Barak Varr
Male dwarf ranger (skirmisher) 8 (Pathfinder RPG Advanced Player's Guide 128)
NG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 22, touch 16, flat-footed 17 (+6 armor, +1 deflection, +5 Dex)
hp 68 (8d10+16)
Fort +9, Ref +12, Will +5; +2 vs. poison, spells, and spell-like abilities, +2 dodge bonus vs. dragon's exceptional, supernatural, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
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Offense
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Speed 20 ft.
Melee mwk dwarven longaxe +11/+6 (1d12+5/×3)
Ranged +2 darkwood repeating heavy crossbow +12/+12/+7 (1d10+11/19-20/×3)
Special Attacks combat style (crossbow), favored enemies (dragons +4, evil outsiders +2)
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Statistics
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Str 14, Dex 21, Con 14, Int 12, Wis 14, Cha 6
Base Atk +8; CMB +10; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Crossbow Mastery[APG], Deadly Aim, Endurance, Exotic Weapon Proficiency (repeating heavy crossbow), Point-blank Shot, Rapid Shot, Vital Strike
Traits glory of old, suspicious
Skills Acrobatics +5 (+1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +8, Heal +12, Knowledge (dungeoneering) +8 (+10 to navigate underground), Knowledge (geography) +9, Knowledge (nature) +8, Perception +16, Ride +13, Sense Motive +14, Spellcraft +9, Stealth +12, Survival +13 (+15 to avoid becoming lost when using this), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Giant
SQ favored terrains (desert +4, swamp +2), hunter's bond (companions), hunter's tricks, hunter's tricks (hunter's trick [aiding attack], hunter's trick [tangling attack]), swift tracker, track +4, wild empathy +6, woodland stride, wyrmscourged
Combat Gear potion of endure elements (2), repeating crossbow bolts (50), repeating crossbow bolts (50); Other Gear +2 mithral chain shirt, +2 darkwood repeating heavy crossbow, mwk dwarven longaxe, bandages of rapid recovery, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, auroch’s breath (7), compass, masterwork backpack, oldlaw whiskey (per bottle), hireling, bedroll, blanket, winter, cold weather outfit, feed (per day), flint and steel, grappling bolt, healer's kit, hot weather outfit, potion of cure light wounds, potion of cure moderate wounds, saddlebags, silk rope (50 ft.), surgeon's tools, trail rations, waterskin, 18 pp, 5 gp, 8 sp, 5 cp
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Special Abilities
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Auroch’s Breath Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.
Bandages of rapid recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Crossbow Mastery (Repeating heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Favored Enemy (Dragons +4) (Ex) +4 to rolls vs. Favored Enemy (Dragons) foes.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Terrain (Desert +4) (Ex) +4 to rolls when in Favored Terrain (Desert).
Favored Terrain (Swamp +2) (Ex) +2 to rolls when in Favored Terrain (Swamp).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hunter's Trick (Aiding Attack) (Ex) The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger’s next turn gains a +2 circumstance bonus on that attack roll.
Hunter's Trick (Tangling Attack) (Ex) The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Hunter's Tricks (6/day) (Ex) Various tricks.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
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.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Wyrmscourged +1 to attack/+2 to AC & saves Gain bonus to att/AC and saves vs dragons. Use Knowledge untrained at +2 if related to dragons.
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Rest of party
No race
Medium
Init +0; Senses Perception +0
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Defense
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AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
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Offense
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Speed
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Statistics
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Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10
Skills Heal +2 (+3 circumstance to treat wounds or deadly wounds)
Languages Common
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, healer's kit; Other Gear bedroll, blanket, winter, cold weather outfit, feed (per day) (6), flint and steel, grappling bolt, hot weather outfit, saddlebags, silk rope (50 ft.), surgeon's tools, trail rations (13), waterskin (2)
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Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Appearance:
Tall for a dwarf, wears functional clothing, iron shod boots waxed cloak wide brimmed hat has a thin layer of dust from the road on every thing.
Carries a complex looking crossbow built solidly has numerous scratches, dents, scorched patches and even a bite mark in the stock it has clearly been made specifically for Barak unlike his clothes and armour the mechanism of the crossbow has been fastidiously maintained.
He had red hair and short beard with a long plaited moustache hair tied back into a long plait for functionality
Gear on his saddle bags seem to be well organised and fuctiional.
Bio:
Barak Varr as born and raised among to mountain dwelling dwarfs called the onyx anvil clan, a small group of miners and smiths supplying gems and rare ores to the nearby dwarven strongholds. At a young age Barak skills as a runner and messenger began to show he lacked the natural aptitude needed to mine or smith. The onyx anvil shared their dormant volcano home with a red dragon and her children and regularly the clan would be forced to defend themselves from aerial raids it was in these times that Barak whether using his crossbow to help drive attacks back or providing healing after the battle. Barak in time was offered an apprenticeship in the messenger guild of the nearby cosmopolitan city. In time he became a full messenger enjoying the life on the road meeting new people and seeing new places. After a particularly profitable journey Barak was a mile or so outside the guilds home town when he spies a large bird thinking to gain some food and fletching he shot the bird. However when he went to retrieve his kill it turned out to be the prized falcon of the guild master. Although he apologised Barak hasn’t been given a good assignment since travelling long distances to small hamlets, bandit camps, and other dangerous and unimpressive locations. He wouldn’t mind but the pay is so bad it barely covers his expenses.
How he knows the party:
Whilst in a tavern awaiting the recipient of his message he met the party who employed him to guide them to a set of ancient ruins rumoured to be inhabited by a devil worshiping cult. It was an eye opener to Barak and he enjoyed the thrill of battling devils and evil-doers after returning to the town he enjoyed a extremely drunken night of revelling and parted on good terms with the adventuring party having filled his purse with loot from the temple.