Valeros

Petvar Tarmikos's page

264 posts. Alias of Shieldknight.


Full Name

Petvar Tarmikos

Race

Human

Classes/Levels

Urban Ranger/1

Gender

Male

Size

5'9"

Age

23

Alignment

NG

Deity

Pharasma

Location

Kaer Maga

Languages

Common

Occupation

Duskwarden of Kaer Maga

Strength 16
Dexterity 17
Constitution 11
Intelligence 10
Wisdom 13
Charisma 10

About Petvar Tarmikos

Petvar was born the son of a taxidermist in Kaer Maga. Trained under his father, Petvar learned everything about how the creatures were killed, what parts of the body were important to survival and death. However, Petvar did not have the patience that the trade required. Petvar would rather play with swords and pretend to be the rescueing hero. Petvar’s parents weren’t poor, and they allowed him to learn the art of swordplay. But they always thought he would continue his father’s business. Not wanting to be a taxidermist and desiring to get out from under his father, Petvar joined the city militia. He thought that this would give him the opportunity he needed to get a fresh start and use his skills as a swordsman. Petvar talents were soon recognized and he was asked to join a special operations unit of the city militia. It was here that he was taught that not everything rests peacefully after it dies. Petvar’s unit was in charge of eradicating any undead threat to the city.

PERSONAL INFO:

Human Male Urban Ranger 1
NG; Deity: Pharasma; Age: 23
Height: 5'9"; Weight: 182lb; Eyes: Green; Hair: Brown

STATS:

STR 16
DEX 17
CON 11
INT 10
WIS 13
CHA 10

DEFENSE:

Init +3 (+5 if in Kaer Maga)
AC 18, touch 14, flat-footed 14 (+3 Armor, +1 Shield, +3 Dex, +1 Dodge)
hp 24 (2d10) (+1 favored class bonus)
Fort 3,Ref 6,Will 2

OFFENSE:

Speed 30’
Melee longsword +6 (1d8+3/19-20) or longsword +4 (1d8+3/19-20) and shortsword +4 (1d6+3/19-20), morningstar +6 (1d8+3) or morningstar +4 (1d8+3) and light hammer +4 (1d4+3)
Ranged shortbow +6 (1d6/x3)
Special Attacks Favored Enemy: Undead (+2)

STATISTICS:

BAB +3; CMB +6,CMD 20
Feats Armor Proficiency (Light, Medium), Dodge, Double Slice, Martial Weapon Proficiency (All), Shield Proficiency, Simple Weapon Proficiency (All), Two-Weapon Defense, Two-Weapon Fighting
Traits Anatomist, Militia Veteran (Kaer Maga): Survival
Skills Climb +8, Disable Device +8, Knowledge (Dungeoneering) +6, Knowledge (Geography) +5, Knowledge (Local) +6 (+8), Perception +7 (+9), Stealth +8 (+10), Survival +8 (+10)
Combat Gear Light Hammer, Longsword, Morningstar, Shortbow (w/Arrows x35), Shortsword
Gear Backpack, Buckler, Candle x5, Map Case, Explorer's Outfit, Flint and Steel, Grappling Hook, Holy Water, Hooded Lantern, Oil x3, Belt Pouch, Hemp Rope (50'), Sealing Wax, Studded Leather, Thieve's Tools, Waterskin, Whetstone

SPECIAL ABILITIES:

Favored Community: Kaer Maga (Ex)
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.
Favored Enemy: Undead (Ex)
Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of selected type. Likewise, he gains a +2 to attack and damage rolls against creatures of selected type.
Track
+1; A ranger adds, half his level to Survival skill checks made to follow or identify tracks.
Trapfinding
Wild Empathy (Ex)
+3; A character can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The character rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check.

XP:
5133

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PETVAR TARMIKOS
Male Human Ranger (Urban Ranger) 2
NG Medium Humanoid (Human)
Init +3 (+5 in Kaer Maga); Senses Perception +7 (+9 in Kaer Maga)
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 13. . (+3 armor, +3 Dex, +1 dodge, +1 shield)
hp 24 (2d10)
Fort +3, Ref +6, Will +2
--------------------
OFFENSE
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Spd 30 ft.
Melee Hammer, Light +6 (1d4+3/20/x2) and
. . Longsword +6 (1d8+3/19-20/x2) and
. . Morningstar +4 (1d8+3/20/x2) and
. . Shortsword +4 (1d6+3/19-20/x2)
Ranged Shortbow +6 (1d6/20/x3)
Ranger (Urban Ranger) Spells Known (CL 0, 5 melee touch, 5 ranged touch):
--------------------
STATISTICS
--------------------
Str 16, Dex 17, Con 11, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +6; CMD 20
Feats Dodge, Double Slice, Two-Weapon Defense, Two-weapon Fighting
Traits Anatomist, Militia Veteran (any town or village): Survival
Skills Acrobatics +2, Climb +8, Disable Device +8, Escape Artist +2, Fly +2, Knowledge: Dungeoneering +6, Knowledge: Geography +5, Knowledge: Local +6 (+8), Perception +7 (+9), Ride +2, Stealth +8 (+10), Survival +8 (+10), Swim +2
Languages Common
SQ Compass, Community: Kaer Maga (+2 bonus), Enemies: Undead (+2 bonus) (Ex), Trapfinding, Track +1, Wild Empathy +2 (Ex)
Combat Gear Longsword, Shortbow, Shortsword, Arrows (40), Buckler, Studded Leather, Hammer, Light (3), Morningstar; Other Gear Backpack (14 @ 9.5 lbs), Candle (5), Case, map or scroll (5 @ 0 lbs), Chalk, 1 piece (5), Compass, Flint and steel, Grappling hook, Holy water (flask), Ink (1 oz. vial, black), Inkpen, Lantern, hooded, Oil (1-pint flask), Paper (sheet) (5), Potion of Cure Light Wounds, Pouch, belt (6 @ 0.5 lbs), Rope, hempen (50 ft.), Sealing wax, Thieves' tools, Waterskin, Whetstone
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TRACKED RESOURCES
--------------------
Arrows - 5/40
Hammer, Light - 0/3
Potion of Cure Light Wounds - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Anatomist +1 to confirm critical hits.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Communities: Kaer Maga (+2 bonus) (Ex) +2 to rolls in Kaer Maga
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Trapfinding
Track +1 +1 to survival checks to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Petvar was born the son of a taxidermist in Kaer Maga. Trained under his father, Petvar learned everything about how the creatures were killed, what parts of the body were important to survival and death. However, Petvar did not have the patience that the trade required. Petvar would rather play with swords and pretend to be the rescueing hero. Petvar’s parents weren’t poor, and they allowed him to learn the art of swordplay. But they always thought he would continue his father’s business. Not wanting to be a taxidermist and desiring to get out from under his father, Petvar joined the city militia. He thought that this would give him the opportunity he needed to get a fresh start and use his skills as a swordsman. Petvar talents were soon recognized and he was asked to join a special operations unit of the city militia. It was here that he was taught that not everything rests peacefully after it dies. Petvar’s unit was in charge of eradicating any undead threat to the city.

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