Jarall Ma-Mel-Aket
Ranger (Corpse Hunter) 2 / Unchained Rogue 1
NG Medium Human
Init +3; Perception +7
--------------------
Defense
--------------------
AC 18*/17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 Dodge) *while dual wielding
hp 12
Fort +3, Ref +5, Will +1; +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor); +2 trait bonus on saving throws against a mummy’s aura of despair; +2 trait bonus vs fear
--------------------
Offense
--------------------
Speed 30 ft.
Full Attack Melee tonfa +5/+4 (1d6+2/x2)/(1d6+1/x2)
Melee tonfa +4 (1d6+1/x2)
Melee kukri +4 (1d4+1/18-20x2)
Ranged shortbow +4 (1d6/×3)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 12, Wis 12, Cha 10
Base Atk +3; CMB +2; CMD 15
Feats: Dodge, Weapon Finesse, Two Weapon Fighting, Two Weapon Defense
Gear: studded leather, tonfa +1, tonfa, kukri, shortbow, quiver and arrows (20), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), small tent, explorer's outfit (desert), journal, writing charcoal (3), torch (5), trail rations (5), waterskin, whetstone, iron spike (5), hammer, flask of oil (2), masterwork thieves tools 38 gp, 5 sp, 2 gems (250 gp each), 4 gems (25 gp each)
--------------------
Special Abilities
--------------------
Favored Enemy (Ex) (Undead): Favored Enemy (Ex): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks vs undead. +2 bonus on weapon attack and damage rolls vs undead. May make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): Add half level (+1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): 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). 1d20 + ranger level + 0 (Cha bonus) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
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.
Combat Style Feat (Ex): Two Weapon Combat – Two Weapon Fighting
Finesse Training:
Trapfinding:
Sneak Attack: +1d6
Background:
Jarall Ma-Mel-Aket is born the third son of an elder warrior named Jaali Ma-Mel-Aket.
He belongs to a the Garundi clan known as the Eight Tribes of the Ebon Sun. The Eight Tribes have set it as their purpose to eradicate the the curse of the undead that plagues the regions of southern Avistan.
Their tale is not unlike other Garundi that took to wandering the southern lands dating back almost twenty generations, things changed close to five generations ago when the clan came upon a city recently uncovered by a passing sand storm. The finding of this city was unusual for none of the elders could identify it's name or existence over the twenty generations that the clan continuously crossed this path.
Looking at it as a blessing they quickly investigated the city as the sun set but found nothing. Intent on resuming their search at daylight they raised their tents and camped for the night. As the full moon cast it glow upon the city and the surrounding tents an alarm sounded among the clan as an army of undead began to stream out of the city.
The clan fought hard that night as the undead attack never ceased. Only as Sarenrae's dawning sun rose did they some solace. As the rays of sun fell onto the city it began to break away and crumble into dust along with the undead and those that had been slain at the hands of these abominations.
As the sun finally rose a wind blew across the land sweeping any existence of the city or the dead. Where the clan had numbered twenty tribes only eight would remain. On that day they took a blood oath amongst all of them that they would search the land and destroy whatever undead creature they found. This would be the only way to make retribution.
It has been just over two hundred years since that day and the Eight Tribes have trained each son and daughter born to fight the undead. Jarall has seen many in his time die including those of his older brothers. It is a fight that he does not tire of having seen firsthand the true nature these abominations and when word spread of the opening of the Necropolis the Eight Tribes sent Jarall and his bloodkin to Wati. Each took a lottery token in hopes of being chosen to enter the Necropolis. As the night falls in Wati, Jarall awaits to see if he or another of his bloodkin will be blessed by Sarenrae to enter the necropolis at morning light.
Motivation:
Jarall has been taught to follow the many of the teachings of Sarenrae. He has grown up being taught that it was only with Sarenrae's intervention that any of his ancestors survived that night of the attack.
As a Garundi he understands importance of community. Without it he knows his clan would never have had the strength and resolve to make it's purpose to scourge the land of the undead.
Travelling the lands has taught him to be mindful of the cultures of others and that each person must be given your trust before a judgement is made. While this has backfired on him a few times he has found this has led him to make stronger ties with people outside of his clan.
Good natured at heart he is also mindful that in a land as dangerous as this, one must always be ready to defend oneself and one's community even if that means taking another's life.
Jarall's sole purpose is to carryout the task that the Eight Tribes swore that day. Anything that would sway him from this he looks at it as being in direct opposition to everything that he believes.
Appearance:
Jarall is a thin and wiry individual. He has a dark complexion as is accustomed to the people of Garund. His face is nothing exceptional and he would easily be lost in the crowd if one were to look for him.
He is typically dressed in loose fitting tan robes that have elaborate red, yellow and orange stitching on the cuffs and trims. The stitching on closer examination is actually a visual and verbal account of the oath the Eight Tribes took. He takes great care in maintaining these robes for in his tribe to be given these robes is to mark you as a warrior in the tribe.
Upon his head he wears a conical metal helmet with a red head cloth underneath that covers his neck.
At his side he carries a peculiar set of clubs that have an L-shape. Each seems to be made from a deep red wood and dark inscriptions run up and down the longer end of each club.