Othlo

Barker Valdane's page

69 posts. Alias of Krisam.


About Barker Valdane

Barquiel "Barker" Valdane
Male Human Ranger 6

Fluff:

hgt: 5’7, wgt: 160 lbs
eyes: light blue
hair: sandy blond
age: 22

Appearance:
Barker is often found at a tavern, hanging about quaffing ale, polishing his heavy crossbow, Alexina, and telling tall tales with his fellow bravos. His dusty clothes are of good quality, appropriate to the class of wealthy younger sons of nobility to which he belongs: trousers tucked into his boots and a khaki vest over his dun shirt. His wide-brimmed hat is banded with fangs and claws from the animals he's brought down. His ribs are scored by claw marks and his left forearm with bite marks, souvenir of an encounter with a tiger.

Mannerisms:
More passionate about hunting than most of his dilettante comrades, Barker has no other great interests but willingly dallies with whatever his friends are currently engaged with. He presents himself as an unassuming and mildly charming fellow, using the name Barker rather than his real name, but being a noble is ingrained in him and his worldview.

Background:
A younger son of the respectable Valdane family in Taldor, Barker stands to inherit little but his title, and so has few responsibilities, which suits him just fine. His real dream is of fame and glory, specifically that of a great hunter-explorer. He spent his childhood poring over old maps and enthralled by the stories of explorers that his uncle Markane, a member of the Pathfinder Society, would tell. Lured by tales of lost treasure and mighty monsters, as a young man he joined the Society himself, and set off to the Mwangi Expanse.
Since then he's brought down a number of great beasts and led expeditions into the dark jungles as a guide, but he hasn't yet found the glory and riches he's been looking for.

Equipment:
hunting knife (dagger) x2 (one on his belt, another in his right boot)
Alexina, hvy. crossbow +2 magical beast bane
41 bolts
mwk. machete (shortsword)

bedroll
rope, 100' (used to get down cliff)
backpack
torch x3
parchment x5
inkpen
ink
rations x14
belt pouch
whetstone
tindertwig x10
waterskin

mistmail
wayfinder (with DM permission - as a member of the Pathfinder Society)
efficient quiver
boots of striding and springing
potion of CLW x2

Load: medium

Crunch:

CG Medium Humanoid
Init +4; Senses Perception +11 (+2 in jungle, +4/2 vs. favored enemy)
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DEFENSE
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AC 20 (+4 Dex, +1 Dodge, +5 armor), touch 15, flat-footed 13
hp 60 (6d10)
Fort +5, Ref +9, Will +4
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OFFENSE
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Spd 40 ft. (boots of striding and springing)

Melee:
mwk.machete (shortsword) +8/+3 (1d6+1, 19-20/x2)
dagger +7/+2 (1d4+1, 19-20/x2)

Ranged:
hvy. crossbow +2 magical beast bane +12/+7 (1d10+2, 19-20/x2, 120')
(vs. magical beast +16/+11)
dagger +10/+5 (1d4+1, 19-20/x2, 10')

Ranger Spells:
1 (2/day) Gravity Bow, Hunter's Howl (Will DC13)
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STATISTICS
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Str 13, Dex 18, Con 10, Int 10, Wis 15, Cha 12
Base Atk +6/+1; CMB +7; CMD 15
Feats:
lvl.1 - Dodge, Point blank shot
lvl.2 - Precise shot
lvl.3 - Endurance
lvl.5 - Shot on the run
lvl.6 - Crossbow mastery

Traits:
Jungle Fighter, Mwangi Scholar

Skills:
Acrobatics +3 (+5 to jump)
Bluff +1 (+4/2 favored enemy)
Intimidate +7
Knowledge: arcana +6 (+4 favored enemy: magical beasts)
Knowledge: dungeoneering +4
Knowledge: geography +9 (+2 jungle terrain)
Knowledge: history +1
Knowledge: local +3
Knowledge: nature +9 (+2 favored enemy: animals)
Perception +11 (+4/2 favored enemy, +2 jungle terrain)
Profession: big game hunter +8
Profession: noble +2
Sense motive +2 (+4/2 favored enemy)
Stealth +12 (+2 jungle terrain)
Survival +11 (+4/2 favored enemy, +2 jungle terrain, +3 to follow or identify tracks)
Swim +5

Languages: Common (Taldane), Polyglot
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SPECIAL ABILITIES
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Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex)
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.
animal +2
magical beast +4
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Favored Terrain (Ex)
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).
Jungle +2
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Hunter's Bond (Ex)
At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.