Eagle Knight of Andoran

Sebastian Vorell's page

64 posts. Alias of Faelar Braegen.


Full Name

Sebastian Vorell

Race

Human Ranger (Falconer / Trapper) 1

Classes/Levels

HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

Gender

Male

Size

Medium (5'10", 180 lb)

Age

20

Special Abilities

Favoured Enemy (Humans)

Alignment

Lawful Good

Languages

Common

Strength 14
Dexterity 20
Constitution 10
Intelligence 10
Wisdom 14
Charisma 10

About Sebastian Vorell

Male Human Ranger (Trapper / Falconer) 1
LG Medium Humanoid (Human)
Init +5; Senses ; Perception +6 {+8}
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 Armour, +5 Dex)
hp 10 (1d10)
Fort +2, Ref +7, Will +2
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Composite Longbow +8 {+10} (1d8+2 {+4} / x3)
Special Attacks
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB 3; CMD 18
Feats Improved Unarmed Strike, Weapon Focus (Composite Longbow)
Traits Rich Parents, Easy Way or the Hard Way
Skills Disable Device +9, Handle Animal +4 (+8), *Knowledge (History) +4 *, {Knowledge (Local) +2}, *Knowledge (Nobility)*, Perception +6 {+8}, Ride +9, Stealth +9, Survival +6 {+8}
Languages Common
SQ
Other Gear Masterwork Darkwood Compsite Longbow (+2 Strength) (1.5 lb), Masterwork Studded Leather Armour (10 lb), Arrows x 100 (15 lb), Blunt Arrows x 100 (15 lb), Masterwork Backpack (4 lb), Thieves Tools (1 lb)
PP 0, GP 0, SP 1, CP 2
Carrying 45.5 lb, Light Load 66 lb, Medium Load 133 lb, Heavy Load 200 lb
--------------------
Special Abilities
--------------------
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Favored Enemy {Humans} (Ex): 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 in the Pathfinder RPG Bestiary—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 (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Feathered Companion (Ex): 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.
Easy Way or the Hard Way: You are skilled at subduing your enemies. Whenever you attack one of your favored enemies with a weapon that deals lethal damage and choose to deal nonlethal damage, you take only a –2 penalty on the attack roll instead of the normal –4.
Favoured Class Bonus : Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Backstory:

Sebastian was the youngest of 3 brothers and 2 sisters, though also a twin. His twin sister Clara was only a few minutes older but that was enough to become the favourite. As such, he learned to do as he was told and found other ways to entertain himself. This he achieved by learning falconry from the head huntsman.

Upon noticing that his son was an avid falconer, his father decided to teach him how to shoot and even gave him the family bow once he had passed every test that was set before him. Although he was proud of this, he still felt like he had a lot to prove being the youngest. What he didn't know was that Clara was also doing everything she could to gain attention. She had noticed Sebastian getting their fathers attention and decided to pick up swordplay, as well as all the skills that a high born lady was expected to have. This lead to a rivalry between the two of them, which Sebastian just took as his sister not liking him.

He would often go out for a week into the surrounding lands with some of the local hunters and knew he wasn't going to inherit the family fortune or manor, so he saw no reason to avoid mingling with those of lesser birth. It was on one such venture that when he returned he found his manor eerily quiet and the guards dead. Confused, he ran into the manor with the other huntsmen behind him and found his families bodies amongst the fallen, only one was still breathing. It was Clara.

Sebastian immediately rushed over to his sister and tried to stem the bleeding until the healer arrived. Clara then confessed to being jealous of him and that he was her favourite of the family. She said that it had been the eldest brother; and heir to the family name, Zach that had done this. Although she didn't know why. She then told him where the others were, before falling unconscious.

It wasn't long before the healer arrived to inform Sebastian that it was unlikely his sister would survive. Even so, she carefully took Clara and made way to the village to begin treatment. Only, as she was carrying her out the building went up in flames and a familiar shape appeared in the doorway. It was a human figure with something in its hand.

The shadowed man threw the held object at Sebastians feet and ran. Sebastian then bent down to pick up the item, but when it was in his hands it felt wet and slippery to the touch.

It was his fathers head!

In an instant Sebastian let out a cry of anger and sorrow as he chased his brother out of the room, but when he got outside his brother had vanished. Then, everything went black.

When he came to, the manor was still smoldering, but only as a husk. There was no one around other than the now charred bodies of his family. He did look for his sister, the healer and any surviving villagers, but sadly found nothing.

Digging multiple graves, he buried his family in each, making sure to take his father's fairly unscathed armour before covering them all. He placed an Ash seed in each grave and vowed to get justice for them. He then made way for town, but found it was practically deserted, with only a few survivors left and they were all terrified and homeless as their homes had also been set ablaze.

Through some searching, there was at least some good news, for Sebastian managed to find a retired leatherworker and had him resize his fathers armour to fit him, before making payment and adorning it. He then left the village after thanking the leatherworker and swearing to seek justice for what had transpired. Upon leaving, it was then that Bella flew from the forest to him, at which point he broke down again and cried tears of relief as his friend was also alive. Once he had regained his composure, he began his search for Clara.

Appearance:

Personality:
Sebastian thirsts for justice, but also revenge against those that killed his family. He has never had any real friends other than Bella, so she is always on his mind. Any friends that he does make will be highly treasured.

Companion:

Bella
Female Peregrin Falcon (Racer) 1
Small Animal (Bird)
Init +2; Senses Low-Light Vision ; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+2 Dex, +1 Size, +1 Natural)
hp 10 (1d8+1+Favoured Class Bonus)
Fort +4, Ref +5, Will +2
Defensive Abilities
--------------------
Offense
--------------------
Speed 20 ft, Fly 90 ft (Average)
Melee Bite +3 (1d4 / x2), Claw +3 (1d4 / x2), Claw +3 (1d4 / x2)
Special Attacks Distract (DC 20)
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB 0; CMD 12
Feats Weapon Finesse
Skills Fly +8, Perception +6
Light Load 49.5 lb, Medium Load 45 lb, Heavy Load 75 lb
--------------------
Special Abilities
--------------------
Racer 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.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
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.
--------------------
Tricks
--------------------
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.
{Fighting (DC 20): Attack, Down, Stay}
Attack (DC 20): 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.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must f lee (due to injury, a fear effect, or the like) or its opponent is defeated.
Stay (DC 15): 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.