| Full
Name |
Omaz Almas |
|
| Race |
Human Kelishite |
|
| Classes/Levels |
Ranger |
|
| Gender |
Male |
|
| Size |
5' 9" |
|
| Age |
21 |
|
| Alignment |
NG |
|
| Languages |
Common, Garuda, Kelish |
|
| Occupation |
Guide |
|
| Strength |
12 |
|
| Dexterity |
17 |
|
| Constitution |
12 |
|
| Intelligence |
12 |
|
| Wisdom |
14 |
|
| Charisma |
12 |
|
About Omaz Almas
OMAZ CR 1/2
Male Human (Keleshite) Ranger (Guide) 1
NG Medium Humanoid (Human)
Init +3; Senses Perception +6
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DEFENSE
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AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
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OFFENSE
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Spd 20 ft.
Melee Shortsword +2 (1d6+1/19-20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Special Attacks Ranger's Focus +2 (1/day)
Ranger (Guide) Spells Known (CL 0, 2 melee touch, 4 ranged touch):
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STATISTICS
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Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Point Blank Shot, Precise Shot
Traits Courageous, Reclaiming Your Roots
Skills Acrobatics +0, Climb +2, Escape Artist +0, Fly +0, Handle Animal +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Linguistics +2, Perception +6, Ride +4, Stealth +4, Survival +6, Swim -2
Languages Common, Garuda, Gnoll, Kelish
SQ Track +1, Wild Empathy +2 (Ex)
Combat Gear Arrows (20), Longbow, Shortsword, Studded Leather; Other Gear Backpack (7 @ 15 lbs), Blanket, Flint and steel, Rations, trail (per day) (4), Rope, hempen (50 ft.), Waterskin
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SPECIAL ABILITIES
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Courageous +2 save vs. fear.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Background:
What is the price of a heritage? Omaz knew little of his. He only knew of fogged childhood memories of a hasty midnight retreat with his mother. His mother had just enough coin so that they didn't live in abject poverty. Omaz's father had died in a fire, she said, and they came to the city for a new life.
Beyond that, she wouldn't say more. Times were frequently lean, and Omaz worked hard as a boy to learn a trade. His mother wanted him to learn an 'honest and safe craft' but something always drew Omaz beyond city walls, and into the wilderness. The Desert called, or so it felt. He became a skilled enough guide, and an excellent archer.
Yet any man, no matter how accomplished at a young age, without a past , without a father to name, can often be made to feel little better than an orphan or slave. His mother's silence caused something of a split between them. He made sure a part of his pay for every task went to her but he spoke to her less and less.
How could he make a name for himself when he didn't even know what that name was? His mother had used her own. An honorable name, to be sure. But it had nothing of his father in it.
Then, nearly a month ago, he returned from a job only to find out his mother had passed away in an untimely accident of her own. Left to him was a bit of coin, and , on a silver chain, a magnificent ring dangled; A golden ring in the shape of a lion's head with a tiny diamond in its mouth. Omaz felt a sense of his father all about the thing. Whatever it was, its value to his mother was such that she'd never sold it, even when times were hard. Was it some sign of nobility? A favor earned from some great noble? he asked about and found only one answer... it lead back to the lost town of Kelmarane.
When Omaz heard of the caravan going there, he instantly sought them out. Surely a good guide would be welcome.