Machine Slayer

Rathgar the Ranger's page

17 posts. Alias of WalkerOhmsford.


Full Name

Rathgar

Race

Dwarf

Classes/Levels

Ranger/1

Gender

Male

Size

4'4"

Age

63

Languages

Common, Dwarven

Occupation

Cartographer

About Rathgar the Ranger

Male Dwarf Ranger 1
NG, Medium, Init:+2, Perception:+6, Darkvision(60ft)

--Defense--

:

AC:15, Touch:12, Flat:13
HP:12 (1d10+1 (Con) +1 (Favored))
Fort:+3
Ref:+4
Will:+2
Conditional: +2 vs. poison, spells, and spell-like abilities
CMD:16 (20 for trip and bull rush)

--Offense--

:

Speed:20 ft.
BAB:+1
Melee:+4
Ranged:+3
CMB:+4

--Stats--

:

Str:17 (+3)
Dex:14 (+2)
Con:12 (+1)
Int:10
Wis:14 (+2)
Cha:8 (-1)

Feats:Deadly Aim

--Favored Enemy-- Goblinoid

:
(+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures)

--Skills--

:

Trained:
  • Handle Animal 3
  • Knowledge (Geography) 4
  • Knowledge (Nature) 4
  • Perception 6
  • Stealth 5
  • Survival 6

Untrained:

  • Acrobatics 2
  • Appraise 0
  • Bluff -1
  • Climb 3
  • Craft 0
  • Diplomacy -1
  • Disguise -1
  • Escape Artist 2
  • Fly 2
  • Heal 2
  • Intimidate -1
  • Perform -1
  • Ride 2
  • Sense Motive 2
  • Swim 3

--Racial Abilities--

:
  • Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype
  • Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones
  • Hardy (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes
  • Stability (Ex) Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground
  • Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance
  • Stonecunning (Ex) Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
  • Weapon Familiarity (Ex)

--Class Abilities--

:
  • Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks
  • Wild Empathy (Ex)A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

--Equipment--

:
  • Dwarven Waraxe (1d10,Melee)
  • Axes,Throwing (x2) (1d6, 10ft.)
  • Dagger (x2) (1d4, 10ft.)
  • Shortbow (1d6, 60ft.)
  • Arrows (x20)
  • Studded Leather Armor (+3AC, -1 Armor Check)

Misc: Backpack, Bedroll, Case (Maps), Belt Pouches (x2), Waterskin, Flint and Steel, Trail Rations (x5), Mug, Rope (x2,one knotted) (Silk/50ft.), Whetstone
41 gp
65.5 lbs

--Physical Description--

:

Tan skin. Black hair which is kept shaved on the sides with a braid running down the middle of his head. Has various tattoos on his head, some are dwarven runes and others are seemingly random symbols. Has a black beard which he keeps short by dwarven standards (~8" in length) so that it doesn't catch on branches and the like while in the wilderness. Has a few scars that are noticeable when his sleeves are not rolled down. Fairly typical dwarven build though he seems to be a bit thinner than most dwarves due to the amount of hiking and climbing that he does in his travels.

--Personality--

:

Rathgar is a bit gruff upon first meeting people, which may be due to the amount of time he spends by himself in the woods, and doesn't always leave a good first impression. Upon getting to know someone he is usually a friend for life and is dependable to be there if his assistance is required. Like most dwarves he has a fondness for ale but generally keeps his drinking fairly limited due to his nature of always being ready for something to attack at a moments notice.

--Background--

:

Rathgar is from a clan of dwarves who live in the village of Macridi in the Palkar Forest of Druma. This village is not a solely dwarven village but the dwarves in it are part of the same clan as the nearby dwarven city. His family is responsible for running one of the lumber mill that provides wooden beams for construction in the city and in the nearby mines.

Rathgar spent his childhood exploring the woods and caves near his home. In his explorations he met several druids who would teach him some of their knowledge of nature and of the general area in which he lived. As he grew older Rathgar helped out around the mill performing odd jobs for his father. As part of young adulthood in his clan, male dwarves had to serve in the militia and also in the mines. While he did not enjoy the mines as much as doing work outside, he still found it enjoyable learning about stone working and appraisal. While serving in the militia Rathgar showed great skill in survival and reconnaissance. While gathering reconnaissance Rathgar developed an interest in mapmaking and exploring unknown places.

While his company was out on patrol for a standard mission looking in on nearby villages, a goblin raid occurred on Rathgar's home. Though the goblins were driven off there were casualties among the dwarves, including Rathgar's mother. Upon returning to the village the militia immediately followed the trail of the goblins and wiped them out.

Afterward Rathgar couldn't stand to remain in the village where his mother was killed and he began to wander the wilderness, hoping that it would help to soften the pain of his loss. As he dealt with his grief he began to make his way south, deeper into the wilderness, with the intent of mapping out safe routes for future travelers. As he traveled he learned how to listen to nature and being able to tell how creatures around him were reacting to his presence. He would also come upon others from time to time and if they were in need would offer to give them a hand. Heading south from his home in Macridi, Rathgar was not sure what he would find but he eventually came into the town of Falcon's Hollow and decided that he would stay for a time and see if he could find any work in the area.