Bounty Hunter

Daren "Chance" Varkon's page

62 posts. Alias of Heofthehills.


Classes/Levels

Vital:
HP: 8/12 | AC: 14 T: 12 FF: 12 | Init +2 | Fort +4; Ref +4; Will +2 | CMB: +4 CMD: 16
Skills:
Acrobatics +7 | Disable Device +6 | Heal +6 | Know(Local) +4 | Perception +11 | Stealth +6 | Survival +6 |

About Daren "Chance" Varkon

Crunch:

Name Daren Varkon

Half-elf Male Ranger- Trapper/Infiltrator/Archer
NG, M, Humanoid (Half-Elf)
Init +2; Senses Perception +11

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Leather, +2 from dex)
hp 12/12
Fort +4, Ref +4, Will +2

OFFENSE

Speed 30ft

Melee +4

Ranged +3

Combat Options

+4 Falchion 2d4+4 (18-20/X2 Crit)
+3 Falchion 2d4+7 (18-20/X2 Crit) Power Attacking
+3 Shortbow 1d6 (x3 Crit)-Range 70'

STATISTICS

Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10

Base Attack +1; CMB +4; CMD 16

Feats

Skill Focus: Perception
Power Attack

Traits

Knowing the Enemy (+1 Knowledge: Local for Humans and as class skill)
Reckless (Acrobatics is a class skill, +1 to it)

Trained Skills

Acrobatics +7 (1 Ranks, +2 Dex, +3 Class, +1 Trait)
Disable Device +6 (1 Ranks, +2 Dex, +3 Class) +1 Vs. Traps
Heal +6 (1 Ranks, +2 Wis, +3 Class)
Know: Local +4 (1 Ranks, +0 Int, +3 Class) +1 Vs. Humans
Perception +11 (1 Ranks, +2 Wis, +3 Class, +2 Race, +3 Feat)
Stealth +6 (1 Ranks, +2 Dex, +3 Class) +1 Vs. Traps
Survival +6 (1 Ranks, +2 Wis, +3 Class) +1 For Tracking

Ranger Abilities

Favored Enemy Humanoid (Human): +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 adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

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 (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Languages

Common, Elven

Gold:

Possession:

Falchion
Shortbow
Quiver with 20 Arrows
Leather Armor
Leather Armor
Thieves Tools

The Past:

Daren grew up on the streets of Magnimar, on the banks of the Yondabakari River, on Kyver's Islet. It was a hard life, but at least he had his mother with him for all of it. He was never certain what had happened to his father, but he knew that he had been special to his mother and he had disappeared. She wouldn't discuss it. He only knew that his last name was that of his father's, Varkon. In his earliest years, everything was fine, despite being the poor child of a forlorn elf, he managed to get by. It wasn't until he reached his teenage years that the differences between he and the other human children really started to show. Sure, he had always had slightly pointed ears and he was skinny, but now...now it was very different. The neighborhood boys all hit their growth spurts and Daren was left behind. His came last and it was the smallest, leaving him skinnier than all of his childhood companions, and while he wasn't the shortest, the fact that he was so trim made it seem so. And oh how cruel teenage boys can be to someone who is different. Each day he was beaten and relegated to being beneath the rest of them.

Hatred grew inside him and he would sneak around and break into the homes of the area to hide. He had a place on each street that he could sneak to and hide. He never took anything, he would simply sneak in and hide. He took their abuse day in and day out, but each night he would spend time working his muscles to get ahead. The other boys simply let their growth hurt him. And when the time came for him to fight back, he had watched, he had waited, and he knew them. He knew where to kick, where to punch, and where to hurt them...and he did.

Guards heard of what he had done and came to speak with his mother, while he was in the next room. He listened, but he only caught that they were there to take him away. As he started to climb out the window of his room another of the guards was standing on the street, waiting and watching.

"No point in running. It's not what you think. We are here to recruit you. Word has gotten out about your skills...and we think we could use them."

Daren decided that he couldn't really deny the opportunity and so he joined the town watch, training hard each and every day, learning the sword, the bow, and how to track. He learned how to talk to people and garner secrets, but he didn't excel at it. He excelled at opening doors and removing the nasty surprises that criminals would leave behind.

For the first time in his life, he was really good at something. When a call came to Magnimar from Sandpoint for a short assist to Sheriff Hemlock, who simply needed men, Daren volunteered so that he could get a chance to travel, at least a little. He kissed his mother goodbye and headed for Sandpoint to help where he could.

Description:
Daren is a half-elf who has embraced what he is. He is a wonderful blend of human and elf, his beard sparse, but present, his almond shaped eyes have pupils but are a deep blue to match the waters of the Yondabakari. His brown hair is a gift from his father, though he has always allowed it to stay a little shaggy. He is average height, but extremely fit. His trim frame is made of tight, coiled muscles that make for a tough surprise for anyone that he comes into conflict with.

Much like his appearance, his personality is a blending of his two natures. He loves to be in nature, to be surrounded by the natural order, but at the same times, he appreciates the natural order of a city. He has dealt with hardships and it shows in how he deals with people. He is very gruff if he is given a reason to be, but very kind if not. While he has worked for the law for the last several years, he has not bought into it completely. When someone stole for survival, he often allowed them to get away. Or he would simply find the stolen goods and not the thief, though in truth, he was always finding them, he just gave them a small bit of money and a second chance.

Chances have always been a part of his life.

His mother took a chance on his father.
He did not stand a chance against his bullies.
He and the watch gave each other a chance.
He takes a chance to go to Sandpoint.

Perhaps his mother should have named him Chance, but for the last few years, he has been nicknamed that with the Watch. Hardened criminals don't stand a chance, but others always seem to get a second chance.

It may be goofy, but he likes it.