Rohkar Cindren

Jormel Vallin's page

97 posts. Alias of Helio (RPG Superstar 2015 Top 32).


Full Name

Jormel Vallin

Race

Human

Classes/Levels

Trapper Ranger 1 | HP 11/11 (9 NL) | AC 16 (13FF/13T) | F+3, R+5, W+1 | CMD 16 | Init +3 | Perc +5

Gender

Male

Size

M

Age

22

Alignment

N

Deity

Erastil

Strength 14
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 12
Charisma 11

About Jormel Vallin

Jormel Vallin
Male Human Trapper Ranger 1
N Medium Humanoid (human)
Ini +3; Senses Perception +5

--Defense--

AC 16, Touch 13, Flat-Footed 13 (+3 Dex; +3Armor)
HP 11 (1d10+1) ; Current : 11/11
Fort +3, Ref +5, Will +1
CMD 16

--Offense--

Speed 30
Melee Shortsword +3 (1d6+2/19-20) or Dagger (+3 1d4+2/19-20)
Ranged Longbow +4 (1d8/x3)

--Special Qualities--

Spoiler:

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.

Track (Ex)
+1/2 Ranger Level to Survival checks to track

Favored Enemy (Ex)
Bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, Attack, and Damage.

Animals +2

Wild Empathy (Ex)
1d20+level+Cha to influence the attitude of an animal. Takes 1 minute of interaction. Can use on low-int magical beasts at -5 penalty.

--Stat Block--

Str 14 / Dex 16 / Con 12 / Int 10 / Wis 12 / Cha 11
Base Attack +1 CMB +3 CMD 16

Feats:
Point-Blank Shot : +1 Atk/Dmg on ranged attacks within 30 feet
Precise Shot : No penalty for shooting into melee

Skills: 6+int (+1 from Favored Class)
Climb +5, Craft (traps) +5, Disable Device +7, Heal +5, Knowledge (nature) +4, Perception +5, Stealth +7, Survival +5

Languages:
Common

Traits:
Survivalist : +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.
Fatal Trapper : +1 trait bonus on Craft (traps) checks and a +1 trait bonus on Disable Device checks made to disable traps.

Gear:

-- Gear --
Offense:

Longbow 3 lbs.
15x Arrows 3 lbs.
27x Blunt Arrows 3 lbs.

Shortsword 2 lbs.

Dagger 1 lb.

Defense:
Studded Leather 20 lbs.

Other Gear:

Explorer's Outfit 8 lbs.
Molthuni Tabard (not worn) 1 lb.

Backpack with trail rations (5), a winter blanket, a waterskin, Everflame Map.

Ball of Twine (50 ft)(2) ½ lb.
3x Bells – lbs.
2x Bags of Caltrops 4 lbs.
Small Tent
50 Ft Rope
Grappling Hook
Signal Whistle - lb.
3x Torches 1 lb.
Flint and Steel - lb.
Hammer 2 lbs.
Piton (2) 1/2 lb.

Gear Maintenance Kit 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Gold : 15gp, 2s, 5c

Race Features:

Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Backstory:

Jormel's earliest memory was fleeing Molthune. He remembered the harsh winter winds they'd crept through. The lying in the snow, praying that neither a Molthuni patrol nor a Nirmathi raider would discover their footprints. The relief that he'd finally felt when they passed into a city, a mother and her child, and were accepted without further question.

But his mother had insisted they were not safe until they'd gone farther. Over the next two years, they survived on the road, skirting the edges of the Fangwood when possible and joining caravans when they could. They spent months at a time in small villages, saving as many coppers as they could to push further north.

To his mother's merit, she did a stellar job of protecting them the entire way to Kassen. If only she'd been able to save herself from the labors of the journey. She fell ill soon after arriving in Kassen, dying within the year. She'd even neglected to tell them why they'd fled Molthune, and why they had to flee to the opposite end of a nation that was still technically an enemy.

He remembered her smiling, and telling him to forget such petty conflict. That his father had been a great man, and one day he might understand how great. His tabard, the crimson red of Molthune, sat in the bottom of his backpack. It was his sole inheritance from his father. But his mother too left Jormel alone, with little of value, lost in the world.

For their part, the villagers of Kassen took Jormel in like their own. He suspected they'd have hung him if they ever knew where he was born, but smiled and appreciated their hospitality. And, in time, he grew to love the town. He took to the forests like a Nirmathi native, trying to learn the trade of a trapper. In time, he grew to be a young man – though he'd become a permanent resident in Kassen's inn.

Still – somewhere, in the back of his mind, he could not forget that flight from Molthune. He didn't know if he should be angry with Molthune or Nirmathas. He knew too little of the story. He didn't even know with any certainty if his father was dead. He promised himself that one day – one day! - he would find some answers.

Appearance and Personality:

Jormel is of average build at roughly 6 feet (on a good day), with short but bedraggled dark hair. He usually wears the heavy leathers of a woodsman, torn and bruised in various places from his various wanderings. A cloak of forest green, typical of Nirmathi woodsman, drapes across his shoulders. Though his face is marked with a few bruises and a scar or two, he isn't terribly ugly – but nor is he a charmer. His dark eyes run deep, suggesting there's more to the man than just a trapper.

After a strange past he prefers not to speak of, Jormel is slow to trust. But while his friends may be few, they are true. His sense of humor borders between inappropriate and rude, which certainly does not help his case. However, he often acts with a conviction that seems unlike him in so many other ways: Jormel is a man who can get a job done, regardless of what it might involve. And always drifting in the back of his mind if a job that he'd really like to take on... discovering the truth of his past.