Kressle

Margat Varyas's page

105 posts. Organized Play character for Dave Chua.


Full Name

Margat Varyas

Race

Human

Classes/Levels

Ranger 1 | HP 11/11 | AC 17 T 14 FF 13 | Init +4 | Per +5 | F+3 R+6 W+2 | CMD 17

Gender

F

Size

M

Age

20

Alignment

CG

Deity

The Green Faith

Occupation

Hunter

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 13
Charisma 7

About Margat Varyas

---===Statistics===---:
Female Human Divine Marksman 1 (Weapon Master's Handbook)
CG Human
Init +4; Senses Perception +5
-------------------------------=DEFENSE=-------------------------------
AC: 17, Touch: 14, Flat-Footed: 13 (+3 studded, +4 dex)
HP: 11 {+1d10,+1Con}
Fort: +3, {+2Base,+1Con}
Reflex: +6, {+2Base,+4Dex}
Will: +2,{+0Base,+1Wis +1 Trait}
CMD 17 {+ 10 + 1 base + 2 strength + 4 Dex}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +3; {+ 1 BAB +2 strength}
Base Atk: +1;
Melee:+3{+1Base,+2Str}
Ranged:+5{+1Base,+4Dex}

--Melee:Dagger [1d4 +2, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Longsword [1d8 +2, 19-20/crit x2, 4 lb, one-handed, slashing]
--Ranged: Longbow [1d8 +2, crit x3, range inc. 100 ft, 3 lb, piercing]

-------------------------------=STATISTICS=-------------------------------
Str: 14 (+2), Dex: 18 (+4) Con: 12 (+1) Int: 10 Wis: 13 (+1) Cha: 7 (-2)

-------------------------=Traits=----------------------

Foxclaw Scout: You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws, and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves. (Ironfang Invasion Player's Guide page 9)
Indomitable Faith: You gain a +1 trait bonus on Will saves.

----------------=Race Traits=-------------------

------------=Feats=-----------------
Point Blank Shot: +1 attack on damage on ranged targets within 30 feet
Precise Shot: Fire into melee without penalty
Bullseye Shot: Spend move action to steady shot, +4 to ranged attack (from Divine Arc

---------------=Skills=- (7 points; 6 class, 0 INT, 1 race )---------------
Acrobatics +4*(Dex)____{+0rank,+4Dex}
Bluff -2(Cha)____{+0rank,-2Cha}
Climb +2*(Str)____{+0rank,+2Str}
Craft (Int)____{+0rank,+1Int}
Diplomacy -2(Cha)____{+0rank,-2Cha}
Disable Device +4____{+0rank,+4Dex}
Disguise -2 (Cha)____{+0rank,-2Cha}
Escape Artist +4*(Dex)____{+0rank,+4Dex}
Fly* +4(Dex)____{+0rank,+4Dex}
Handle Animal 2(Cha)____{+1rank,-2Cha}
Heal +1(Wis)____{+0rank,+1Wis}
Intimidate -2(Cha)____{+0rank,-2Cha}
Knowledge (Nature) +4(Int)____{+1rank,+1Int}
Perception +5(Wis)____{+1rank,+1Wis}
Perform -2(Cha)____{+0rank,-2Cha}
Profession (Hunter) +5(Wis)____{+1rank,+1Wis}
Ride*+4 (Dex)____{+0rank,+4Dex}
Sense Motive +1(Wis)____{+0rank,+1Wis}
Sleight of Hand +4*(Dex)____{+0rank,+4Dex}
Stealth +9* (Dex)____{+1rank,+4Dex+4}
Survival +5(Wis)____{+1rank,+1Wis}
Swim +6*(Str)____{+1rank,+2Str}

-=Languages=- Common

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Weapon/armor proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Favored enemies - Animal +2

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

(Rolled 140gp)
Armor: Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

Weapon:

Dagger [1d4+2, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Longsword [1d8+2, crit 19-20/x2, 4 lb, one-handed, slashing]
Longbow [1d8+2, crit x3, range inc. 100 ft, 3 lb, piercing]
Quiver with 40 arrows (2 gp, 6 lbs)

Ranger's Kit: a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. (9 gp, 28 lbs)
-=Carrying Capacity=-
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
-=Current Load Carried=- 55 1/2 lb.

-=Money=- 14 GP 0 SP 0 CP


---===Background===---:

Marget was born to a family of dyers in the city of Tamran with too many children. She survived as an urchin in the city of Tamran, learning how to jump from barge to barge and surviving by begging and stealing from other boats and in the market.

When she was seven she was caught, and the pie merchant whipped her and branded her on the face. She fled home and was mocked by her siblings and others residing in nearby boats. She grew up angry and solitary. One day she saw a woman trader, Shanur, from Phaendar who was selling furs and live animals in the market. Curious, she spoke to Shanur and the trader told her about the village and how it offered a different life and to Marget, who expected to be sold to a pleasure boat or a life of poverty, it offered a chance to escape.

"Have you smelled a dyer's workshop? It's like an ogre ate beans and onions and then took a dump next to you!" Marget told Shanur.

Marget sneaked away and tried to follow the woman, but Shanur discovered the child. Nonetheless, Shanur was moved by Marget's persistence and couldn't bear to resign Marget to a horrid fate, Shanur visited Marget's houseboat and paid the family a 10 gp fee and asked that they allow her to become an apprentice. The leader of the dyers readily agreed - happy to have one less mouth to feed. Shanur brought Marget back to Phaendar and raised Marget as her own child. Shanur was a ranger of some expertise and trained Marget in the way of the woods, and the young girl found a life in the village a welcome change from the city.

Marget became a devotee of the Green Faith under Shanur's guidance. She trained for hours on her archery, as well as learning the way of the ranger, and always thanked the Green after making a kill.

"It was as though the wood was speaking to me. Telling me that they had chosen me to become a protector of the wild. I knew my life would henceforth be different."

One day, while out hunting a herd of deer, Marget felt the power of the green flowing through her. She realised she had been selected by the Green to become its protector, though she is not quite sure for what purpose as yet. At night, she has visions of the forest on fire and the village burning, but she does not dare tell Shanur.

Young and easily influenced, Marget joined the Foxclaws to disrupt the trades of the Moluthi, though the soirees so far have been small. She has not told anyone about her dreams and visions as yet, though they frighten her.

Shanur and her make a living trading furs and live animals, and Shanur teases her about being of age. Despite that, Marget is ashamed of her looks, and talks about marrying Scrog, an old bear that dwells in the forest. Now that Shanur is old, Marget takes care of her and is content with her life, and asks that the visions leave her alone. Now she is preparing for the Market festival, with some animal skins that she is hoping to sell.

---===Appearance and Personality===---:

Eyes: Green
Hair: Black
Skin: Burned, dark olive
Height: 5'4"
Weight: 160 lbs
Appearance: Marget has a red hand-like stain on her face. Her armor is ragged and functional, with loose threads. She has a stubby nose and rounded ears.
Personality: Self-effacing, Marget enjoys putting herself and making odd observations. A fond believer in the Green Faith and nature's ability to heal, she respects the forests from which she makes a living. She does argue with Shanur, and ends up climbing up a tree to escape her and the town.