Rotrovio

Paetyr Orlovsky's page

48 posts. Alias of Gaming Ranger.


Race

Human, Male

Classes/Levels

stats:
Init. +4, HP 49; AC19 T: 12, FF: 17; Fort +6, Ref +6, Will +2 CMB+9, CMD 21

About Paetyr Orlovsky

Background:

Thunder pealed in the distance as a steady rain continued to fall covering the so called street in a hazy grey mist. In spite of the worsening weather Paetyr maintained his position watching the building. Patience he cautions himself as water runs down the peak of his hooded cloak. He moves position to an overhang in the alleyway partially sheltering himself from the down pour. As he shakes the rain off his cloak he looks down and he catches his reflection in a puddle at his feet. He smiles at his likeness, it was a grim smile that didn’t win him many friends. Paetyr mused that while he was not yet 30 years old the reflection looking back at him seemed, not only older, but more competent or experienced then his years. He stood a little over 6 feet tall and was well muscled like greyhound, broad in the shoulders and narrow at the waist, he carried himself with an air of confidence and the swagger of a veteran.

As Paetyr continued looking at his reflection he noticed his eyes, they are same color of the sky right before a storm, but it is more than their color that draws his attention, his gaze appears knowing and penetrating. His eyes are set in a well-proportioned and well-tanned face which is framed by slicked dark flowing hair, the color of a raven’s wing, with a mustache, a small goatee, and long sideburns that extend to his chin. Paetyr proudly considered his mustache, it was thick and well-groomed and once a dwarf had complemented him on it.

Paetyr is startled from his reverie as a cold drop of water runs it way down his back and he quickly pulls his cloak a little tighter. As he stands there watching Paetyr is reminded that this isn’t his first night in the rain since he started off after her. He considers that the weather was like this when he first set off on Svetlana’s trail months ago.

He recalled that night, his father was sitting at his desk in the study, which was covered with papers. The patter of a heavy rain danced on the roof and the occasional peal of thunder could be heard in the distance. Father continued going over the household accounts, reviewing ledgers and reports late into the evening. As he reviewed the papers in front of him, he was getting more and more somber. Paetyr marked that ever since his mother’s death, father had become increasingly morose. In fact her death had marked a big change in his life and he had become more compassionate towards his children. Prior to his mother’s death his father had always derided Paetyr for his love of the woods and outdoors. Now where there was once ridicule and scorn there was instead encouragement and understanding. But it just wasn’t a change in personality, in the month since her passing he had lost over twenty pounds and hardly slept. Eventually he called Paetyr over to the desk to talk. His father related to Paetyr that his wife's passing had given him a new perspective on life, on his failures and short comings. He had come to realize what is really important in life and that life is too short to hold grudges. The conversation continued along this line until father reveled the true intent of this conversation. I want you to find your sister, Svetlana, he begged me as the tears ran down his face. He related the bitter emptiness in his hart and his desire to forgive and be forgiven. I quickly agreed and we continued our conversation, discussing plans and preperations for my journey, until the early hours of the morning. I left two days later with a small purse, the appropriate gear, and my trusty eagle Black Talon. My last memory is of my father is of him standing in the doorway of our manor house, tears running down his chin as he yells to me, tell her I’m sorry.

He didn’t think it would be easy finding Svetlana as her trail was over five years old and she had never made it to the Iorian Monastery. But, luck was with me, it seemed she left a steady stream of broken hearts in her wake wherever she went. Paetyr first found stories of her in New Stetvan as a priestess in the Temple of Calistria where he learned of her dedication to her faith and the joy she found in her service. Paetyr also learned of her abrupt departure, and unfortunately it seemed she disappeared into thin air. At first he suspected foul play as she had run afoul of Grand Marshall Holgar and his wife but Paetyr continued searching. His persistence payed off, as he came across a teamster that purported to have seen her in Oleg’s Trading Shop in Restov less than three months past. He said she was beginning some sort of expedition or adventure.

With no other leads Paetyr went to Restov and his good luck continued and he picked up her trail again. It wasn’t that hard as Svetlana was a remarkable woman and turned heads where ever she went. Over the last several weeks Paetyr and the eagle Black Talon had followed the trail of the group his sister traveled with. It appeared she traveled with four others, two archers, a mage and a warrior. From the corpses he encountered on their trail they seemed quite a handy bunch.

Now he had finally tracked her down to this building, could she really be here, would she remember him, has it really been almost six years since he has seen her? He shivers in the damp evening as chill breeze blows the damp air and conflicting thoughts run through his mind. Don’t be foolish, he chides himself, you’re her brother and were closest to her in age, how could she forget you. He definitely remembered her and the last time he saw her at the party held at the Sertova family manor. She was a radiant and carefree as ever. She looked like a little dandelion, with her blond hair and pale complexion matching the colors of that wild flower. And he recalled her spirit was as a wild and free as the flower also.

Stop your reminiscing and pay attention to the task at hand, Paetyr chides himself. He was here to find his sister not rehash his past. He continues to reprimand himself to stop putting it off any longer and go into the building, as not a half an hour ago he had watched his sister and two of her companions enter the building. From their well-muscled forearms and bows on their back he could tell these were the two archers in the group, one was a tall lass with flame red hair and a wild look in her eyes, while the other was a tall and lean fellow, with untamed brown hair and a rough beard and had the look of an outdoorsmen with a wolf that followed at his heels.

Paetyr turns to his eagle giving it the command to roam and then he stops, gathers his courage and enters the building to find the sister he thought he had lost.


APPEARANCE:

Paetyr Stands a little over six feet tall with a well-muscled build, he looks older than his years and carries himself with an air of confidence. He is well tanned with grey eyes and has shoulder length dark black hair with a luxurious mustache, a small goatee, and long sideburns that extend to his chin. No matter the weather he is always wearing a dark long cloak and favors dark colors in his dress and attire. He is usually clad in a black breastplate with a subdued outline of his families crest engraved on the chest of the armor and a large sword with- in easy reach.

PERSONALITY:

Paetyr has few social graces, he his quiet when dealing with people and would much rather be in the outdoors with nature. He is a man of few words but is usually engaged in his own internal dialog.

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Paetyr Orlovsky
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Male, Human, Ranger (Trapper/Falconer) 5
CG, Medium Humanoid (Human)
Initiative: +4 {+2 dex, +2 trait}
Senses: Perception +10
Move: 30 (6 spaces)
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DEFENSE
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AC: 19, touch 12, flat footed 17 (+2 Dex +7 Armor)
HP: 49 (34 class, 10 con, 5FC)
Fort +6, Ref +6, Will +2
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OFFENSE
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Melee: Great Sword +11 (2d6 +7/19-20),
Ranged: Long Bow +7 (1d8+4/20x3)
Special Attacks: Favored Enemy (Humans)+4 attack/damage; (Animals)+2 attack/damage
Spell-Like Abilities None
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STATISTICS
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Str 18, Dex 15, Con 14, Int 10 Wis 13, Cha 8
Base Atk +5; CMB +9; CMD 22

FEATS: Power Attack (1st level), Furious Focus (Bonus Human), Cleave (2nd Level Combat Style), Endurance (Ranger Class Feat), Weapon Focus [great-sword](3rd Level), Weapon Versatility (5th level)

Skills:

ACP= -1

Total_________ Skill(Ability)____________Ranks
[4] Acrobatics (Dex)---------------------------- [2]
[0] Appraise (Int)------------------------------- [0]
[-1] Bluff (Cha) --------------------------------- [0]
[8] Climb (Str)* --------------------------------- [1]
[0] Craft, (Int)* ------------------------- [0]
[-1] Diplomacy (Cha) ----------------------------- [0]
[10] Disable Device (Dex)* ------------------------ [5]
[-2] Disguise (Cha)------------------------------- [0]
[2] Escape Artist (Dex) ------------------------- [0]
[7] Handle Aminmal (CHA)* ------------------------- [5]
[5] Heal (Wis)* ---------------------------------- [1]
[-2] Intimidate (Cha)* ---------------------------- [0]
[x] Knowledge Arcana(Int) ---------------------- [0]
[4] Knowledge Dungeoneering(Int)* --------------- [1]
[x] Knowledge Engineering(Int) ----------------- [0]
[4] Knowledge Geography(Int)*-------------------- [1]
[1] Knowledge History(Int) --------------------- [1]
[x] Knowledge Local(Int) ----------------------- [0]
[4] Knowledge Nature(Int)* ---------------------- [1]
[x] Knowledge Nobility(Int) -------------------- [0]
[x] Knowledge Planes(Int) ---------------------- [0]
[x] Knowledge Religion(Int) -------------------- [0]
[1] Linguistics (Int) --------------------------- [1]
[9] Perception (Wis)* ---------------------------- [5]
[-1] Perform (Cha)* ------------------------------- [0]
[0] Profession (Wis)* ---------------------------- [0]
[6] Ride (Dex)* ----------------------------------- [1]
[1] Sense Motive (Wis) -------------------------- [0]
[x] Sleight of Hand (Dex) ----------------------- [0]
[x] Spellcraft (Int)*----------------------------- [0]
[11] Stealth (Dex)*-------------------------------- [5]
[9} Survival (Wis)*------------------------------[5]
[8] Swim (Str)*------------------------------------ [1]
[x] Use Magic Device (Cha) ---------------------- [0]

Modifiers:
+1 to stealth (trait)
+4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against animals
Make Knowledge skill checks untrained when attempting to identify his favored enemies.
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill when in forest terrain.

TRAITS: Noble Born{Orlovsky}(+1 to stealth, +1 CMD), Reactionary (+2 initiative)
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Traps
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Snare Trap:

EFFECTS
The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the ranger’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.

Tripwire:

EFFECTS
A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

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CLASS FEATURES
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Favored Enemy:

HUMAN +4, ANIMALS +2
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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher

Track:
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Trapfinding:
Trapfinding: Adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). He can use Disable Device to disarm magical traps.

Combat Style:

TWO-HANDED WEAPON STYLE
Choose from the following list whenever he gains a combat style feat:

Cleave, Power Attack, Pushing Assault, and Shield of Swings.
At 6th level, he adds Furious Focus and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

Favored Terrain:

FOREST
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Feathered Companion:

At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion, and that companion has only half the normal hit points. The falconer cannot teach the bird of prey the work trick, but can teach it either the roam or distract trick for free. Whichever trick the falconer does not pick then can be picked as a trick later.

Roam (DC 15)

The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.

Distract (DC 20; bird only)

The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken for 1 round.

This ability replaces wild empathy.

Hunter’s Bond (Ex)

At 4th level, a falconer must select an animal companion when he gains hunter’s bond. He does not gain a new companion at 4th level; rather, his feathered companion gains full hit points.

Swoop for the Kill (Ex)

At 6th level, when outdoors, a falconer can direct his feathered companion to strike an enemy from high above. His feathered companion gains the following trick as a bonus trick.

Swooping Charge (DC 20; bird)

The falconer’s bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may have enough room, but dungeons usually do not). It spends a full-round action flying to a high vantage point, and on the next round makes a charge attack upon an enemy the falconer designates. If that charge attack hits, the bird deals 2d4 points of damage instead of 1d4 with its bite and gains a ×4 critical modifier when making the attack. If the bird hits, the target is staggered for 1 round.

This ability replaces the combat style feat the ranger gains at 6th level.

Trap:

At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice.

At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her ranger level + her Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once.

This ability replaces the ranger’s spells class feature. Trappers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

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EQUIPMENT
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Total Inventory Weight: 35lbs
Unencumbered: = 100 max.
Encumbered: = 200 max.
Heavily Encumbered: =300 max.

Status: Unencumbered
Penalty: None

Armor Worn:
Armor List
Mithral Agile Breastplate +1 (6400gp/20 lbs)

Weapons Carried:
Weapon List
Great-sword +1 (2350/ 8 lbs)
silver Dagger (322/1 lbs)
20 arrows (1gp/1 lbs)
Long Bow Composite(18STR) (500gp/3lbs)

Carried Items:
Carried Items List
Thieves Tools(MW) (100gp/1 lbs)
Rope silk (10gp)
Grappling hook
Potion, cure serious wounds (750gp)

Stored Item:
Stored Items List
Backpack

Wealth
GP:58 SP: CP: GEMS:

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ANIMAL COMPANION
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Black Talon:

This magnificent bird of prey has dark feathers covering its entire body and a menacing glare as he watches his surroundings.
Black Talon
Neutral Male Eagle (Animal Companion[Racer])/1
Small Animal (bird)
Initiative +3; Senses low light vision; Perception +6
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DEFENSE
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AC 16, touch 14, flat-footed 13 (+ 3 Dex, + 2 nat. armor, 1 + size,)
hp 32 (5d8 +10con)
Fort +6, Ref +7, Will +3
Defensive Abilities
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OFFENSE
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Speed 10 ft / 90ft (fly)
Melee Bite +7 (1d4+1/x2), 2 talons +7 (1d4+1/x2)
Special Attacks distract
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STATISTICS
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Strength 13 (+1), Dexterity 17(+3), Constitution 14(+2), Intelligence 2(-4), Wisdom 14(+2), Charisma 6(-2)
Base Atk +3; CMB +1; CMD 13

Feats
weapon Finess, Dodge, Mobility

Skills
Stealth (12), Survival (1), Acrobatics (3), Climb (1), Swim (1), Perception (6) Fly (11)

Tricks
Total: 9
AID: The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.

ATTACK x 2: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

COME: The animal comes to you, even if it normally would not do so.

DOWN: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

STAY: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

SNEAK: The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

Roam: The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.

Distract: The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken for 1 round.

SQ
RACER:
Some companions have uncanny speed, providing their masters with swift transport.

Animal Feats
In addition to the standard animal companion feats, a racer may select Acrobatic Steps, Charge Through, Improved Lightning Reflexes, Lightning Stance, Nimble Moves, and Wind Stance.

Fast Movement (Ex)
A racer's speed is 10 feet greater than typical animals of its kind when wearing no armor and carrying a light load.( This ability replaces share spells.)

Sprint (Ex)
At 6th level, once per hour a racer can move at 10 times its normal speed when it makes a charge or uses the run action. (This ability replaces devotion.)