Sabriyya Kalmeralm

Valerica Tematea's page

52 posts. Organized Play character for HatersInHeaven.

Full Name

Valerica Tematea


F Varisian Ranger 1 | HP 12/12 | AC 17, T 14, FF 13, CMD 17 | F +3 R +6 W +2 | Init +6, Perception +6 | FE: Goblinoids +2

About Valerica Tematea

Female Human (Varisian) Ranger 1
CG Medium Humanoid (Human)
Init +6 ; Senses Perception +6
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex, +0 shield)
hp 12/12
Fort +3, Ref +6, Will +2
Speed 30 ft.

Longsword +3 (+5 FE) (1d8+2) (+4 FE) S

Longbow +6 (+8 FE) (1d8+1) (+3 FE) P
Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Base Atk +1; CMB +3; CMD 17
Traits Reactionary, Monster Hunter
Feats Point Blank Shot, Precise Shot
Skills (7 points; 6 class, 0 INT, 1 racial) (2 background points)
Handle Animal +3 (background)
Heal +6
Knowledge (dungeoneering) +4
Knowledge (geography) +4 (background)
Knowledge (nature) +4
Perception +6
Stealth* +7
Spellcraft +4
Survival +6

ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses
Bluff +2 (Favored Enemy)
Knowledge +2 (Favored Enemy)
Perception +2 (Favored Enemy)
Sense Motive +2 (Favored Enemy)
Survival +2 (Favored Enemy) (+1 to follow tracks)

Languages Common

Special Abilities:


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.
Reactionary: +2 trait bonus to initiative checks.
Monster Hunter: +1 to attack and damage rolls against aberrations and magical beasts.
Favored Enemy (Goblinoids): 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.
Tracking: 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.


Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 32 lb.

Money 10 GP 0 SP 7 CP
Longbow (75gp) (3lb.)
Arrows x20 (1gp) (3lb.)
Longsword (15gp) (4lb.)
Studded Leather (25gp) (20lb.)
Potion of Cure Light Wounds (50gp)
Torches x2 (2cp)(2lb.)


Valerica was born into a loving family among the residents of the small village, Nybor. Having been the eldest of five children, including her, she was tasked with helping her poor, sickly mother take care of the rest of her younger siblings as her father helped patrol the wilds and hunted game to bring back to the community and for his family. It was with her father when she first learned how to use a bow. Her happiest memories are of her as a child with her father as they tracked down stags and took them down with a precise shot. Her first hunt, she had never felt so alive. Everything just felt right. By the age of 12, she had already become one of the best shots in the village, perhaps even better than her own father. It was because of this that she was allowed to go out on her own to hunt, now that she was capable of such things.

However, after one particularly amazing hunt (where she bagged three rabbits, a pheasant, and a boar!) she returned home to a gruesome sight of a local goblin tribe raiding and slaughtering townspeople. Of course, they were fought off, but not without casualties. Her father had paid the ultimate sacrifice after trying to protect his family and ended up murdered in front of their own eyes. She still curses herself for not having been strong enough to fight off the goblins herself and blamed herself for her father’s death. She swore vengeance against these goblins and to all of the green little s+*+stains. So, she began training her skills with the bow and with the sword. She trained, and trained and trained until she was around 18 and was able to single-handedly take out an entire band of goblins that were going to raid a passing caravan.

To this day, Valerica still hopes to grow stronger so she can continue to protect those she cares about. However, in her quest for strength, she fails to see how her family feels and how they wished she wouldn’t devote herself so much to this goal of becoming stronger to the point where she’s throwing herself into danger for the sake of training. Valerica has even started trying to track down the Sandpoint Devil and plans on going to Sandpoint itself to gather more information as she plans to try and take this beast down. Thus, she arrives in Sandpoint on that fateful day...

Appearance and Personality:

Valerica is a typical Varisian woman with long-ish black hair, tanned skin, and brown eyes. While slender, her body is well-toned and her face is covered in scratches and scars either from hunts or from her battles with those she finds in the wilds. She wears her studded leather armor along with a shawl her mother made for her and carries her longbow on her back along with her sword on her hip. While she may have been pretty before, now all that’s left is a hardened face with scars and other anomalies.

Valerica used to be a fun-loving, energetic child until her father was killed. Afterwards, she was driven by the single-minded goal of getting stronger and stronger until she is able to rid Varisia of every threat possible. While she knows this seems an impossible goal, it doesn’t stop her from trying as she doesn’t want to let her family and friends go unprotected, and she knows she’s the woman for the job. Whenever someone needs help, she’s quick to chime in to help. Not only because she genuinely wants to help people with their troubles, but because she also sees it as a way to train herself more and more. After her father died, Valerica realized she didn’t like the pain of going through losing a loved one, so she’s had trouble ever since then in opening up and connecting with other people, afraid that they’ll also die one day and she’ll have to grieve in their death. However, given time, she’s sure to connect with companions who aid her in her journeys and who she can trust her life with. While she thrills in the rush of a battle, she’s not stupid and never starts a fight until she knows exactly what they’re facing as she doesn’t want to rush headlong into a suicidal battle and possibly lose more companions.