Kalbio of Breezy Creek

Jeram Nadad's page

60 posts. Alias of Eric Swanson.


Race

Human (Taleni) Male Ranger 1 (Spirit Ranger)

Classes/Levels

HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

About Jeram Nadad

Jeram Nadad
Ranger 1 (Spirit Ranger)
Gender: Male
Size: Medium
Age: 18
AlL CG
Deity Green faith
Languages: Low Telwari (Common), Goblin, Elven
Hero Point: 1

Vital Stats:
STR 12 (+1)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 13 (+1)
CHA 11 (0)

HP: 12
Height: 5'9"
Weight: 175 lbs.
Speed: 30'

Saves:
Fort: +3
Ref: +5
Will:+1

Combat:
Initiative: +3
AC: 13, touch 13, flat-footed 10 (DEX +3)
BAB +1
CMB:+2, CMD: 15
Longbow : +4 to hit (+5 within 30') (1d8+1, 110 ft. range, x3, P)
Shortsword: +2 to hit (1d6+1, 19-20/x2, P

Trained Skills: (6+2+1) = 9 Total

Acrobatics +6
Bluff +4
Climb +5
Handle Animal +4 (BG)
Heal +7
Knowledge (Geography) +6 (BG)
Knowledge (Nature) +6
Perception +5
Spellcraft +6
Stealth +7
Survival +7
Swim +5

Feats:
Self-Sufficient (Race)
Point Blank Shot (1st)

Traits:
Magical Talent (Detect Magic) Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability‘s save DC is Charisma-based.

Secret-Keeper Benefit(s): You gain a +1 trait bonus on Bluff checks and a +1 trait bonus on saving throws against divinations, domination effects, and effects that would compel you to speak the truth.

Human Racial Traits:

*+2 to One Ability Score (DEX)
*Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
*Normal Speed: Humans have a base speed of 30 feet.
*Bonus Feat: Self Sufficient
*Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
*Languages: Humans begin play speaking Common.

Class Abilities:

  • Favored Enemy (Ex) [Goblioid]: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +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 may make Knowledge skill checks untrained when attempting to identify these creatures.
  • Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow 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). 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.
  • Combat Style Feat (Ex) [Archery]: Precise Shot
  • Equipment & Possessions:

    Explorers Outfit
    Leather Armor [10 gp]
    Longbow [50 gp]
    20 arrows
    Shortsword
    Backpack
    Bedroll
    Blanket
    Belt pouch
    Flint and steel
    Trail rations (5 days)
    Spare traveler's outfit
    Grappling hook and 50 ft. silk rope
    Canteen
    Journal

    Background:

    Jeram's childhood growing up in the remote city of Roosem was a fairly typical one for a young man of his age. While he was always a tad flighty and carefree he still managed to avoid getting into TOO much trouble as he grew up. Knowing he did not want to be constrained by any rules or laws he requested, and was granted, to be trained as a wilderness scout.

    Things were very easy for him as his time was spent in search for missing farm animals and the occasional hunting trip.

    All of this changed when an elf named Ithus Moun asked for his help in tracking down a gang of thugs who had stolen a valuable trinket.

    After helping the elf retrieve the trinket, an unusually designed gauntlet, he paid it no further mind. Only later did he learn it was actually a minor artifact that had been found by a young thug while looking for a hideout for his gang near a town. It was called the Gauntlet of Wealth. While its properties were not well understood one of the known properties was the ability to influence a person's luck during games of chance. Naturally a person using this item would grow addicted to it, ever pursuing more wealth. Rumor has it it could also create gold and gems out of thin air but no one is sure how this works.

    Still he was recommended for induction into the Order of the Vault of Veils by Ithus Moun? When he asked why the young elf replied despite his flighty and somewhat carefree nature Jeram showed a dedication and willingness to focus on the task at hand to accomplish the goal.

    Now after getting an inkling of what this Order's main purpose was he now wonders whether it was a mistake in joining...