Ranger

Savaric Feversham's page

11 posts. Alias of EldonG.


Full Name

Savaric Feversham

Race

Vitals:
HP 22; AC 17_T 13_FF 14; Perception +8; Initiative +4; Fort +5_Ref +7_Will +3; CMB +4, CMD 18; Speed 30'

Classes/Levels

Rgr 2

Gender

Male

Size

M

Age

43

Alignment

NG

Strength 14
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 17
Charisma 12

About Savaric Feversham

Savaric was a young child when he lost his parents. He isn't positive how old he was - likely three or four.
It was storming out, and the young family sought refuge from the storm. There was an ancient ruin in the forest, not too far from the ruin, so they headed there. Varisians are often thought of as gypsies, and for good reason. They'd already moved twice, and once again, they were on their way to start a new life.
Ironic, that. The ruins were haunted by corporeal undead, and Savaric still sometimes has nightmares of watching his parents get butchered. He was still little, so he'd crawled into a spot so tight they couldn't get to him.

It was two days later that he was rescued by elves and a dryad, and they became his new family. Netherein and his wife, Vialla adopted him, and the rest of his young years were filled with fascination and joy. They were harvesters, and so Savaric learned the work of bringing in nature's bounty, and though it often meant long hours, Savaric didn't mind.

Now he had a sister, too - Ryada - and though she was older by a few years, Savaric hardly noticed, and eventually became her protector. She was wild and carefree, and represented everything beautiful in life to Savaric.

Elves age slowly, and dryads, not at all from a human viewpoint, so Savaric is still younger than the other children, though he's hardly young for a human. When the undead started filtering in in ever-increasing numbers, he reacted much faster than his new family did - most of them were harvesters, more than anything else, after all, but Savaric learned from the warriors, and set off to find out what would bring an end to this terrible infestation.

Telarania, the dryad, is Savaric's spiritual leader, and it was her that set him on his quest. She could sense the restlessness in Savaric, and saw him growing ever more dark and troubled. Though he remains dark, at least the restlessness is being addressed.
Of course, not long after he took off, Ryada followed him. She almost had some sort of mind-link with him, it seemed - though he could even hide from the other elves, she always found him. Given a slight pause, she'd finish his sentences.

He didn't mean to take her with him - this would be very dangerous - but he could hardly turn her away - it was her that could always make him smile.

Telarania sends him messages, guiding him - usually speaking directly to his mind. He'd love to learn that trick, but doubts he ever will.

SAVARIC FEVERSHAM
CR 1
XP 400
Male middle-aged human (varisian) ranger 2
NG Medium humanoid (human)
Init +4; Senses Perception +8
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 22 (2d10+2)
Fort +5, Ref +7, Will +3

OFFENSE
Speed 20 ft.
Ranged masterwork longbow (composite/strength rating+2) +7  (1d8+2/x3)
Melee masterwork bardiche (two handed) +5 ((two handed) 1d10+3/19-20)
Melee longsword +4  (1d8+2/19-20)
Melee handaxe +4  (1d6+2/x3)
Melee dagger +4  (1d4+2/19-20)
Ranged dagger (thrown) +6  (1d4/19-20)
Special Attacks undead +2
STATISTICS
Str 14, Dex 18, Con 12, Int 16, Wis 17, Cha 12
Base Atk +2; CMB +4; CMD 18
Feats Deadly Aim, Point-Blank Shot, Rapid Shot
Skills Acrobatics +2 , Climb +3 , Craft (Alchemy) +9 , Craft (Bows) +7 , Craft (Weapons) +7 , Escape Artist +1 , Fly +1 , Handle Animal +5 , Heal +8 , Knowledge (Nature) +7 , Knowledge (Religion) +4 , Perception +8 , Ride +5 , Spellcraft +7 , Stealth +6 , Survival +8 , Survival (Follow or identify tracks) +9 , Swim +3
Languages Common, Elven, Gnome, Sylvan, Varisian
SQ bonus feat, heart of the fields (craft (alchemy)), track +1, weapon and armor proficiency, wild empathy +3
Gear masterwork chain shirt, masterwork longbow (composite/strength rating+2), masterwork bardiche, longsword, handaxe, dagger (2), backpack, masterwork, alchemist's lab, portable, artisan's tools (weaponsmithing/masterwork), tent, hanging, belt pouch (6), waterskin (2)
mule, packsaddle, alchemist's fire (3), alchemical glue (2), alchemical solvent, antiplague (3)

SPECIAL ABILITIES
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own.
Bonus Feat Humans select one extra feat at 1st level.
Elf
Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Heart of the Fields (Craft (Alchemy)) Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.
Magical Knack (Ranger) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Undead (Ex) You gain a +2 bonus on Attack rolls, Damage roll and skill checks against undead.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal.