Mathezic

Damen Medvyed's page

373 posts. Alias of MaybeNever.


Full Name

Damen Medvyed

Race

Human

Classes/Levels

Ranger 5

vitals:
Init +3 // HP 31/45 // AC:20/T:14/FF:16 // Percep: +10(+4vHuman, +2vMag.Beast/Forest) // F +4/R +7/W +3(+1vFey,+2vFear) // CMB +7 - CMD 20 // Speed 30

Gender

Male

Size

6', 170lbs. (Medium-sized)

Age

29

Alignment

Neutral Good

Deity

Erastil

Languages

Common, Dwarven, Elven

Occupation

Hunter

Strength 17
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 14
Charisma 10

About Damen Medvyed

Damen Medvyed
Male Human Ranger 5
NG Medium Human
Init +3; Senses Perception +10 (+4 vs. Humans, +2 vs. Magical Beasts or in forest)
Zasha, wolf companion

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Defense
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Armor worn: mithril chain shirt (+4 AC, +7 max dex), masterwork light steel shield (+1 AC, +1 shield focus), amulet of natural armor (+1 AC)
AC 21, touch 14, flat-footed 17 (+4 armor, +2 shield, +3 dex, +1 dodge, +1 natural)
HP 45
Fort +4, Ref +7, Will +3 (+1 vs. Fey, +2 vs. Fear)

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Offense
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Speed 30 ft
Melee +1 Morningstar +10 (1d8+4, x2) (+12/1d8+6 vs. Magical Beast, +14/1d8+8 vs. Human)
Ranged +1 Composite Longbow (+2 draw) +10 (1d8+3, x3) (+11/1d8+5 vs. Magical Beast, +13/1d8+7 vs. Human)

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Statistics
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STR 17 (15) DEX 16 CON 10 INT 14 WIS 14 CHA 10
Base Atk +5 CMB +7 CMD 20

Feats
Weapon Focus (Morningstar)
Dodge
Rapid Shot
Combat Expertise

Skills
No armor check penalties
Bluff +0 (+4 vs. humans)
Climb +11 (5 ranks, 3 str, 3 class)
Diplomacy +0 (+2 vs. Fey)
Handle Animal +8 (5 ranks, 0 cha, 3 class)
Heal +10 (5 ranks, 2 wis, 3 class)
Intimidate +5 (2 ranks, 0 cha, 3 class)
Knowledge (Dungeoneering) +6 (1 rank, 2 int, 3 class)
Knowledge (Geography) +10 (5 ranks, 2 int, 3 class)
Knowledge (Nature) +10 (5 ranks, 2 int, 3 class)
Perception +10 (5 ranks, 2 wis, 3 class)
Ride +10 (4 ranks, 3 dex, 3 class)
Stealth +11 (5 ranks, 3 dex, 3 class)
Survival +10 (5 ranks, 2 wis, 3 class)
Spellcraft +6 (1 rank, 2 int, 3 class)
Swim +9 (3 ranks, 3 str, 3 class)
Languages Common, Elven, Dwarven
Other Gear 40 arrows, backpack, bedroll, blanket, flint+steel, trail ration (7), oil (2 pints), silk rope, torches (2), traveler's outfit, waterskin, light horse, riding saddle, signet ring, belt of giant strength +2, 413gp, 15sp, 7cp

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Special Abilities
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Favored Enemy (Human +4, Magical Beast +2) A ranger gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Combat Expertise (-2/+2) You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Wild Empathy 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.
Track A ranger adds half his level (currently 2) to Survival skill checks made to follow or identify tracks.
Endurance +4 bonus on 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 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. Can sleep in light or medium armor without becoming fatigued.
Favored Terrain (Forest) 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.
Shield Focus Increase the AC bonus granted by any shield you are using by 1.
Weapon Focus (Morningstar) +1 bonus on attack rolls with one weapon
Dodge +1 dodge bonus to AC
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Noble Born (Medvyed) You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
Courageous You gain a +2 trait bonus on saving throws against fear effects.

Spells Memorized
Lv. 1
-Alarm
-Hunter's Howl

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Appearance
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Damen is tall and lean, wiry rather than slender. His skin is rough, heavily sun-burnt and covered in small scratches and scars. Thick callouses cover his hands. His brown hair grows wild and is crudely cut, and he sports a rough beard. Alert brown eyes jump quickly from place to place, and lines around his mouth attest to much time spent laughing and smiling.

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Background and Personality
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Things happen in order. It isn't always the order people expect or the order they want, just the order they get. Younger sons are born after older sons, and youngest sons of youngest sons are born after all the best lands are handed out.

Damen was a middle son, but the child and grandchild of youngest sons, an embarrassing branch of house Medvyed. It had produced free spirits, bards, wastrels, and bandits, not uncommonly all in the same person. The more reputable Medvyed had little use for the scoundrels, and what should have been a great asset proved to close and lock many doors.

There are times when a locked door is a blessing, as when a troll is on the other side. Or when it forces someone around the long way, to the rewards and trials that brings. So Damen's greatest wealth was, in its way, his name. It drove him away from cities, away from ambitions of court or politics and into the forests, lakes, and mountains of far eastern Brevoy where he was raised. It was there he found his greatest joy.

Damen's love of the trackless wilds did not prevent him receiving an education of sorts: his family may not have carried the wealth or respect of their more esteemed cousins, but they were still Medvyeds. His mind was sharp, and he most readily absorbed knowledge about all things natural. Hunting, geology, herb lore, and working with animals were all an easy extension of his skills. For years, his life would be schooling in a variety of topics, followed by hours spent in happy, random wandering that might not see him return home until the following morning.

Sometimes, things happen in disorder. Bandit tribes form, plunder, thumb their collective nose at the law, and thrive for it. The fringes, the places that are neither all one thing nor all the other, are most known for this. So Damen's education came to an end when he joined an expedition to track down a particularly brazen group of bandits led by a chieftain named Gorz.

Rumor among the greener bandit-hunters held that Gorz was nine feet tall, could cut a man in half with a blunt sword, cast powerful magic and summon demons, and was the son of an orc and a different, even bigger, orc. For weeks, Damen's party chased the bandits, who apparently grew wise to the chase and set a number of ambushes.

Sevran, a skilled warrior and ex-soldier who led the party, kept them all safe; to Damen's pride, he was instrumental in sniffing out one of the ambushes. Sevran's luck was not so great with his own ambushes. Each time, Gorz and his bandits would slip the noose, and the hunt went on.

Every night watch was tense, and every shadow was Gorz's infinite army of bandits ready to descend on the camp. Yet each night passed uneventfully except once, when a stag, inexplicably driven mad, crashed in among the camp. It was swiftly dispatched, but looking at the froth its muzzle dripped no one risked butchering the animal, and it remained where it lay when the camp was struck the following morning.

After months of hunting, the bandits were trapped in a dead-end ravine in the foothills of the Icerimes. Cornered, Gorz led them to the attack, and Damen learned the value of rumor. The bandit chief was large, but human, and sickly, and clearly aging. After the chaos of the battle, when Damen drew praise for keeping his head in more ways than one, he sought out Gorz's body.

The chief lived, weakly, and Damen set to tending his wounds alongside the other bandits and the injured bandit-hunters. As he worked, Gorz regained consciousness and his great fist clutched Damen's tunic.

"Boy," he croaked. "You don't waste your time on your enemy."

Damen shook his head, oddly finding Gorz more pitiable than frightening now. "I spend my time on a sick old man," he answered, and smiled. Perhaps there was a touch of malice there.

Things happen. And then they happen again. Eventually, they grow wearisome. So it was for Damen. He spent several years after the hunt living his old life, wandering his forest, his lakes, his foothills. From time to time he'd have the opportunity to hunt bandits again, always alone. He enjoyed the chance to do good, but it was a lonely life. The camaraderie of hunting Gorz, of telling tales around the fire, of not knowing what was coming next: these were all missing.

But word of his role with the hunting party had reached the ears of the Swordlords, and it happened that they had need of a scout to support the garrison at Fort Serenko. Damen dutifully accepted the assignment from Jamandi Aldori, hoping that the change of scenery would be to his benefit.

Six months later the garrison of the fort was recalled, but Damen was one of three people retained to see to its upkeep. He spent a winter of spectacular boredom and quietly growing distaste with his fellow caretakers before the snows began to melt and a messenger arrived bearing mail for Restov.

Instead of pay and the letter of discharge he'd been hoping for, there was something perhaps more precious: a charter, bearing his name, and a letter instructing Damen to accompany a chartered group that would soon arrive at the fort.

The past few weeks have passed incredibly slowly, but each day has been filled with anticipation. A chance to leave! A chance to live!