Abra Lopati

Jorum's page

119 posts. Alias of Itzi.


Race

Male Human Ranger 4 | HP 56 | AC 21 | Fort +10 Ref +10 Will +8 | Perc +8 (+10 seeking target) | Class DC 18

Classes/Levels

| Hero Point: 0/3

About Jorum

Basics:

Ranger 4
NG Medium humanoid (human, humanoid) - 20 years old, 5'10", 168 lbs, black hair, hazel eyes
Senses normal vision
Perception +8 (expert prof +4, level +4, Wis +0)
Languages hallit, dwarven

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Defense:

HP 56
AC 21 (base 10, armor +3, trained prof +2, level +4, Dex +2 )
Fort +10 (E +4, level +4, Con +2) Ref +10 (E +4, level +4, Dex +2) Will +8 (E +4, level +4, Wis +0)

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Offense:

Speed 25'

{A} Thrown Dagger +8/+4/+0 (1d4+3 PS) versatile S, agile, thrown (30'), finesse (T +2, level +4, Dex +2)

{A} Dagger +9/+5/+1 (1d4+3 PS) versatile S, agile, finesse, thrown (30') (T +2, level +4, Str +3)

{A} Unarmed +9/+5/+1 (1d4+3 B) agile, finesse, nonlethal, unarmed (T +2, level +4, Str +3)

{A} Shortsword +9/+5/+1 (1d6+3 S) versatile S, agile, finesse (T +2, level +4, Str +3)

{A} Longbow +8/+3/-2 (1d6 P) deadly d10 (T +2, level +4, Dex +2)

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Deadly
On a crit, add listed dice of extra damage.

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Statistics:

Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 14 (+2)

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Ancestry - Human (Kelid):

Ethnicity: Kelid
Though they once ranged across all of Avistan, Kellid clans now live primarily in the north of Avistan, on the tundras and steppes that stretch from Numeria to the Realm of the Mammoth Lords. Kellids are typically tall and wiry, with light-brown skin often tanned by the elements, and dark-brown or black hair that is prone to graying at an early age. Many Kellids live in nomadic clans that follow the megafauna of their homeland, as they have for millennia. Living so close to the Worldwound and the witches of Irrisen has given Kellids a well-founded distrust of outsiders in general and of magic in particular. Kellid feminine names include Belka, Dafur, and Jalket; masculine names include Dron, Kronug, and Zoresk; and gender-neutral names include Aeld, Neflhun, and Roan. Few Kellids bother with surnames, though a clan name can substitute, and prominent or far-traveling Kellids sometimes adopt titles such as Beast-Stalker or Snow Mane.

Kellids have access to the Hallit language.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

Languages: Hallit + Int modifier

Heritage: Versatile Heritage (Sign Language)
Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Ancestry Feat: Natural Skill

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Background - Northland Forager:

The vast tundra and looming mountains of the Realm of the Mammoth Lords may seem featureless and barren to the untrained eye, but you know better. You see what others don’t: nutritious roots buried beneath muddy reeds, succulent bird eggs cradled in craggy rocks, restorative berries nestled among thorny thickets, and more. In the south, farmers toil in dusty fields to eat the same vegetables every day, but your diet is varied and you’re rarely hungry—the entire Realm is your garden.

Ability Boosts:
Two; One must be to Constitution or Wisdom, and one is a free ability boost.

Trained Skills:
You’re trained in the Survival skill and the Herbalism Lore skill. You gain the Forager skill feat.

Feat: Forager

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Class - Ranger:

Level 1

Hit Points: 10 + Con modifier

Primary Ability: Strength

Basics
Perception: Expert: Fortitude: Expert, Reflex: Expert, Will: Trained

Skills
Trained in Nature, Survival, Trained in 4 other skills + Int Modifier

Offense
Trained in simple weapons, Trained in martial weapons, Trained in unarmed attacks

Defense
Trained in light armor, Trained in medium armor, Trained in unarmored defense

Ability DCs
Trained in Ranger class DC

{A} Hunt Prey
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Hunter's Edge Flurry
You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

Feat Twin Takedown

Level 2

Class Feat: Relentless Stalker

Skill Feat: Terrain Stalker

Free Archetype Feat: Rogue Dedication

Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Level 3

Iron Will
Proficiency for Will save increases to expert.

Feat: Incredible Initiative

Skill Increase (Expert): Survival

Level 4

Class Feat: Twin Parry

Skill Feat: Experienced Tracker

Archtype Feat: Basic Trickery - Twin Feint

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Terms

Flourish
Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

Open
These maneuvers work only as the first salvo in the attacks you make on your turn. You can use an action with the open trait only if you haven't used an action with the attack or open trait yet this turn.

Press
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity.

Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

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Feats:

Level 1

Natural Skill (Ancestry)
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.

Sign Language (General, Skill)
You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory.

Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.

Forager (General, Skill)
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

{A} Twin Takedown (Ranger) - Flourish
You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Tame Animal (General, Skill) - Free
Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators. In spite of this, you know how to approach and entreat a wild animal so that it's more receptive to your presence and requests. To use this feat, choose a wild animal that isn't actively hostile to you and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary proficiency.

Critical Success: You form a friendly bond with the animal. As long as it isn't starving, the animal won't attack you or creatures obviously allied with you, even if they're creatures the animal would normally prey upon. This effect is permanent.
Success: As critical success, but the effect lasts for 1 month. If you or an ally teach the animal a basic action during that time with the Train Animal skill feat, the effect is permanent.
Failure: You fail to make any kind of meaningful impression on the animal.
Critical Failure: The animal does its best to attack you and is immune to Tame Animal for 1 month.

Level 2

{R} Relentless Stalker (Ranger)
Trigger: An adjacent creature you are hunting attempts to move away from you using an action that has the move trait.
Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect.

Terrain Stalker: Underbrush (General, Skill)
Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.

Rogue Dedication (Archetype, Dedication, Multiclass)
You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.

Trained Skills: Craft, Deception

Level 3

Incredible Initiative (General)
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Level 4

{A} Twin Parry (Ranger)
You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.

Twin Feint (Rogue)
You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.

Experienced Tracker (General, Skill)
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

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Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +8 (Dex +2 - T)
Arcana +0 (Int +0 - U)
Athletics +9 (Str +3 - T)
Crafting +6 (Int +0 - T)
Deception +8 (Cha +2 - T)
Diplomacy +8 (Cha +2 - T)
Herbalism Lore +6 (Int +0 - T)
Intimidation +8 (Cha +2 - T)
Medicine +0 (Wis +0 - U)
Nature +6 (Wis +0 - T)
Occultism +0 (Int +0 - U)
Performance +2 (Cha +2 - U)
Religion +0 (Wis +0 - U)
Society +6 (Int +0 - T)
Stealth +8 (Dex +2 - T)
Survival +8 (Wis +0 - E)
Thievery +8 (Dex +2 - T)

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Gear:

hide armor
shortsword x2
dagger
longbow

belt pouch
{
flint and steel (5 cp)

}
backpack
{
bedroll
50' hemp rope
waterskin
}

Appearance:

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History:

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Macros:

[dice={A} Unarmed Attack]1d20+9[/dice]
[dice={A} Unarmed Attack]1d20+5[/dice]
[dice={A} Unarmed Attack]1d20+1[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4+3[/dice]

[dice={A} Dagger Attack]1d20+9[/dice]
[dice={A} Dagger Attack]1d20+5[/dice]
[dice={A} Dagger Attack]1d20+1[/dice]
[dice=Dagger Damage - P/S]1d4+3[/dice]

[dice={A} Longbow Attack]1d20+8[/dice]
[dice={A} Longbow Attack]1d20+3[/dice]
[dice={A} Longbow Attack]1d20-2[/dice]
[dice=Arrow Damage - P]1d8[/dice]
[dice=Arrow Critical Deadly Damage]1d10[/dice]

[dice={A} Shortsword Attack]1d20+9[/dice]
[dice={A} Shortsword Attack]1d20+5[/dice] [ooc]Target is flat-footed against this attack.[/ooc]
[dice={A} Shortsword Attack]1d20+1[/dice]
[dice=Shortsword Damage - S]1d6+3[/dice]

[dice={A} Shortsword Flurry Attack vs Prey]1d20+9[/dice]
[dice={A} Shortsword Flurry Attack vs Prey]1d20+7[/dice] [ooc]Target is flat-footed against this attack.[/ooc]
[dice={A} Shortsword Flurry Attack vs Prey]1d20+5[/dice]
[dice=Shortsword Damage - S]1d6+3[/dice]

[dice={A} Shortsword Twin Takedown - Flurry Attack vs Prey]1d20+9[/dice]
[dice=Shortsword Twin Takedown - Flurry Attack vs Prey]1d20+7[/dice] [ooc]Target is flat-footed against this attack.[/ooc]
[dice={A} Shortsword Flurry Attack vs Prey]1d20+5[/dice]
[dice={A} Shortsword Flurry Attack vs Prey]1d20+5[/dice]
[dice=Shortsword Damage - S]1d6+3[/dice]
[ooc]Damage from Twin Takedown is added together before applying resistances or weaknesses[/ooc]

[ooc]{A} Twin Parry - +1 AC for one round[/ooc]

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