Abra Lopati

Riken Utherson's page

104 posts. Organized Play character for pebcakerror.


Full Name

Riken Urtherson

Race

Human, Ranger/5

Classes/Levels

Riken HP: 42/42; Paka HP: 32/32

Gender

Male

Size

Meduim

Age

29

Alignment

NG

Deity

Erastil

Languages

Common

Occupation

Trapper

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 7

About Riken Utherson

b]Riken Utherson[/b]
Male Human (Taldan) Ranger 5
NG Medium humanoid (human)
Init +4; Senses Perception +10

Defense:

AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 44 (5d10+10)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6, Will +3

Offense:

b]Speed [/b]30 ft.
Melee +1 greataxe +10 (1d12+7/×3)
Ranged masterwork composite longbow +8 (1d8+4/×3)
Special Attacks favored enemies (humans +2, undead +4)
Ranger Spells Prepared (CL 2nd; concentration +4):
1st—calm animals (DC 13), speak with animals

Statistics:

Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 7
Base Atk +5; CMB +9; CMD 21
Feats Boon Companion (Animal Companion), Cleave, Endurance, Power Attack -2/+4, Quick Draw, Rapid Shot
Traits Freedom Fighter, Reactionary
Languages Common
SQ animal companion link, combat styles (archery), favored terrain (forest +2), hunter's bonds (paka, cheetah), share spells with companion, track, wild empathy

Skills:

Acrobatics +6,
Bluff -2 (+0 vs. humans, +2 vs. undead),
Climb +7,
Escape Artist +1,
Fly +1,
Handle Animal +6 (+2 for animal with training harness),
Intimidate +5,
Knowledge (dungeoneering) +5 (+7 vs. humans, +9 vs. undead),
Knowledge (geography) +5 (+7 vs. humans, +9 vs. undead, +7 while in forest terrain),
Knowledge (nature) +8 (+10 vs. humans, +12 vs. undead),
Perception +10 (+12 vs. humans, +14 vs. undead, +12 while in forest terrain),
Ride +1,
Sense Motive +2 (+4 vs. humans, +6 vs. undead),
Stealth +10 (+12 while in forest terrain),
Survival +10 (+12 vs. humans, +14 vs. undead, +12 while in forest terrain, +12 to track),
Swim +7 (+11 to resist nonlethal damage from exhaustion)

Combat Gear:

Potion of bull's strength
Potion of invisibility
Potion of invisibility
Potion of restoration, lesser
Wand of cure light wounds (21 of 50 charges remain)
Wand of magic fang (50 of 50 charges remain)
Arrows (42 of 60 remain)

Other Gear:

+1 Mithral Breastplate,
+1 Greataxe,
Masterwork Composite longbow (Str +4),
Bell,
Candle,
Chalk,
Fishhook,
Flint and steel,
Powder (2),
Sewing needle,
Signal whistle,
Silent whistle,
Spring Loaded Wrist Sheath,
Spring Loaded Wrist Sheath,
Thread (50 ft.),
Tindertwig,
Training Harness,
1882 GP, 5 SP, 5 CP

Special Abilities:

Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Enemy (Undead +4) (Ex) +4 to rolls vs Favored Enemy (Undead).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round.
Hunting Lodge Can use Survival for Day Job rolls.
Potion of Invisibility Add this item to create a potion of a chosen spell.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Wand of Magic Fang Add this item to create a wand of a chosen spell.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Riken grew up in a small town perfectly nestled between mountains to the north, forest to the west and a small river to the east. There were no mountain passes nearby and the river became too hazardous for travel not far north of the town. Needless to say, travelers were rare.

He'd never known his father, a farmer who, he'd been told, had been captured by goblins in the mountains when Riken was still an infant.

His mother was protective, a nervous woman who clung tightly to her only son. Somehow Riken still grew up to be strong, an independent mind who wondered about the outside world. He and his mother never traveled so he only knew of nearby towns in the vague way a man might hear about lands across the sea, but he sought out as much information as he could, often eavesdropping at the tavern or in the small market.

Riken was a skilled hunter and trapper from a young age, foraging in the forest to help support himself and his mother.

In his 14th year, a wizard came into the area. He took up residence in some caves to the north of the town, deep in the mountains, but still far from goblin territory. He was a recluse that the village might have forgotten about except for the occasional request of an odd supply that would come to the market carried by a tall silent man that no one remembered passing through with the wizard. He always paid generously. Riken would hear the gossip that circled the town after one of these visits and wonder about the wizard so far into the mountains.

The mystery did not have much time to build because in Riken's 16th year, while he was away hunting, the village was attacked by a horde of undead. When Riken returned, he found his mother dead, the village burned and no one left alive. After searching through the ruins, he discovered there was no one left dead, either.

Some years later, Riken would learn it was the wizard that had raised the army that had destroyed his home. The wizard had been drawn to the area by a legend of a powerful artifact hidden somewhere in the mountains. He had raised the army of undead to drive out a tribe of orcs from the cave system he'd tracked the artifact to, but he wasn't powerful enough to control his undead army.

Riken doesn't trust wizards.

Especially necromancers.

He was 16, alone and had very little knowledge of the world at large. But he knew the forest. So he took to the woods, becoming a nomad, following the game and living off the land. This life suited him for a time.

In the year of the (something), there was a great drought. The entire forest became dry and brittle so when the lightning storm began Riken was already on the move. He was miles from the edges of the forest when it caught fire. Running through the woods, just one more in the pack of animals trying to escape, Riken found a leopard breathing its last. It had been badly burned, a long sear burning all the way to bone running down its side. But the leopard had made no attempt to escape, even before being wounded. Under the leopard, Riken found a cub, no doubt the last in a litter being slowly killed by drought. Riken wrapped the cub in his cloak, carrying it close to his body as they tried to outrun the fire together. That is how he met Paka. They've been inseparable ever since.

With his home once more burned to the ground, Riken decided to finally satiate his curiosity about the lands that lay beyond the boundaries of the land of his birth. He set out to discover new towns, cities, a new home.

It was in this big port city that he first learned of the Pathfinders. They promised him a chance to experience the world, to go places he had never heard of. This was a chance Riken couldn't pass up.

Paka
Male Leopard
N Medium Animal
Init +5; Senses low-light vision, scent; Perception +6

Defense:

AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 32 (+10)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion

Offense:

Speed 50 ft., sprint (1/hour)
Melee Bite (Cheetah) +9 (1d6+3/x2) and
Claw x2 (Cheetah) +8 x2 (1d3+3/x2)
Special Attacks trip

Statistics:

Str 17, Dex 20, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 21 (25 vs. Trip)
Feats Agile Maneuvers, Weapon Finesse, Weapon Focus (Bite)
Tricks Attack, Come, Defend, Detect, Down, Heel, Seek, Sneak, Stay, Track, Watch
Skills Acrobatics +9 (+17 jump), Linguistics -3, Perception +6, Stealth +9 (+13 in Tall Grass)
Languages Varisian
SQ +4 stealth in underbrush
Other Gear Training Harness

Special Abilities:

+4 Stealth in Underbrush (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Agile Maneuvers Use DEX instead of STR for CMB
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Attack 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.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Detect The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way.
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.
Heel The animal follows you closely, even to places where it normally wouldn’t go.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
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.
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.
Track The animal tracks the scent presented to it.
Watch The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.

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