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Rohkar Cindren

Jutmon Symber's page

170 posts. Alias of Waterhammer.

Full Name

Jutmon Symber


Human, Ranger (Wild Stalker)


HP 19/19 | AC 18 | T 13 | FF 15 | CMD 18 | F+4 | R +6 | W +1 | Init +3 | Per +7








Chaotic Good.


Common, Goblin.

Strength 16
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 12
Charisma 12

About Jutmon Symber

Jutmon Symber
Male Human Ranger (Wild Stalker) 2
CG Medium Humanoid (human)
Init +3; Senses low-light vision; Perception +7
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 19 (2d10+4)
Fort +4, Ref +6, Will +1
Defensive Abilities uncanny dodge
Speed 30 ft.
Melee Club +5 (1d6+3/x2) and
Dagger +5 (1d4+3/19-20/x2) and
Longsword +5 (1d8+3/19-20/x2)
Ranged Masterwork Composite longbow (Str +3) +6 (1d8+3/x3)
Ranger (Wild Stalker) Spells Prepared (CL 0):
Str 16, Dex 17, Con 12, Int 12, Wis 12, Cha 12
Base Atk +2; CMB +5; CMD 18

Feats Blind-Fight, Point Blank Shot

Traits Suspicious, World Traveler (Diplomacy)

Skills Acrobatics +2, Climb +7, Diplomacy +6, Escape Artist +2, Fly +2, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7, Ride +6, Sense Motive +6, Stealth +7, Survival +6 (+7 to track), Swim +7
Languages Common, Goblin
SQ track, wild empathy

Gear: Oil, Masterwork Chain shirt, Masterwork Buckler, Arrows (30), Club, Dagger (3), Longsword, Masterwork Composite longbow (Str +3), Backpack (17 @ 16.5 lbs), Bedroll, Belt pouch (17 @ 0.32 lbs), Candle (5), Chalk (3), Fishhook (3), Flint and steel, Ink, black, Inkpen, Parchment, Scroll case (3 @ 0 lbs), Silk rope, Tindertwig (12), Torch (2), Trail rations (2), Waterskin, Whetstone, 10 GP, 6 SP
Special Abilities
Blind-Fight Re-roll misses because of concealment, other benefits.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Jutmon was born on the frontier, on a rustic farm. He and his parents and his two younger sisters and two older brothers had to work hard to survive in the rugged environment. Jutmon's father loved to hunt and fish so he left much of the farm work to his wife and the other children. The man would always bring Jutmon along on these hunting and fishing trips. "The farm is not for you lad." He would say with a chuckle. 'Nope it's a peddler that you will be.' And sure enough, Jutmon's dad got him a job with a roaming peddler.

A man who also happened to be Jutmon's uncle. This was a happy time in the young man's life. He and his uncle traveled far and wide. There was much to see and the work was not hard by comparison to the farm.
It could not last, of course. Bandits attacked their camp one night. Jutmon's uncle was killed, all their belongings were taken and Jutmon was left for dead with his scalp split by a club.

Waking with a bloody head, Jutmon vowed to find the bandits and take some revenge. To this end he joined the local Sheriff's watch-troop, impressing the man with his skill with a bow. Jutmon's motivation for joining the Sheriff's band was to learn to swordfight. He figured he would need more than just a bow to tackle the bandits.

When he felt he was ready, Jutmon tracked the bandits down. One by one he picked them off with an arrow or two. They never had a chance. With his vendetta complete, and bored with small town sheriff work, Jutmon took up the offer a grizzled mercenary made, and joined the Shining Blade.


Jutmon is tall and lanky, his arms and chest corded with wiry muscles. His eyes are piercing and black. His black hair is cut short and raggedly. He always seems to have a days growth of stubble on his chin. Jutmon wears sturdy black logging boots and tight brown leather trousers. Jutmon's chainshirt is padded between a red cotton undershirt and a dark green wool jerkin. A wolf-skin mantle shelters his shoulders and back from the elements. Jutmon's weapons are sharp, well oiled, and show not a speck of rust. The arrows in his quiver are fletched with red and blue feathers.

Jutmon has a wildness to his spirit. Perhaps his father recognized this in him and knew he would never be happy, as a farmer. Jutmon learned the necessity of teamwork while working for the Sheriff. He has a kindly personality, until angered, then he is fierce as a diving hawk. Generally Jutmon is slow to anger and willing to give folks the benefit of the doubt.

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