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Tarith Ordin's page

41 posts. Alias of DukeRuckley.


Full Name

Tarith Ordin

Race

Dwarf

Classes/Levels

Ranger (Guide/Skirmisher)

Gender

Male

Size

Medium

Age

61

Alignment

N

Strength 17
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Tarith Ordin

Senses: Perception +6, darkvision 60ft

Initiative: +4

Hit Points: 11/11 (1d10, +1 Con)

Melee: Dwarven Waraxe +5 (1d10+3, 20/x3 S)
Melee: Shield Bash +4 (1d4+3, 20/x2 B)

Armor Class: 17, 15 flat-footed, 12 touch (+4 armor, +1 shield, +2 Dex)
Saves: Fortitude +3, Reflex +4, Will +2 (+2 against poison, spells, and spell-like abilities)
Resistances: None
Immunities: None
Weaknesses: None

Base Attack Bonus: +1
Combat Maneuver Bonus: +4
Combat Maneuver Defense: 16 (+4 to resist bull rush and trip)

Size: Medium
Speed: 20 ft.

Dwarf Racial Traits:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: 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.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: 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: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Guide/Skirmisher Class Features:
Ranger Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Ranger's Focus (1/day, +2): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day. This ability replaces favored enemy.

Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy: 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. 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.

Character Traits:
Jenivere Crew: Pick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you. Tarith has selected Acrobatics.

Reactionary: You gain a +2 trait bonus on Initiative checks.

Skills:
Acrobatics +4 (1 rank, +3 class, +2 Dex, +1 trait, -3 ACP)
Climb +4 (1 rank, +3 class, +3 Str, -3 ACP)
Knowledge (Dungeoneering) +4 (1 rank, +3 class, 0 Int)
Perception +6 (1 rank, +3 class, +2 Wis) (+2 to identify strange stonework)
Stealth +3 (1 rank, +3 class, +2 Wis, -3 ACP)
Survival +6 (1 rank, +3 class, +2 Wis) (+1 to track)
Swim +4 (1 rank, +3 class, +3 Str, -3 ACP)

Feats:
Weapon Focus (Dwarven Waraxe): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapons: Dwarven Waraxe, Light Spiked Quickdraw Steel Shield
Armor: Light Spiked Quickdraw Steel Shield, Chain Shirt
Tools and Skill Kits:
Mundane Gear: None
Magical Gear: None
Potions: None
Scrolls: None

Money and Treasure: 101 gold

Experience Points: 0
To Next Level: 1000

Interview:

Backstory:

Appearance and Personality:
Tarith looks like your typical Dwarf, short and stocky with long sandy colored hair and a long bearded braid. He dresses in browns and greens in order to better blend in with his surroundings. Tarith is a very down-to-earth (pardon the pun) Dwarf who loves to make jokes and tell stories. Some of his jokes can be rather crude to sensitive ears, and he commonly finds himself flushing and apologizing profusely to any women in his presence.

Adventuring Companions:

Campaign:

Feats of Interest: Two-Weapon Fighting, Improved Shield Bash, Shield Focus, Quick Draw