Base Atk +1; CMB +7; CMD 21 (25 vs. trip) Feats Endurance, Run Skills Perception +8 Tricks - Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. - Come: The animal comes to you, even if it normally would not do so. - Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character. - Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. - Guard: The animal stays in place and prevents others from approaching. - Heel: The animal follows you closely, even to places where it normally wouldn’t go. EQUIPMENT Leather Barding (30 lb) Bit and Bridle (1 lb) Military Saddle (30 lb) Blanket (3 lb) Saddlebags (8 lb) - Feed, 4 days (40 lb) - Trail Rations, 2 days (2 lb) - Blanket (1 lb) - Arrows, 30 (4.5 lb) - Arrows, cold-iron, 10 (1.5 lb) - Silk Rope, 50 ft (5 lb) - Grappling Hook (4 lb) - Oil, 2 flasks (2 lb) Total: 386 lb carried w/ Havrin mounted (Light)
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