Scepter

Argatha's page

129 posts. Alias of Euan.


Full Name

Argatha

Race

Male Human | AL: NG | Init: +3 | Per: +6 | AC 13, T 13, FF 10 | HP: 10/10 | F +2, R +5, W +5

Deity

Cernunnos

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

About Argatha

Male Human Ranger (guide) 1 & Adept 1 (gestalt)
NG Medium humanoid (human), Age 22
Init +3; Senses Perception +6, Darkvision (60')
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Defense
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AC 13, touch 13, flat-footed 10 (+3 dex)
HP 10 (1d10)
Fort +2 (2), Ref +5 (2 +3 dex), Will +5 (2 +2 wis +1 trait)
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Offense
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Speed 30 ft.
Melee: Dagger +3 (1d4+2, 19-20/x2)
Ranged: Sling +4 (1d4+2, 20/x2, 50’)
Spells Memorized (Caster Level 1, Concentration +3)
. . 0 (12): Create Water, Light, Purify Food & Drink
. . 1st (13): Burning Hands, Cure Light Wounds
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Statistics
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(15pt buy, +2 dex racial)
Str 14, Dex 17, Con 10, Int 8, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16

Traits
Indentured Servant, Property of GMC: Whether by hook or by crook, you are in debt to the GMC and you must pay it off with hard labor. You’ve already worked several long months in warehouses, docks, and other mines. Avoiding workplace hazards has made you more nimble (+1 trait to Reflex), or the long hours have made you hardier (+1 trait to Fortitude), or you’ve got a lot of practice resisting the urge to throttle one of your employers (+1 trait to Will). Pick one (Will). You also gain a +1 trait bonus to a Craft or Profession Skill of your choice (craft sculpture). Also, due to your prior experience with the GMC you gain a +2 trait bonus to Perception, Sense Motive, and Initiative* checks against any employee of GMC who outranks you.

Called (link) (reroll a natural 1 on an attack, 1/day)

Feats
Point-Blank Shot (link) (human)
Healer’s Hands (link) (first)

Skills (6 -1 int +1 human +1 favored)(2 background skills)
Acrobatics = +3* (+3 dex)
Appraise = +0
Bluff = +0
Climb = +6* (1 +3 class +2 str)
Craft sculpture = +0 (-1 int +1 trait)
Diplomacy = +0
Disguise = +0
Fly = +3* (+3 dex)
Handle Animal † = 4 (1 +3 class)
Heal = +6 (1 +3 class +2 wis)
Intimidate = +0
Knowledge planes = +3 (1 +3 class -1 int)
Linguistics = +0
Perception = +6 (1 +3 class +2 wis)
Profession farmer † = + 7 (1 +3 class +2 wis +1 trait)
Ride = +3* (+3 dex)
Sense Motive = +2 (+2 wis)
Spellcraft = -1 (-1 int)
Stealth = +7* (1 +3 class +3 dex)
Survival = +6 (1 +3 class +2 wis) (+1 when tracking)
Swim = +6* (1 +3 class +2 str)
*Armor Check Penalty -0
† Background Skill

Languages Common (Taldan), Dwarven

Gear
Comfortable clothing
Dagger (1#, x2)
Sling w/ 10 bullets (5#, 1sp)
Rune that Destroys, +1 adaptive long composite bow (cl 12, influence 3), 3# (link)
- Cast Cure spells as a standard action, 'arrow' against touch AC, no save
- Darkvision 60' (2 influence)
Miner’s Pick (10#, 3gp)
Necklace: Leather strap with wooden stag. Rings are painted in gold around the stag's antlers.
Miner's Lantern w/oil
Leather gloves and helmet

Backpack (2#, 2gp)
- Air crystals
- Antiplague
- Antitoxin
- Chisel
- Church-key can opener
- Clay x2 (2#, 2sp)
- Compass (link)
- Crowbar
- Dwarven cooking oil flask (x5)
- Earplugs
- Fishing Pole that can be telescoped down to a foot long, fishing line, mechanical lures and hooks, all fitting into a cunningly-crafted steel box that unfolds somewhat as it opens
- Flint & Steel (1gp)
- Healers Kit (10)
- Rock hammer
- Signal whistle
- Sunrod
- Tindertwigs x2
- Traveling Kettle
- Waterskin (4#, 1gp)

Waterproof Bag (.5#)
- Blanket (3#)
- Food (50#)

At his cot
- Bedroll (5#)

Weight: 32# +54# bag (medium load >59#, heavy load > 117#)
Total Cash: 0gp

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Special Abilities
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Adept Spells: Adept spells reset at sunset.
Ranger’s Focus (Ex): 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 (+2). At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day (1).
Track (Ex): A ranger adds half his level (1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): 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.

Appearance:
Argatha is a nervous younger man. Though grown into his 20’s, just, he’s had a rough time of it since leaving home with big plans and poor preparation. He wasn’t ready for what was ahead. Still, his good natured smile returns as often as the fear or wonder around his eyes. He has on a simple peasant garb. Simple perhaps, but durable. He also has an old pack, likely his father’s from the age of it, and it doesn’t seem to contain much. He often fingers a wooden trinket hanging from a leather necklace. It's in the shape of a stag, with gold painted rings around the antlers. A sect of Erastil perhaps?

Argatha is easy to track. He has the nervous habit of sculpting small clay objects, just an inch or two tall, and leaving them behind. None of them are particularly good mind you - and many look not too different from the lumps of clay he started with. But it soothes him, and so he keeps at it.

Background, Private Details:
Argatha is a young man, still struggling to find his way in the world. The usual arguments with his father lead him to believe there was a life outside of farming for one such as him. So he left, if not on amicable terms, at least not shouting. Mom was sorry to see him go of course, and dad was too - in his own way. Still, Argatha should have known better.

He tried the big city - and that was a bust. He burned through his few silver in what seemed like moments, and quickly found himself living rough on the streets. In his youthful way, he thought he had hit bottom. He should have listened to his father. It’s a fools life out here in the world. He should return home and be a farmer.

Then, when he was down to his last few copper, GMC shows up offering a King’s Ransom for just a little labor. Why he couldn’t pass it up! Sure, there were some strings attached, but it wouldn’t take long, and he’d have enough to get out of this place and back home. Alas - it too was a trap as fees and living ‘expenses’ sucked up all his wages - and then some! Surely his luck has to change.

He spends a little time with Dinar in Salt Spire. After all his veterinarian skills carry over to humans pretty well, and he always keeps a cure light handy for emergencies. He’d almost consider apprenticing with him, but there’s no way he’s smart enough to teach a school. No way.

He owes GMC more than before he started working for them, and can’t quite work out how that is. He has no choice, it’s time to dig out the door. There’s nothing for it. He just needs to work off his debt, so he can be free. He goes to sign up.

Notes for the future:
A few things. One, he will get pretty good at sculpting clay figurines as time passes. He’ll be devoting skill points to that pretty much every level after the first. Gotta start somewhere. :)

Two, as a youth, he was handed an old beaten up bow in an archery range at the visiting circus-fair. Hit the target and win a prize sort of thing. The bow was horrible, and he’d never handled one before, but it sang in his hands. Perhaps it was just beginners luck, but he planted the bullseye that day, and walked off beaming with his new trinket. He’s since lost that ‘award’, but the feeling hasn’t left him. Someday he’ll hold a bow again, and this time he won’t let it go so easily.

I plan for Argatha to become an archer of one sort or another. Not sure what class progression it’ll be as it depends in part on his experiences. He’ll probably lean more ranger-ish than war priest or the many other options. Not sure about hunter (don’t want an animal companion with Argatha) or bard (seems to worldly for this poor farmer) but those are also possible I suppose.
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