Fighter

Hargo's page

50 posts. Alias of Ekeli.


Full Name

Hargo

Race

Human (Kellid/Numerian)

Classes/Levels

Ranger (Trapper) 1 [HP: 12/12 ][AC:17 T:12 F:15][CMB +5, CMD 17][Fort +4, Ref +4, Will +1][Init:+2, Percep: +5]

Gender

Male

Size

Medium

Age

18

Alignment

CN

Deity

Gorum

Languages

Common, Hallit, Sylvan

Occupation

Trapper, Up and coming adventurer

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Hargo

Character Sheet pdf:
https://drive.google.com/open?id=13wgmdDWB5IH8X8QXvV8U1s2T1lk-5ggq

Bulleted Background for GM:
Major Events:
-Family fled South away from Numeria while young
-Raised from a young age to hunt and trap animals for food and fur
-Around the age of 14 his father began to take him with him to hunt bandits
-Once fought a bear bare-handedly and lost, was healed by mother (bear for an animal companion?)
-Currently his family and him have been living near Heldren for six months, making a living trapping and hunting the occasional bandit.
-Has a yearning for greater conflict, starting to feel stifled
-During the adventure he will go to his father and tell him he is leaving, father gives him the family sword

Relationships of Note: Borgo - Father (Barbarian/Ranger)
Shalka - Mother (Oracle of Gorum)
Taltia - Sister Commoner

Hargo
Male human (Kellid) ranger 1 (Ultimate Magic)
CN Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee masterwork cold iron greatsword +7 (2d6+6/19-20) +6 (2d6+9) with power attack or
morningstar +5 (1d8+6/×2)(both hands) +4 (1d8+9) with power attack or
handaxe +5 (1d6+4/×3) +4 (1d6+6) with power attack

Ranged shortbow +3 (1d6)
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Power Attack, Cleave
Traits Ancestral Weapon (Numeria, Cold Iron), Restless Wayfarer (Knowledge [local])
Skills Acrobatics -2 (-6 to jump), -1 Bluff (+2 vs humans) Disable Device +3, Heal +5, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +4, Perception +5 (+1 to find traps; +2 vs Humans), Sense Motive +1 (+2 vs humans), Profession (trapper) +5, Stealth +2, Survival +5 (+2 vs humans; +1 to track; +2 to avoid being lost(compass); +2 to avoid being lost(if I'm making a map of the area)
Languages Common, Hallit, Sylvan

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Special Abilities
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Favored Enemy (Humans +2) (Ex) +2 Bluff, Knowledge, Perception, Sense Motive, Survival against Humans, +2 Attack and damage against humans
Heart of the Wilderness +0 +1/2 character level to survival checks; +5 to stabilize checks when dying; half character level to negative hit point pool. Replaces Skilled
Track +1 1/2 Ranger level to Survival checks to track
Trapfinding +1 1/2 level to Perception checks to locate traps and Disable Device checks (min 1)
Wild Empathy +0 (Ex) Improve the attitude of an animal like Diplomacy
Power attack -1/+2 -1 penalty to attack for +2 damage (+3 when two-handing)
Cleave Additional attack to adjacent enemy once; -2 ac if used

Equipment:
Medium Load
Arrows x40
Backpack, masterwork
Bear trap
Bedroll
Belt pouch
Masterwork Cold Iron Greatsword
Compass
Flint and steel
Folding pole
Furs
Handaxe
Mapmaker's kit
Mess kit
Money 62 gp, 8 sp
Morningstar
Pot
Rope
Scale mail
Shortbow
Thieves' tools
Torch x10
Trail rations x5
Traveler's outfit
Waterskin
Cold Weather Outfit x 1