Swampwalker

Tirrem Kart's page

69 posts. Organized Play character for Anthorg.


Full Name

Tirrem Kart

Race

Wild Hunter lvl 1 [16/16] | AC19 T14 FF17 | CMD 16 | F+4 R+3 W+2 | Init +2 Per +6]

Classes/Levels

Ranger 1st

Gender

Male

Size

M

Age

22

Special Abilities

Wild Hunter (Hunter Arch) 1st

Alignment

CG

Deity

Desna

Languages

Common

Occupation

Scout

Strength 18
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Tirrem Kart

Appearance
Although he always smells like a mix of sweat and foliage, Tirrem has usually an angry look about him. Despite being a very thin man, he has strong arms and legs. He is never afraid to show his Battleaxe and Handaxe, and a Longbow is always about him. His garments show that he is always ready to travel and his face shows that he is always willing.

Backstory
Tirrem was raised in the woods in a small village. Being friendly with the mayor, he took interest in learning weapon combat. Contrasting with his happy childhood, a marauding horde of goblins slayed most of his village, with very few people being saved by a druid who took Tirrem under his protection. Teaching him to find beauty and solace in nature and its wonders, the druid eased Tirrem's loss, but was never able to cleanse his heart of the rage he felt.
Instead, the druid molded his rage into resolve, the will to protect those who cannot protect themselves and nature. The will to become a ranger.

Basic info:

STR 18, DEX 12, CON 14, INT 12, WIS 14, CHA 7
Human
Male
Medium Size
Wild Hunter (Ranger Archetype) lvl 1

BaB 1
Init +1; Senses: Perception +6
CMB +5 (1BaB +4strength)
CMD 16 (1BaB +4strength +1dexterity +10)
Favored Class Ranger (+1HP)

Defense
AC 16, touch 11 flat-footed 15 (+5 armor, +1 Dex)
HP 16 (1d10+6)
Fort +4
Ref +3
Will +2

Offense
Speed 30 ft, 20 ft Armored
Melee Battleaxe +5 (1d8+6/20x3)
Melee with Power Attack (Preferred) Battleaxe +4 (1d8+9/20x3)
Ranged Shortbow +2 (1d6/20x3), Range 60ft
Space 5 ft, Reach 5 ft

Traits, Feats and Skills:

Traits:
Armor Expert (-1 to Armor Check Penalty)
Devotee of the Green (+1 to Knowledge (nature) and Knowledge (geography))

Feats:
Toughness
Power Attack

Skills:
Climb 5 (3+4Str+1Rank-3ArmChPen)
Heal 6 (3+2Wis+1Rank)
Knowledge (geography) 6 (3+1Int+1Rank+1Trait)
Knowledge (nature) 6 (3+1Int+1Rank+1Trait)
Perception 6 (3+2Wis+1Rank)
Stealth 2 (3+1Dex+1Rank-3ArmChPen)
Survival 6 (3+2Wis+1Rank)
Swim 5 (3+4Str+1Rank-3ArmChPen)

Equipment:

Magical gear
Potion of cure moderate wounds, 300gp

Normal gear
Scale Mail, 50gp, 30lbs
Battle axe, 10gp, 6lbs
Handaxe, 6gp, 3lbs
Shortbow, 30gp, 3lbs
20 arrows, 1gp, 3lbs
Dagger x2, 4gp, 2lbs
Backpack, 2gp, 2lbs
Bedroll, 1sp, 5lbs
Caltrops x2, 2gp, 4lbs
Flint & Steel, 1gp, 0lb
Grappling hook, 1gp, 4lbs
Bullseye lantern, 12gp, 3lbs
Oil (1 pint) x5, 5sp, 5lbs
Miner's pick, 3gp, 10lbs
Trail rations x5, 2gp + 5sp, 5lbs
Hemp rope, 1gp, 10lbs
Signal whistle, 8sp, 0lb
Waterskin, 1gp, 4lbs

Starting money: 150gp
Money earned: 420gp
Money spent: 428gp + 9sp
Money left: 131gp + 1sp
Total equipment weight: 99,5 lbs
Equipment carried on his body: 51,5 lbs
Equipment carried on backpack: 48 lbs

Special Class Abilities:

Animal Focus: At 1st level, as a swift action a wild hunter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter's animal focus class feature, though this only applies to the wild hunter and not an animal companion (see shared focus, below). The wild hunter can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can only emulate one animal at a time.

This ability replaces all instances of the favored enemy class ability.

Animals:

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Human Traits:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.