Umagro

Urbar Anden's page

724 posts. Organized Play character for Dinuci.


Full Name

Urbar Anden

Race

(HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)

Classes/Levels

Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Gender

M Human Ranger

Strength 18
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 14
Charisma 7

About Urbar Anden

Character sheet:

CN Medium Humanoid (Human)
PFS#: 131682-5
Init +3 (+3 Dex)

Defense
AC 21 (10 +7 Armor Bonus +3 Dex +1 TWD); Touch 14 (10 +3 Dex +1 TWD); Flat-Footed 17 (10 +7 Armor Bonus +1 TWD)
HP 52 (10 +6x1 Con +5x6 level +6x1HP Favored Class Bonus)
Fort Save +6 (+5 Class +1 Con); Ref Save +8 (+3 Dex +5 class); Will Save +4 (+2 Wis +2 Class)

Offense
Speed: Medium (30 ft) 20 ft. with armor
Melee [Sawtooth sabre]:
[one-handed] Atk: 1d20+11* (19x2)| Dmg: 1d8 + 5
[one-handed] Atk: 1d20+11* (19x2)| Dmg: 1d8 + 5

[off-handed] Atk: 1d20+6* (19x2)| Dmg: 1d8 + 5
[off-handed] Atk: 1d20+6* (19x2)| Dmg: 1d8 + 5

[two-handed] Atk: 1d20+11 (19x2)| Dmg: 1d8 + 7
* Without two weapon fighting penalty (+6/+1 BAB, +4 Str +1 enhancement)

Ranged [Sling]:
Atk: 1d20+7 (+5 BAB, +2 Dex) (x2)| Dmg: 1d4 + 4

Statistics
Str 18 (16 + 2 Race), Dex 16 (+1 level), Con 12, Int 10, Wis 14, Cha 7
Base Atk +6/+1; CMB 10 (+4 Str +6 BAB); CMD 23 (10 +4 Str +3 Dex +6 BAB)

Feats (Other):
- Exotic weapon proficiency (Sawtooth Sabre);
- Two weapon fighting;
- Combat style feat (double slice)
- Endurance
- Two weapon defense
- Boon companion
- Improved Two-Weapon Fighting (Combat style feat)

Traits (Racial):
- Bonus feat;
- Heart of the wilderness (+1/2 character level on Survival checks, +5 bonus on Con checks to stabilize when dying, +1/2 character level to Con when determining the negative hit point total necessary to kill);

Traits (Other):
- World traveler (You gain a +1 trait bonus on knowledge (local) checks, and it is always a class skill for you);
- Beast bond (+1 bonus on Handle Animal and Ride checks)

Membership:
- Hunting Lodge (May use survival on dayjob rolls, 2pp)

Skills (Untrained):
Bluff -2 (-2 Cha)
Diplomacy -2 (-2 Cha)
Ride -1 (-4 Armor Penalty +2 Dex +1 trait)
Sense Motive +2 (+2 Wis)
Intimidate -2 (-2 cha)

Skills (Trained):
Acrobatics +6 (6 Ranks -4 Armor Penalty +2 Dex)
Climb +5 (2 Rank +3 Class +4 str -4 ACP)
Handle animal +8 (6 Rank +3 Class -2 Cha +1 Beast bond)
Survival +14 (6 rank +3 Class +2 Wis +2 Class +1 Racial trait)
Stealth +3 (2 Rank +2 Dex +3 Class -4 ACP)
Perception +11 (6 Rank +3 class +2 Wis)
Knowledge (nature) +5 (2 Rank +3 class +1 trait)
Knowledge (local) +6 (2 Rank +3 class +1 trait)
Swim +5 (2 Rank +3 Class +4 str -4 ACP)

Languages: Common

Equipment: Tracking sheet
Combat gear: +1 Sawtooth Sabre x2 (335gp, 2lbs.); Sling (-gp, -lbs.)
Wearing: +1 medium breastplate [+7 +3 -4 25%] (350gp, 30lbs.); Hot weather outfit (8gp, 4lbs.), spring loaded wrist sheath x2 (5gp, 1lbs.)

Inventory:
Backpack (2gp, 2lbs.)
Bedroll (1sp, 5lbs.)
Belt pouch (1gp, 0.5lbs.)
Chalk [x10] (each 1cp, -)
Explorer's outfit (-gp, 8lbs.)
Flint and steel (1gp, -)
Rope, Hemp (50ft.) (5gp, 10lbs.)
sack (empty) (1sp, 0.5lbs.)
Waterskin (1gp, 4lbs.)
Whetstone (2cp, 1lbs.)
Rations [x10] (0.5gp, 1lbs.)
Hooded lantern (7gp, 2lbs.)
Oil, pint [x10] (1sp, 1lbs.)
Wand of CLW (inside wrist sheath) (2pp, -lbs) (46/50)
Wand of Lead Blades (inside wrist sheath) (2pp, -lbs) (48/50)
Tent, medium (15gp, 30lbs.)
Bear trap x2 (2gp, 10Lbs.) [+10 | 2d6 + 3 | DC 20 DD | DC 22 EA | DC 26 str]
Courtier's outfit with jewelry (80gp, 6Lbs.)
Canvas 10 sq/ft (1gp, 10Lbs.)

Sharp jaws (atk +10 melee 2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

Encumbrance: 159lbs.; Medium load, (Light Load up to 100lbs., Medium up to 200lbs., Heavy up to 300lbs.)
Money: 3910gp 6sp 8cp
Prestige points: 9/19

Class Info
Favored class: Ranger
Favored class bonus: Ranger (+1HP)

Favored Enemy

[Humanoid human]:
He gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

[Undead]:
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.

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. 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.

Hunter's Bond (Ex):
At 4th level, a ranger forms a bond with his hunting companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.

Favored Terrain (Ex):
+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).

Spells:

Level 1:
- Lead blades
- Speak with animals

Animal companion:

Medium Wolf - Ulfa
Init +3 (+3 Dex)

Defense:
AC 23 ; Touch 13; Flat-Footed 20 (10 +6 Natural armor +3 Dex +4 armor)
HP 39 (6d8 6x2con)
Fort Save +7 (+5 Class +2 Con); Ref Save +7 (+5 Class +2 Dex); Will Save +3 (+1 Wis +2 Class)

Offense:
Speed: Medium (50 ft)
Melee: 1d20 + 8 | 1d6 + 3 + Trip
Trip: 1d20 + 7

Statistics:
Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +7 (+3 Str +4 BAB); CMD 20 (10 +3 Str +3 Dex +4 BAB)
Feats (Other): Light armor proficiency, Weapon focus, Narrow frame
Traits (Racial): Low-light vision, scent
Companion: Link, Share spells, Evasion, Ability score increase (+1 str), Devotion (+4 on saves vs enchantment)

Skills (Trained):
Acrobatics +7 (+1 Rank +3 Class +3 Dex)
Perception +6 (+2 Rank +3 Class +1 Wis)
Stealth +7 (+1 +3 Class + 3 Dex)
Escape artist +7 (+1 Rank +3 Class +3 Dex)
Swim +7 (+1 Rank +3 class +3 Str)

Trick:
- Attack x2
- Defend
- Guard
- Track
- Exclusive
- Down
- Come
- Flank
- Rescue

Equipment:
- Chain barding (200gp, 25lbs.)
- Dire collar (1000gp, 2lbs.)

Evasion:
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Background:

Urbar very much liked to play in the woods when he was younger. Every moment he tried to slip out of duties to spend time in the lush greens of the forest. His great affinity for the place and the animals in it caused him to spend most his time there. His parents didn't mind very much.

As he grew older his social skills began to fall behind. When in groups he was always the one in the back, listening but not really present. At the age of 15 he decided he wanted to travel across the world. To discover the beauty of the earth. His parents were doubtful of the idea but eventually they decided to let him roam the planet.

His next years he spent in all kinds of climates and environments. Slowly he began to despise humans for the damage they did to the life around them. He spent time with them to learn what they were up to and he tried to stop them whenever he could. At first he was to young to make a difference. But he grew and grew stronger. From his travels around the world he collected his special gear. Exotic swords to fight the evil of humans who tried to destroy his love. But also armor to defend himself against the same.

Years later he met a man in the middle of the wilderness. He said he left his name behind many years past and lived in and from the area around him. He taught Urbar the skills to survive and fight. He taught him to keep his friends close but his enemies closer. Urbar was taught the basics of nature and the skills to expand that knowledge. He was also taught the skills to learn from his surroundings, not only the forests but also the villages.

The man eventually gave some crucial advice, the advice that brought him up to this point, 'If you want to make a difference, become a pathfinder and join the Grand Lodge. They will help you in your journeys and they will supply you with what you need to continue your fight.

Personality & appearance:

Urbar has the height of an average man. His skin has a tan with a look of someone who spends all his days outside. He is fairly muscled but also has a slim build, both agile and strong. He always wears his travelling outfit. A large black cloak draped over his armor with the hood always on when in the neighbourhood of human life. He always carries his sword and his sling with him and does not hide them upon entering human terrain.

He is socially awkward and tries to avoid direct human contact. He has not met many people apart from humans and is fairly indifferent towards the other races of the world. He is always alert no matter where he is, danger lurks around every corner be it in a village or in the middle of a forest. He avoids no fight if it is with his enemies, he will try to avoid fighting animals on the other hand. His great affinity for the creatures of the earth will prevent him from attacking first.

Plans:

Level 5 feat:
- Boon companion
- metamagic rod extend/quicken