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Alezandu Pavlenco's page

261 posts. Alias of The Sesquipedalian Thaumaturge.

Full Name

Alezandu Pavlenco


| VP 0/22, WP 16/28, T 12 | AC 17/14/13 (+2 vs goblinoids) | CMB +6, CMD 20 (22 vs goblinoids) | F +5, R +8, W +3 | Init +4 (+6 in forests), Per +9 (+13 in forests) | Spd 40 ft | Effects: gravity bow (0/10 rounds), longstrider


NG male human ranger (Nirmathi irregular) 4


Medium (6'0", 195 lbs)




Neutral Good




Goblin, Taldane

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

About Alezandu Pavlenco

Male human ranger (Nirmathi irregular) 4
NG Medium humanoid (human)
Init +4 (+6 in forests); Senses Perception +9 (+13 in forests)
AC 17, touch 14, flat-footed 13 [+3 armor, +4 Dex] (+2 vs goblinoids)
Wound Points 28
Wound Threshold 12
Vigor Points 22 (4d10)
Fort +5, Ref +8, Will +3
Speed 30 ft.
Melee longsword +6 (1d8+2/19-20)
Ranged +1 longbow +9 (1d8+1/x3) 100 ft.
Ranger Spells Prepared (CL 1st, concentration +3)
1st - gravity bow, longstrider
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +6; CMD 20 (22 vs goblinoids)
Feats Combat Expertise, Deadly Aim, Endurance, Expert Sniper, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Risky Striker
Traits Child of Nature, Ironfang Survivor 1/1 per day
Skills Climb +11, Craft (traps) +5, Handle Animal +7 (+11 with companion), Heal +6, Intimidate +4, Knowledge (dungeoneering) +4, Knowledge (geography) +7 (+9 in forests), Knowledge (local) +3, Knowledge (nature) +7, Linguistics +1, Perception +9 (+13 in forests), Spellcraft +5, Stealth +11 (+13 in forests), Survival +10 (+12 to track, +14 in forests), Swim +7
Languages Goblin, Taldane
SQ combat style (archery), focused enemy (humanoid [human]) +2, focused terrain (forest) +2, forest ghost +2, hunter's bond (animal companion), track +2
Carried Equipment +1 longbow (3 lbs, 2,075 gp), 2 +1 flaming arrows (1 lb, 320 gp), 8 arrows (2 lb, 1 gp), longsword (4 lbs, 15 gp), masterwork studded leather armor (20 lbs, 175 gp), potion of cure light wounds (50 gp), explorer's outfit (8 lbs), flint and steel (1 gp), thunderstone (1 lb, 30 gp), belt pouch (1 gp), 4 gp
Equipment in Oddly Light Weight Bag (5 lbs) 78 arrows (12 lbs, 4 gp), bear trap (10 lbs, 2 gp), climber’s kit (5 lbs, 80 gp), bullseye lantern (3 lbs, 12 gp), lamp (1 lb, 1 sp), gallon of oil (8 lbs, 8 gp), bedroll (5 lbs, 1 sp), 8 trail rations (8 lbs, 4 gp), 2 waterskins (8 lbs, 2 sp), bale of animal skins
Weight Carried 45 lbs
Light Load 58 lbs
Medium Load 116 lbs
Heavy Load 175 lbs

Shadow (Eagle Companion):
VP 0/9, WP 21/26, T 12

N Small animal
Init +2; Senses Perception +6, low-light vision
AC 14, touch 13, flat-footed 12 [+2 Dex, +1 natural armor, +1 size]
Wound Points 26
Wound Threshold 12
Vigor Points 9 (2d8)
Fort +4, Ref +5, Will +2
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +4 (1d4), bite +4 (1d4)
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Weapon Finesse
Skills Fly +8, Perception +6
SQ link, share spells
Tricks Attack (all creatures), Deliver, Down, Fetch, Get Help (Aubrin, Olivia), Seek

Skill Bonus Breakdown:
Climb +11 [+4 ranks, +2 Str, +3 class, +2 climber's kit]
Craft (traps) +5 [+2 ranks, +3 class]
Handle Animal +7 (+11 with companion) [+4 ranks, +3 class] {+4 link}
Heal +6 [+1 rank, +2 Wis, +3 class]
Intimidate +4 [+1 rank, +3 class]
Knowledge (dungeoneering) +4 [+1 ranks, +3 class]
Knowledge (geography) +7 (+9 in forests) [+4 ranks, +3 class] {+2 focused terrain}
Knowledge (nature) +7 [+4 ranks, +3 class]
Knowledge (local) +3 [+3 ranks]
Linguistics +1 [+1 rank]
Perception +9 (+13 in forests) [+4 ranks, +2 Wis, +3 class] {+2 forest ghost, +2 focused terrain}
Spellcraft +5 [+2 ranks, +3 class]
Stealth +11 (+13 in forests) [+4 ranks, +4 Dex, +3 class] {+2 focused terrain}
Survival +10 (+12 to track, +14 in forests) [+3 ranks, +2 Wis, +3 class,+2 Child of Nature] {+2 track} {+2 forest ghost, +2 focused terrain}
Swim +7 [+2 rank, +2 Str, +3 class]

Feats and Traits:

Child of Nature: You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Expert Sniper: You reduce the penalty on your Stealth checks to stay hidden while sniping by 10.

Ironfang Survivor: You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot: 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.

Class Abilities:

Focused Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He 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.

Forest Ghost: At 1st level, a Nirmathi irregular adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain.

Focused Terrain: At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter's Bond: Animal Companion (Bird)

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


Alezandu was born in Phaendar to Henric and Valena Pavlenco, Varisian merchants who settled in the town shortly before he was born. He has a single younger sister, Ionela, but as the elder child his parents expected Alezandu to take over the business when he grew older. They were thus quite taken aback when he formed a friendship with an adventurous local orphan named Lars. Their woodland exploits soon became legendary among the town's children, and Alezandu still bears a long scar on his right arm from the wild boar he and Lars once tried to "trap."

Completely uninterested in becoming a trader and growing more and more patriotic about Nirmathas, Alezandu joined the town militia with Lars at the age of 16 and began practicing archery. Despite the protests of his parents, he soon began joining the militia on patrols, where his keen senses and good marksmanship proved significant assets. Alezandu spent the next few years as a ranger, hunting dangerous beasts and skirmishing with Molthuni vanguards. When a plan was announced to launch an attack on the Molthuni Fort Ramgate, Lars and Alezandu were among the first volunteers.

Valena and Henric begged him not to go, as Ionela had become a traveling bard and they needed an heir, but Alezandu was determined to protect his homeland. He and Lars left with the rest of the expedition, full of enthusiasm for the challenge ahead. However, the assault did not go as planned. The fort's hobgoblin defenders were forewarned and the battle swiftly became a slaughter. As an archer, Alezandu was somewhat removed form the bulk of the fighting and escaped unscathed, but many of his companions perished and Lars lost a leg, barely being dragged out in the chaotic aftermath of the clash.

Alezandu returned to Phaendar two years ago as a changed man, much more cynical and melancholic. Most of his friends are dead or crippled and he remains haunted by the horrors of the Ramsgate Massacre, but he has slowly managed to recover with the help of long walks in his beloved woods, his sister's cheerful optimism, and the companionship of an old half-elven druidic herbalist by the name of Egroc, who has been attempting with mixed success to teach Alezandu the rudiments of herbal medicine and natural magic.


Valena Pavlenco - LG - Human - Expert - Alezandu's mother, previously estranged but closer since the Massacre - Merchant
Henric Pavlenco - LN - Human - Expert - Alezandu's father, still estranged - Merchant
Ionela Pavlenco - CG - Human - Expert - Alezandu's sister and close friend - Bard
Lars - CN - Human - Warrior - Alezandu's close friend since his teenage years, now crippled - Fisherman
Egroc - NG - Half-elf - Adept - Alezandu's mentor and teacher in the natural arts - Herbalist