Valeros

Tobar Iverrov's page

692 posts. Alias of Jesse Heinig.


Full Name

Tobar Iverrov

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

25

Alignment

Neutral Good

Deity

Ondisso

Location

Azlant

Languages

Common (Taldane); Varisian

Occupation

Farmer and weaponsmith turned explorer

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

About Tobar Iverrov

Tobar Iverrov
Gunslinger (bolt ace) 8/Slayer (sniper) 3
NG Medium humanoid (human)
Init +5 (+7 with at least 1 grit); Perception +16 {+1 vs. traps}

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Defense
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AC 26, touch 17, flat-footed 18 (+5 armor, +4 Dex, +1 Dex enhancement, +2 natural enhancement, +2 shield, +2 Dodge bonus from Nimble class feature) {+1 armor vs. neck attacks} {+1 vs. traps}
HP 92 (11d10, +22 Con)
Fort +11 (+9 base, +2 Con), Ref +14 (+9 base, +4 Dex, +1 Dex enhancement) {+1 vs. traps}, Will +5 (+3 base, +2 Wis)

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Offense
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Speed 30 ft.
Ranged +1 darkwood underwater light crossbow +18/+13/+8 (1d8+6; 19-20/x3; 80 ft. [20 ft. underwater]; piercing)
Melee Masterwork machete +13/+8/+3 (1d6+1; 19-20/x2; slashing)
Melee Spiked gauntlet +12/+7/+2 (1d4+1; x2; piercing)
Melee +1 darkwood underwater light crossbow +13/+8/+3 (1d8+2; x2; bludgeoning)

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Statistics
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Str 13, Dex 18 (20 with +2 enhancement bonus), Con 14, Int 12, Wis 14, Cha 10
Base Atk +11/+6/+1; CMB +12; CMD 27
Languages: Common (Taldane); Varisian

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Feats
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Level 1
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Human
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Level 3
Rapid Reload (Combat): Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.
Prerequisite: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
Chosen weapon: Light crossbow

Level 4 bonus gunslinger feat
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Light crossbow

Level 5
Empty Quiver Style (Combat, Style): You can fight in melee with your bow, crossbow, or firearm.
Prerequisite(s): Weapon Focus with the chosen weapon.
Benefit(s): While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon.
You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat.
If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow.
Special: In addition to the chosen weapon, a character with this feat and the weapon training (bows, crossbows, or firearms) class feature can use Empty Quiver Style with any bow, crossbow, or firearm, respectively.
Chosen weapon: Light crossbow

Level 7
Rapid Shot (Combat): You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Gunslinger 8 bonus feat
Stabbing Shot (Combat): You can clear the way to continue using your bow.
Prerequisites: Rapid Shot, elf.
Benefit: When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a –2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.

Level 9
Empty Quiver Flexibility (Combat, Style): You can apply your ranged fighting feats to melee attacks.
Prerequisite(s): Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus with the chosen weapon.
Benefit(s): While using Empty Quiver Style, you can apply any feats and class abilities you possess that modify your ranged attack rolls and damage rolls with the chosen weapon to melee attack rolls and damage rolls made with that weapon. Additionally, you are considered to be threatening the area around you as if you were wielding a melee weapon.
Chosen weapon: Light crossbow

Level 11
Empty Quiver Flurry (Combat, Style): You can use your ranged weapons to make melee attacks that keep foes at bay as you shoot them.
Prerequisite(s): Empty Quiver Flexibility, Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus with the chosen weapon.
Benefit(s): While using Empty Quiver Style or Stabbing Shot to make melee attacks with a ranged weapon, if you successfully hit a foe, any ranged attacks you make with the same weapon until the beginning of your next turn do not provoke attacks of opportunity from that foe.
Special: If you have the Rapid Reload feat in addition to this feat, your chosen weapon is a crossbow or firearm, that weapon is unloaded, and you successfully hit a foe in melee with it, you can automatically load it as a free action.
Chosen weapon: Light crossbow

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Traits
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Criminal (Social): You spent your early life robbing and stealing to get by.
Benefits: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Chosen skill: Disable Device

Set Mind (Campaign): Every time that you’ve said you’d do something, you’ve made sure to follow through. You can’t remember a time when you weren’t this way.
People have a hard time making you change your mind once you’ve set yourself on a certain path. You might be exceptionally stubborn or you may just have a particular determination. Either way, you’re going to keep doing what you set your mind to. The Bountiful Venture Company recognized this useful trait of yours and selected you for the second wave of colonists because of your great resolve and unswerving dedication to what you set your mind upon.
Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.

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Skills
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Total skill ranks: 72/22 (32 gunslinger, 18 slayer, +11 Int, +11 human; 22 background)

Acrobatics +19 [+18] (11 ranks, +4 Dex, +1 Dex enhancement, +3 class skill)
Climb +15 [+14] (11 ranks, +1 Str, +3 class skill)
Disable Device +20 (11 ranks, +4 Dex, +1 Dex enhancement, +3 class skill, +1 trait, +1 trapfinding)
Perception +16 (11 ranks, +2 Wis, +3 class skill) {+1 vs. traps}
Survival +16 (11 ranks, +2 Wis, +3 class skill)
Swim +20 [+19] (11 ranks, +1 Str, +3 class skill, +5 ring of swimming)

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Background Skills
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Craft (clockworks) +10 (6 ranks, +1 Int, +3 class skill)
Craft (weaponsmith) +15 (11 ranks, +1 Int, +3 class skill)
Knowledge (engineering) +15 (11 ranks, +1 Int, +3 class skill)

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Untrained Skills
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Bluff +0
Diplomacy +0
Handle Animal +0
Intimidate +0
Ride +5 [+4] (+4 Dex, +1 Dex enhancement)
Sense Motive +2 (+2 Wis)

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Gear
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Total starting wealth: 175 gp

Explorer's outfit (free)
+1 darkwood underwater light crossbow (free, 2 lbs.)
Cold iron crossbow bolts, 0 (8 gp, 4 lbs.)
Masterwork machete (2 lbs.)
Dagger (2 gp, 1 lb.)
Spiked gauntlet (5 gp, 1 lb.)
+1 chain shirt (25 lbs.)
Neck guard (10 gp, ¼ lb.)
+1 darkwood buckler (2½ lbs.)
Amulet of natural armor +2
Ring of swimming
Ebon wayfinder (1 lb.)
Iridescent spindle ioun stone
+2 belt of incredible dexterity (1 lb.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Artisan's tools, weaponsmith (5 gp, 5 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Grappling hook (1 gp, 4 lbs.)
• Hammock (1 sp, 3 lbs.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Shaving kit (1 gp 5 sp, ½ lb.)
• Soap (1 cp, ½ lb.)
• Thieves' tools (30 gp, 1 lb.)
• Trail rations, 5 days (2 gp 5 sp, 5 lbs.)
• 35,740 gp, 9 sp
]

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Special Abilities
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Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Gunslinger (bolt ace) 8

Weapon Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice.
This ability alters the gunslinger’s weapon proficiencies and replaces gunsmith.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).
This deed replaces deadeye.
Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.
This deed replaces quick clear.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Shooter’s Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.
This deed replaces utility shot.
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Distracting Shot (Ex): At 7th level, a bolt ace can spend 1 grit point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
• Torso: Targeting the torso threatens a critical on a 19–20.
• Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
This deed replaces startling shot.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Crossbow Training (Ex): Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well.
This ability replaces gun training.
Chosen crossbow type: Light crossbow

Slayer (sniper) 3

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Slayer (sniper) 1
Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.
This ability replaces track.

Slayer (sniper) 2
Deadly Range (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.

Slayer 2
As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
Talents marked with an asterisk (*) add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Slayer 2 talent: Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.

Slayer 3
Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

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Backstory
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Description: Usually dusty and with a bit of stubble, this man is unassuming, nondescript, and easy to miss. He essentially looks like a farmer, complete with callused hands, who happens to have wandered out into the big wide world. He wears simple traveling garb including leather boots, thick padded pants, a shirt with simple laces at the neck, and a long coat and a small-brimmed round hat. He has a backpack for his many traveling possessions, and when his coat is pushed back his belt is seen to support a wide range of light weapons and several cases of bolts for his unconventional crossbow.
The crossbow that he carries is notable; not only is it of very fine design, but the wooden stock is lacquered to a sheen, the string seems to be made of some kind of specially resin-coated cord or metal, and the metal limbs are engraved with crashing wave motifs moving outward from the center, as if to imply that bolts from the crossbow are parting the waves.

Hair: Brown
Eyes: Brown
Height: 5' 9"
Weight: 161 lbs.

Background: Tobar is quite literally a farmer. His family farmed a small plot of land nestled in the foothills outside of Almas. His large family (he is somewhere in the middle of five siblings) had a fairly prosperous living eking out food from the soil and raising goats, sheep, and cattle.
Tobar always had an affinity for devices and craftsmanship, with a combination of quick fingers and solid patience (and some stubbornness when it came to things that refused to work). In addition to farming, he worked on the farm's structures like the windmill, the aqueduct, and the small forge for shoeing horses. He also had a keen eye and a steady hand, and he was the one that his father entrusted with the family's crossbow whenever strangers came around - waiting at the window of the farmhouse, just in case.
As a teenager, it became clear that the farm wasn't large enough to support all of the children of the family, especially as some of them married and had children of their own. Tobar took as his inheritance a set of old tools and several sacks of grain, took a cart to the market, sold the grain, and set out to make a new career for himself.
While he was able to apprentice to a smith and start learning the craft of caring for and shaping metal - especially making arrows and bolts, as there was always demand for them in Almas - he discovered after several years, much to his dismay, that some of his buyers were actually criminals using the tools and weapons that he supplied in order to carry out robberies and muggings. He refused to continue to supply them with weapons, for which they visited and gave him quite a beating, then while he was recuperating the Almas guard arrived and hauled him off on a series of charges for which the criminals had framed him. He spent two months in the gaol before the situation was sorted out and he was released, but this soured his relationship with his mentor.
Looking for a new chance, he signed on to join a colony expedition, sold off the last of his goods, and purchased what he thought he'd need to travel to Azlant. Why not make a new life in a very old place? It was better than being tarred as a criminal for the rest of his life in Almas.

Personality Traits: Tobar is taciturn and usually quiet. He tends to watch situations unfold carefully before choosing to act, but when he does move he does so quickly and decisively.
Despite his tough demeanor, Tobar is generally accepting of a wide range of people. He has a very "live and let live" attitude. He dislikes bullies and those who would take advantage of the weak, but he is not always a friend to the law.
He is also quite patient and has a facility for fine detail work that requires coordination and craftsmanship.
Tobar is rather stubborn, and when he thinks something is a bad idea he doesn't hesitate to say so - but he will dive in to help his friends anyway, complaining the whole time.
Tobar has a broad palate and enjoys beer, mead, and ale; he finds most wines a little too sweet (in truth, they were a bit "above his means" and he never acquired a taste for them). He likes mutton, lamb, venison, and all kinds of fish. He enjoys beef but rarely has the opportunity for it. He also likes fresh vegetables and has a special fondness for preserves, both pickles and jams.
Tobar is indifferent to children, and likes cats, dogs, and horses.