Kwava

Rees Kovu's page

266 posts. Organized Play character for Oladon.


Full Name

Rees Kovu

Race

Elven

Classes/Levels

Ranger 3 [ HP 28/28 (0 NL) | AC 16 Tch 13 FF 13 | Fort +4 Ref +6 Will +3 | CMD 17 | Init +5 | Perc +9*, low-light vision | Effects: none ]

Gender

M

Strength 13
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 12

About Rees Kovu

Rees Kovu
Male Elven Ranger 3
LN Medium Humanoid (elf)
Age: 124, 6' 3", 114lbs.
Init: +5‡, Perception: +9*, Low-Light Vision

Basics:
Defense:
AC 16, Tch 13, FF 13
CMD 17
HP 28 (12+8+8)
Fort +4, Ref +6, Will +3
* immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects

Offense:
BAB +3, CMB +4
Melee: dagger, +4† (1d4+1†, 19-20/x2, P or S)
club, +4† (1d6+1†, 20/x2, B)
Ranged: longbow, +6*† (1d8*†, 20/x3, P, 100ft)
dagger, +6*† (1d4*†, 19-20/x2, P or S)
* +1 att/dam w/in 30ft
† +2 vs favored enemies

Speed: 30ft
Languages: Common, Elven, Sylvan

Stats:
Str: 13
Dex: 16
Con: 12
Int: 12
Wis: 14
Cha: 12

(Includes Elf adjustment(s): Dex+2, Int+2, Con-2)

Feats & Traits:
Feats: Point-Blank Shot, Precise Shot, Endurance, (empty)

Traits:
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Reactionary: You gain a +2 trait bonus on Initiative checks.

Alternate Racial Traits: None (this is Core only!)

Class Archetypes: None (see above)

Skills:

Acrobatics: +3
Appraise: +1
Bluff: +1†
Climb (II): +6
Diplomacy: +1
Disable Device: —
Disguise: +1
Esc. Art.: +3
Handle Animal (II): +6
Heal: +2
Intimidate (III): +7
Know. Arcana: —†
Know. Dung. (I): +4†
Know. Eng.: —†
Know. Geo. (I): +4†‡
Know. Hist.: —†
Know. Loc.: —†
Know. Nat. (I): +4†
Know. Nob.: —†
Know. Planes: —†
Know. Rel.: —†
Linguistics: —
Perception (III): +9*†‡
Profession (Hunter) (III): +7
Ride: +1
Sense Motive: +2†
Spellcraft: —
Stealth (II): +7‡
Survival (I): +5**†‡
Swim (II): +6

21/21 ranks (ACP: 0)
* Elves receive a +2 racial bonus on Perception skill checks.
** +1 to follow tracks
† +2 vs favored enemies
‡ +2 when in favored terrain

Spells & Abilities:
Favored Enemy (Ex): 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.
humanoid (human)

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.

Favored Terrain (Ex): 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).
forest (coniferous and deciduous)

Equipment:

Total Weight: 49 lbs. (light encumbrance)

Weapons and Armor:
studded leather (20lbs)
longbow (3lbs)
arrows x40 (6lbs)
dagger (1lb)
club (3lbs)

Consumables:
acid flask (1lb)
acid flask (1lb)
acid flask (carried by Verrix)

Various:
backpack (2lbs)
bedroll (5lbs)
waterskin (4lbs)
chalk x2 (—)
rations x4 (4lbs)
parchment x5 (—)

Cash: 3074gp, 8sp, 8cp

Chronicles & Wealth:
Chronicles
Starting: 150gp
TC: 1XP, 2PP, 450gp
GRR: 1XP, 2PP, 536gp
TSH: 1XP, 2PP, 509gp
LoL: 1XP, 2PP, 530gp
TMW: 1XP, 2PP, 519gp
HoA: 1XP, 2PP, 521gp

Purchase History
backpack - 2gp
bedroll - 1sp
waterskin - 1gp
chalk x2 - 2cp
rations x4 - 2gp
parchment x5 - 1gp
acid flask x3 - 30gp
dagger - 2gp
studded leather - 25gp
longbow - 75gp
arrows x40 - 2gp
club - FREE

Backstory:
Rees comes from a remote tribal community of humans who somehow, long ago, came to believe that they must send tribute (in the form of their children) to the Pathfinder Society, or terrible things will befall. The community is ruled by a dictatorial tyrant and filled with disinformation and propaganda, about the Society as well as the world at large. Rees has always been an upstanding member of the community, and believes all that he's been taught throughout his life. He would have never left, except...

As a child, Rees grew very close to a young human girl named Mirima. She was like a sister to him, and they spent every waking hour together — playing "Hunt the Outsider", training in weapons, singing songs about their leader, and more. Each swore they'd always be there for the other, and always come when the other called.

And then, one day, she was gone. Discussion of the Tribute was forbidden, but Rees eventually determined that it was the cause; Mirima, the closest thing he'd ever had to a sister, was gone. Rees was heartbroken, but there was nothing to be done; she had been Chosen, and she could never return — it was forbidden.

Years passed, and Rees grew into a young man and a valued member of the tribe. His skill in the wilderness grew as well, and it was ordered that he be trained in the ways of woodcraft. He began apprenticeship with a hunter half his age, by years, but much his senior, for the man was human.

One day as he was out hunting for the tribe, a tiny hedgehog appeared from the brush and approached him, a tiny pouch tied around its neck. It trundled up to his boot, and gave a wiggle. Crouching and laying his bow beside him, Rees opened the pouch and retrieved its contents: a scrap of parchment with words in the tribal dialect written thereon: "Chipmunk, please come. —Nuthatch"

The script was familiar, and the use of their childhood names confirmed it: the note was from Mirima. Rees, who had never stepped foot beyond the traditional boundaries of the tribe's land, gathered his things and departed that night. Wherever she was, whatever the Outsiders had done to her... whether she thought she wanted to come, or no... he would find her, and bring her back.

Boons:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may response with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders' expedition pays off, certainly the society will remember your contribution.

Expanding Trade Network: You befriended either Temel Passad or Metella Raugar, and in doing so you began to develop a stronger trade network with the Kalistocrats or the Five Kings Mountains, respectively.

Codebreaker (Grand Lodge Faction): Venture-Captain Ambrus Valsin was impressed by your clever work with ciphers and invited you to study codes in more detail for future missions. You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics in this way even if untrained.

Misc:
PFS #86776-7
FCB: 3hp
XP: 3
PP: 6/6

Header: Ranger 3 [ HP 28/28 (0 NL) | AC 16 Tch 13 FF 13 | Fort +4 Ref +6 Will +3 | CMD 17 | Init +5 | Perc +9*, low-light vision | Effects: none ]