| Full Name |
Fahr Mathon |
| Race |
LG Human |
| Classes/Levels |
Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5 |
| Gender |
Male |
| Size |
Medium |
| Deity |
Erastil |
| Strength |
12 |
| Dexterity |
20 |
| Constitution |
10 |
| Intelligence |
10 |
| Wisdom |
14 |
| Charisma |
7 |
About Fahr Mathon
A sheriff that devoutly follows Erastil
# 137974-18
Fahr Mathon
1 XP, 2fame, 0 prestige
Male Human Divine Marksman Ranger 1
Grand Lodge
LG Medium humanoid (Human)
Init +5; Senses: Perception +6
STR 12
DEX 20
CON 10
INT 10
WIS 14
CHA 7
DEFENSE
AC 18; Touch 15; Flat-footed 13; (+3 armor, +5 Dex)
HP 10 (1d10 base)
Fort +2; Ref +7; Will +2
BAB +1; CMB +1; CMD 16
OFFENSE
Speed 30 ft.
MELEE
Sap +2 (1d6+1, bludgeoning, nonlethal)
Longsword +2 (1d8+1, 19-20, slashing)
RANGED
Longbow +8 (1d8+1, x3, 100ft., piercing)
FEATS
Human: Deadly Aim
1: Weapon Focus, Longbow
Divine Marksman: Bullseye Shot
TRAITS
Ease of Faith - You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Deadeye Bowman - When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
SKILLS (6 ranger + 1 favored class) * 1 + (1 human) * 1 = 8 ranks
+5* Climb (1 ranks + 3 class + 1 STR)
+3 Diplomacy** (1 rank + 3 class - 2 CHA + 1 trait)
+2 Intimidate (1 rank + 3 class - 2 CHA)
+4 Knowledge, nature (1 ranks + 3 class)
+6 Perception (1 ranks + 3 class + 2 WIS)
+6 Profession, sheriff (1 rank + 3 class + 2 WIS)
+6 Survival (1 ranks + 3 class + 2 WIS)
+9* Stealth (1 rank + 3 class + 5 DEX)
*-1 ACP applies
**class skill via Trait
LANGUAGES
Common, Varisian
SQ
Favored Enemy (Ex, humanoids (human))
gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
MAGIC GEAR
CLW Wand (2pp)
COMBAT GEAR
MWK Composite +1 STR Longbow 500gp
Longsword 15gp
Sap 1gp
2× acid flask 20gp
Holy water 25gp
Studded Leather 25gp
Grappling arrow 1gp
Ranger's Kit 9gp ("a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin")
4gp