Aredil Sultur

Vandomir Jarvis's page

1,298 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Vandomir Jarvis

Race

Chelaxian

Classes/Levels

Ranger 8 (AC:21[T:12 FF:19] | HP: 73/79 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Gender

Male

Size

Medium 6'1, 185lb.

Age

27

Alignment

NG

Deity

Erastil

Languages

Common, Varisian

Occupation

Soldier

Strength 18
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Vandomir Jarvis

Today's Spells:

Spells Prepared [/b](CL 5th; concentration +8)
. . 2nd—sea steed[UW], with the wind[UW]
. . 1st—blend[ARG] (2)

Vandomir 8:

Vandomir Jarvis #8
Male human (Chelaxian) ranger (sable company marine) 8 (Pathfinder Campaign Setting: Inner Sea Combat 43)
NG Medium humanoid (human)
Init +2; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 79 (8d10+32)
Fort +9, Ref +8, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 lance +10/+5 (1d8+16/×3) or
. . dagger +9/+4 (1d4+10/19-20) or
. . longsword +9/+4 (1d8+10/19-20)
Ranged +1 adaptive composite longbow +8/+3 (1d8+11/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance)
Special Attacks combat style (mounted[APG]), favored enemies (fey +2, humans +4)
Ranger (Sable Company Marine) Spells Prepared (CL 5th; concentration +8)
. . 2nd—sea steed[UW], with the wind[UW]
. . 1st—blend[ARG] (2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 16, Cha 8
Base Atk +8; CMB +9; CMD 25
Feats Combat Expertise, Deadly Aim, Endurance, Escape Route[UC], Monstrous Mount, Monstrous Mount Mastery, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Wheeling Charge
Traits armored rider, blessed touch, noble born - orlovsky
Skills Acrobatics -3 (-7 to jump), Climb +6, Handle Animal +9 (+13 to force this mount into an Unnatural Aura.), Heal +7, Knowledge (dungeoneering) +12, Knowledge (geography) +12, Knowledge (nature) +12, Perception +14, Profession (soldier) +14, Ride +19 (+23 to force this mount into an Unnatural Aura., +21 to stay in the saddle), Stealth +9, Survival +14, Swim +9
Languages Common, Varisian
SQ favored terrains (forest +4, underground +2), finesse weapon attack attribute, swift tracker, track +4, wild empathy +7, woodland stride
Combat Gear wand of cure light wounds; Other Gear +1 jousting agile breastplate[APG], heavy steel shield, +1 adaptive composite longbow, +1 lance, arrows (20), dagger, longsword, bit and bridle, exotic military saddle, noble's outfit, saddlebags, signet ring (2), 851 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Favored Enemy (Fey +2) (Ex) +2 to rolls vs. fey foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Terrain (Forest +4) (Ex) +4 to rolls when in forest terrain.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Monstrous Mount Mastery Your monstrous mount has developed an ability that only its wild kin would normally possess.

Prerequisites: Monstrous Mount, character level equal to or higher than that listed in your mount's Mastery entry.

Benefit: Your
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to Survival checks made to track.
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vandomir 7:

Vandomir Jarvis
Male human (Chelaxian) ranger (sable company marine) 7 (Pathfinder Campaign Setting: Inner Sea Combat 43)
NG Medium humanoid (human)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 73 (7d10+28)
Fort +8, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 lance +10/+5 (1d8+11/×3) or
. . dagger +9/+4 (1d4+8/19-20) or
. . longsword +9/+4 (1d8+8/19-20)
Ranged +1 adaptive composite longbow +10/+5 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance)
Special Attacks combat style (mounted[APG]), favored enemies (fey +2, humans +4)
Ranger (Sable Company Marine) Spells Prepared (CL 4th; concentration +6)
. . 2nd—sea steed[UW]
. . 1st—lead blades[APG], speak local language
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 15, Cha 8
Base Atk +7; CMB +9; CMD 24
Feats Combat Expertise, Deadly Aim, Endurance, Escape Route[UC], Monstrous Mount, Monstrous Mount Mastery, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Wheeling Charge
Traits armored rider, blessed touch, noble born - orlovsky
Skills Acrobatics -3 (-7 to jump), Climb +6, Handle Animal +9 (+13 to force this mount into an Unnatural Aura.), Heal +6, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (nature) +11, Perception +12, Profession (soldier) +12, Ride +18 (+22 to force this mount into an Unnatural Aura., +20 to stay in the saddle), Stealth +8, Survival +12, Swim +7
Languages Common, Varisian
SQ favored terrain (forest +2), finesse weapon attack attribute, track +3, wild empathy +6, woodland stride
Combat Gear wand of cure light wounds; Other Gear +1 jousting agile breastplate[APG], heavy steel shield, +1 adaptive composite longbow, +1 lance, arrows (20), dagger, longsword, bit and bridle, exotic military saddle, noble's outfit, saddlebags, signet ring (2), 851 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Favored Enemy (Fey +2) (Ex) +2 to rolls vs. fey foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Monstrous Mount Mastery Your monstrous mount has developed an ability that only its wild kin would normally possess.

Prerequisites: Monstrous Mount, character level equal to or higher than that listed in your mount's Mastery entry.

Benefit: Your
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Track +3 Add the listed bonus to Survival checks made to track.
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skill Shortcuts:

[dice=Acrobatics]1d20-3[/dice] -4 to jump
[dice=Appraise]1d20+1[/dice]
[dice=Bluff]1d20-1[/dice] +2 vs Fey, +4 vs Humans
[dice=Climb]1d20+6[/dice]
[dice=Diplomacy]1d20-1[/dice]
[dice=Disguise]1d20-1[/dice]
[dice=Escape Artist]1d20-3[/dice]
[dice=Fly]1d20-3[/dice]
[dice=Handle Animal]1d20+9[/dice] +4 w/ Rocinain, +4 to force Rocinian into an unnatural aura
[dice=Heal]1d20+7[/dice]
[dice=Intimidate]1d20-1[/dice]
[dice=Knowledge (dungeoneering)]1d20+12[/dice]
[dice=Knowledge (geography)]1d20+12[/dice] +4 Forests, +2 Underground
[dice=Knowledge (nature)]1d20+12[/dice]
[dice=Perception]1d20+14[/dice] +2 vs Fey, +4 vs Humans, +4 Forests, +2 Underground
[dice=Profession (soldier)]1d20+14[/dice]
[dice=Ride]1d20+19[/dice] +4 to force Rocinian into an unnatural aura, +2 to stay in saddle
[dice=Sense Motive]1d20+2[/dice] +2 vs Fey, +4 vs Humans
[dice=Stealth]1d20+9[/dice] +4 Forests, +2 Underground
[dice=Survival]1d20+14[/dice] +2 vs Fey, +4 vs Humans, +4 Forests, +2 Underground
[dice=Swim]1d20+7[/dice] +4 to resist nonlethal damage from exhaustion

Mounted Melee Combat Shortcuts:

[dice=Initiative]1d20+2[/dice] +4 Forests, +2 Underground

Vs Humans: +4/+4
Vs Fey: +2/+2

Power Attack: -3/+6 (+9 Two handed)
Combat Expertise: +/-3

[dice=+1 Lance PA To Hit]1d20+10[/dice] x3
[dice=+1 Lance Damage]1d8+14[/dice] Pierce

[dice=+1 Lance PA To Hit #2]1d20+5[/dice] x3
[dice=+1 Lance Damage]1d8+14[/dice] Pierce

[dice=Longsword PA To Hit]1d20+9[/dice] 19-20/x2
[dice=Longsword PA Damage]1d8+10[/dice] Slash

[dice=Longsword PA To Hit #2]1d20+9[/dice] 19-20/x2
[dice=Longsword PA Damage]1d8+10[/dice] Slash

[dice=Dagger PA To Hit]1d20+9[/dice] 19-20/x2
[dice=Dagger PA Damage]1d4+10[/dice] Pierce/Slash

[dice=Dagger PA To Hit #2]1d20+4[/dice] 19-20/x2
[dice=Dagger PA Damage]1d4+10[/dice] Pierce/Slash

[dice=Heavy Shield Bash PA To Hit]1d20+9[/dice]
[dice=Heavy Shield Bash PA Damage]1d4+10[/dice] Bludgeon

[dice=Heavy Shield Bash PA To Hit #2]1d20+4[/dice]
[dice=Heavy Shield Bash PA Damage]1d4+10[/dice] Bludgeon

Mounted Charge Melee Combat Shortcuts:

[dice=Initiative]1d20+2[/dice] +2 in Forests

Vs Humans: +4/+4
Vs Fey: +2/+2

Power Attack: -3/+6 (+9 Two handed)
Combat Expertise: +/-3

[dice=+1 Lance PA To Hit]1d20+10+2[/dice] x3
[dice=+1 Lance Damage]3d8+42[/dice] Pierce

[dice=Longsword PA To Hit]1d20+9+2[/dice] 19-20/x2
[dice=Longsword PA Damage]2d8+20[/dice] Slash

[dice=Dagger PA To Hit]1d20+9+2[/dice] 19-20/x2
[dice=Dagger PA Damage]2d4+20[/dice] Pierce/Slash

[dice=Heavy Shield Bash PA To Hit]1d20+9+2[/dice]
[dice=Heavy Shield Bash PA Damage]2d4+20[/dice] Bludgeon

Afoot Melee Combat Shortcuts:

[dice=Initiative]1d20+2[/dice] +2 in Forests

Vs Humans: +4/+4
Vs Fey: +2/+2

Power Attack: -2/+4 (+6 Two handed)
Combat Expertise: +/-2

[dice=Longsword PA To Hit]1d20+9[/dice] 19-20/x2
[dice=Longsword PA Damage]1d8+10[/dice] Slash

[dice=Longsword PA To Hit #2]1d20+9[/dice] 19-20/x2
[dice=Longsword PA Damage]1d8+10[/dice] Slash

[dice=Dagger PA To Hit]1d20+9[/dice] 19-20/x2
[dice=Dagger PA Damage]1d4+10[/dice] Pierce/Slash

[dice=Dagger PA To Hit]1d20+5[/dice] 19-20/x2
[dice=Dagger PA Damage]1d4+10[/dice] Pierce/Slash

[dice=Heavy Shield Bash PA To Hit]1d20+9[/dice]
[dice=Heavy Shield Bash PA Damage]1d4+10[/dice] Bludgeon

[dice=Heavy Shield Bash PA To Hit #2]1d20+4[/dice]
[dice=Heavy Shield Bash PA Damage]1d4+10[/dice] Bludgeon

Ranged Combat Shortcuts:

[dice=Initiative]1d20+2[/dice] +2 in Forests

Vs Humans: +4/+4
Vs Fey: +2/+2

Deadly Aim: -2/+4

[dice=+1 Adaptive Composite Longbow DA To Hit]1d20+8[/dice] x3
[dice=+1 Adaptive Composite Longbow DA Damage]1d8+11[/dice]

[dice=+1 Adaptive Composite Longbow DA To Hit #2]1d20+3[/dice] x3
[dice=+1 Adaptive Composite Longbow DA Damage]1d8+11[/dice]

[dice=Dagger DA To Hit]1d20+9[/dice] 19-20/x2
[dice=Dagger DA Damage]1d4+10[/dice] Pierce/Slash

Healing Shortcuts:

+1 HP healed with spells and channeling

Saving Throw Shortcuts:

[dice=Fortitude]1d20+9[/dice] Endurance Feat
[dice=Reflex]1d20+8[/dice]
[dice=Will]1d20+5[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20+4[/dice]
[dice=Dexterity]1d20+2[/dice]
[dice=Constitution]1d20+3[/dice] Endurance Feat
[dice=Intelligence]1d20+1[/dice]
[dice=Wisdom]1d20+3[/dice]
[dice=Charisma]1d20+1[/dice]

Appearance:

Standing just over six feet tall, with a muscular frame, Vandomir is an attractive man. His widow's peak is evidence that he will not have the black hair for too much longer.

Background:

”Vandomir of House Jarvis,” he would introduce himself as, whenever called upon to do so. "After all," he would reason to himself, "it was by being the distant nephew of the family matriarch, Baroness Belcara Jarvis in Kintargo that I obtained entrance to the vaunted Endrin Military Academy in Korvosa and had earned the title of 'Sable Company Marine.'" He laughed to himself, ”On the one hand, I can always throw her name around and show the family signet when needed, but on the other hand, I’m not entirely convinced she would recognize me and know me by name, if she didn’t have her major domo to remind her who my parents are.”

Vandomir's mother, Iliana, was the daughter of Belcara's least favorite sister. Which explained why she was married off to Brevoy and his father, Jurgen Orlovsky. The Orlovsky family motto of "High Above" meant something very different to the rest of the family, but his father had decided to steer Vandomir towards a more practical application of the motto. With thoughts of creating a hippogriff breeding, and riding school in Brevoy, Jurgen with Iliana's help had managed to get Vandomir admittance to Endrin.

At first, Vandomir didn't want to go, but both military life, and the affection of his hippogriff, Rocinian, convinced him that it was exactly where he needed to be. After seven years, however, his father felt that was quite enough time as a Sable Company Marine, he needed his son, and Rocinian, back in Brevoy. As dutifully as he had been when he went off to Edrin, Vandomir likewise followed is fathers instructions in this. He deserted the Marines, and along with Rocinian, he traveled the breadth of Varisia to return to Brevoy. His father has directed Vandomir to see about taking his skills to the new nation of Elkheart and demonstrating how effective such a pairing can be in this part of the world, to help garner interest in such a breeding and training program.

Personality:

While not the most affable man around, Vandomir is a fairly open person. He still has a haughty air of superiority about him, believing he is better than many, just because of his birth, but maybe he isn't as bad as some of the nobility. His personality can be rather off-putting to many.