Ranger

Jarva bin-Stavain's page

304 posts. Alias of Gerald.


About Jarva bin-Stavain

Jarva bin-Stavain, The Sand Whisperer
XP: 3850
Male Human Druid 3
NG Medium Humanoid
Init. +1; Perception +9
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Defense
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AC 15, touch 12, flat footed 13
HP: 29 (3d8 + 6 Con. + 3 Toughness + 1 Favored Class)
Current HP:29
Fort: +5, Ref: +2, Will: +6 (+1 to saves vs. fire effects)((+4 to saves versus heat effects)
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Offense
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Speed30'
Melee + 4 Scimitar, d6+2 (18-20/x2)
Ranged +3 Ranged Touch for Storm Burst Attack
Spells Typically Memorized:
DC 13 + Spell Level (+ 1 DC for gnolls)
Cast 10 Orisons per day
0-Create Water, Detect Magic, Light, Stabilize
1-Charm Animal, Entangle*, Produce Flame, Obscuring Mist^
2-Barkskin*, Hold Animal, Fog Cloud^
* means used for the day
^is spell granted by Weather Domain
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Statistics
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STR14, DEX13, CON14, INT12, WIS17, CHA8
BAB: +2; CMB +4, CMD 15

Feats

Spoiler:
H. Dodge, 1. Toughness, 3. Spell Penetration

Skills

Spoiler:
(12 ranks for level + 3 Int. bonus + 3 for race + 2 Favored Class) Total 20 ranks
Climb (1 rank, +2 Str, +3 Class) = +6
Handle Animal (1 rank, -1 Chr, +3 Class) = +4
Heal (3 ranks, +3 Wis, +3 Class)= +9
Know. (Geog) (2 ranks, +1 Int, +3 Class)= +6
Know. (Nature) (3 ranks, +1 Int, +3 Class, +2 Druid)= +9
Perception (3 ranks, + 3 Wis, +3 Class)= +9
Ride (1 rank, +1 Dex, +3 Class) = +5
Spellcraft (3 ranks, + 1 Int, +3 Class)= +7
Survival (3 ranks, +3 Wis, +3 Class, +2 Druid )= +11

Traits

Spoiler:

*Gnoll Killer--+1 to spell DC's for damaging spells vs. gnolls
*Desert Child-+4 bonus to resist the effects of being in hot conditions and +1 on all saves versus fire effects.

Weather Domain

Spoiler:

*Domain Spell--Obscuring Mist, Fog Cloud
*Storm Burst Attack--Ranged Touch attack vs. any foe within 30'. Deals 1d6 + 1 non lethal damage. Also, winds and rain batter the target causing -2 on its attack roll for one round. Usable 6/day. Used 0/time today.

Druid Class

Spoiler:

*Nature Bond-Weather Domain
*Nature Sense-+2 on Know. Nature and Survival
*Wild Empathy-1d20 + 2 vs. animals
*Woodland Stride-Normal speed through any desert undergrowth
*Trackless Step--Cannot be tracked & leaves no trail.

Languages Common, Druidic, Gnoll

Load 52.5 lbs. Light load: 58 lbs.

Wealth 3 gold, 3 silver

Gear

Spoiler:

Bag of Tricks (Rust)

Leather Armor, 15 lbs., 10 gp.
Light Wooden Shield 5 lbs., 3 gp.
Scimitar 4 lbs., 15 gp.

Backpack 2 lbs., 2 gp.
Waterskin 4 lbs., 1 gp.
Belt Pouch .5 lbs., 1 gp.
3 day's rations 3 lbs., 1.5 gp.
Oil flask 1 lb., 1 sp.
Holly & Mistletoe -
5 tindertwigs -, 5 gp.
Bedroll 5 lbs, 1 sp.
Fish hook -, 1 sp.
Hemp Rope 50' 10 lbs., 1 gp.
2 Scroll cases 1 lb., 2 gp.
Spell component pouch 2 lbs., 5 gp.

Magic

Wands:

Scrolls:

Potions: Cure Light Wounds (x2), Cure Moderate Wounds (x3), Delay Poison (x4), Lesser Restoration (x4).

Appearance:

Spoiler:
Jarva is of slightly larger build than average. He stands 6'0", weighing in at a wiry-strong 185 lbs. He has black hair, and dark brown eyes, and is well tanned from constant exposure to sun in the area. He is older than most beginning adventurers, at the age of 31. He favors brown clothing that blends in well with the surrounding environment. His possessions are all old, well used and dusty from his time in the desert. He carries a holy symbol of Gozreh displayed prominently, but does not often engage in religious discussions. He prefers to prove his faith by his actions, and allow the people witnessing same to realize the mercy of his diety. He has a shaggy, unkempt beard which is a slight bit lighter than this black hair, and which almost covers the large scar running down his left cheek into his beard.

Jarva definitely possesses heroic characteristics, but he would never say that about himself. Generally he is quiet around even his friends, and almost silent around strangers. He is extremely rural and although he enjoys visiting cities, he is slightly intimidated by urban surroundings and by more "experienced" urban dwellers. His recent minor celebrity (being hosted by various nobles, who are amazed at his sand magic) and business dealings have helped with this intimidation, however. He is not scared of a bottle of ale and a few drinks cause him to become a bit more vocal and gregarious. He is extremely loyal to his friends. He has become comfortable with his current group, and is able to talk much more freely around them, showing a sort of confidence with them that is fairly foreign to him. He is accepting of all races, and has no prejudices, except for gnolls.

Backstory

Spoiler:
Jarva was raised in a small tribe on the outskirts of the city of Katapesh. He visited the city often as a result of proximity for trading. On one of these trips to the city, Jarva and his brother Waltor were both grabbed by unscrupulous slavers, and sold to a gnoll tribe. He and Waltor were separated and he has no idea about Waltor's fortunes at this time. After several weeks of service (and a good bit of torture) at the hands of the gnolls, he was able to sneak away and miraculously was found by a caravan and helped to his home near the city. He received treatment for the cruel mark on his left cheek, but the healers were unable to remove it entirely. After that experience, Jarva grew his beard to cover the scar. He has randomly battled a few gnolls since the kidnapping, but he has found no information about his brother. He hopes to one day find out if his brother is still alive, but in the interim, he had put his war against the gnolls on hiatus, once his Sand abilities got out to the local nobles. For the past several months, he has been more of an entertainer and gardener than an adventurer, being quartered by the local Katapesh nobility in exchange for his entertaining the house with his talents, and making sure the gardens of the nobility were the most beautiful in the land. The fire for revenge and to discover the fate of his brother never quite went out, and upon presentation by Garavel describing his mission, to free a small town from a gnoll menace, the druid jumped at the chance to pick up his scimitar again. Jarva considers this a perfect opportunity to continue his battle against the gnoll scourge..

Common Summons:

Spoiler:

SNA I:

Eagle

N Small animal
Init +2; Senses low-light vision; Perception +10
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3 (1d4)
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

SNA II:

Sm. Fire Elemental

N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold
Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Ignan

Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent