Aredil Sultur

Vandomir Jarvis's page

808 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Vandomir Jarvis

Race

Chelaxian

Classes/Levels

Freedom Fighter / 9

Gender

Male

Size

Medium 6'1, 185lb.

Age

27

Alignment

CG

Deity

Milani

Location

Kintargo

Languages

Common, Halfling, Infernal

Occupation

Stonemason

Strength 14
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 12
Charisma 10

About Vandomir Jarvis

7 (Fighter 1) - Power Attack, Furious Focus
8 (Fighter 2) - Improved Trip/Disarm, Combat Expertise
9 (Fighter 3) - Greater Trip/Disarm, CMB +2
10 (Fighter 4) - Weapon Focus/Spec, or Improved/Greater Trip/Disarm (trade in Furious Focus?)
11 (Ranger 7) - Point Blank Master, 2nd level spells, move through crowds
12 (Fighter 5) - Weapon Training +1
13 (Fighter 6) - Feat, Fighter Feat (Greatsword Feats? Improved Crit? , improved and ranged disarm)
14 (Fighter 7) - CMB +4

Vandomir 9:

Vandomir Jarvis 9
Human (Chelaxian) fighter (lore warden) 2/ranger (urban ranger) 7 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +5; Senses Perception +13
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 21 (+8 armor, +1 deflection, +3 Dex, +2 natural)
hp 74 (9d10+16)
Fort +9, Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor); push through
Melee +1 greatsword +12/+7 (2d6+4/17-20) or
dagger +11/+6 (1d4+2/19-20)
Ranged +2 adaptive composite longbow +16/+11 (1d8+4/19-20/×3) or
sling +14 (1d4+2)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +4)
Ranger (Urban Ranger) Spells Prepared (CL 4th; concentration +5)
1st—liberating command[UC], residual tracking[APG]
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 14, Wis 12, Cha 10
Base Atk +9; CMB +11; CMD 27
Feats Combat Expertise, Deadly Aim, Furious Focus[APG], Improved Critical (greatsword), Improved Critical (longbow), Improved Precise Shot, Noble Scion Of Jarvis, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot
Traits child of kintargo, talented organizer
Skills Acrobatics +2 (-2 to jump), Climb +10, Craft (stonemasonry) +16, Disable Device +19, Disguise +10, Handle Animal +5, Heal +5, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +7 (+9 to navigate underground), Knowledge (engineering) +10, Knowledge (geography) +7, Knowledge (history) +6, Knowledge (local) +10, Knowledge (nature) +6, Knowledge (nobility) +10, Knowledge (planes) +6, Knowledge (religion) +6, Perception +13, Sense Motive +6, Sleight of Hand +3, Spellcraft +6, Stealth +19, Survival +13 (+15 to avoid becoming lost), Swim +10
Languages Common, Halfling, Infernal
SQ favored community (Kintargo +2), hunter's bond (companions), track +3, trapfinding +3, wild empathy +7
Other Gear +2 breastplate, +1 greatsword, +2 adaptive composite longbow, dagger, sling, amulet of natural armor +2, belt of incredible dexterity +2, cloak of elvenkind, efficient quiver, figurine (silver raven), hat of disguise, immovable rod, ring of protection +1, backpack, bedroll, belt pouch, chalk, charcoal, climber's kit, compass[APG], crowbar, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork stonemasonry tools, masterwork thieves' tools, mess kit[UE], mirror, noble's outfit, piton (10), pot, saw[APG], soap, string or twine[APG], torch (10), trail rations (15), twine (50')[APG], waterskin, 117 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Community (Kintargo +2) (Ex) +2 to rolls when in kintargo terrain.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Noble Scion of Jarvis +2 on Knowledge (nobility) plus gain a nobility-related boon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Push Through (Ex) Not slowed by difficult terrain within a favored community, and may move through citizen's spaces as allies.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +3 Add the listed bonus to survival checks made to track.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vandomir 8:

Vandomir Jarvis 8
Human (Chelaxian) fighter (lore warden) 2/ranger (urban ranger) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +5; Senses Perception +12
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 21 (+8 armor, +1 deflection, +3 Dex, +2 natural)
hp 66 (8d10+14)
Fort +9, Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +11/+6 (2d6+4/19-20) or
dagger +10/+5 (1d4+2/19-20)
Ranged +2 adaptive composite longbow +15/+10 (1d8+4/19-20/×3)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +4)
Ranger (Urban Ranger) Spells Prepared (CL 3rd; concentration +4)
1st—liberating command[UC], residual tracking[APG]
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 12, Int 14, Wis 12, Cha 10
Base Atk +8; CMB +10; CMD 26
Feats Combat Expertise, Deadly Aim, Furious Focus[APG], Improved Critical (longbow), Improved Precise Shot, Noble Scion Of Jarvis, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot
Traits child of kintargo, talented organizer
Skills Acrobatics +2 (-2 to jump), Climb +10, Craft (stonemasonry) +15, Disable Device +18, Disguise +10, Handle Animal +5, Heal +5, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +7 (+9 to navigate underground), Knowledge (engineering) +6, Knowledge (geography) +7, Knowledge (history) +6, Knowledge (local) +10, Knowledge (nature) +6, Knowledge (nobility) +10, Knowledge (planes) +6, Knowledge (religion) +6, Perception +12, Sense Motive +6, Sleight of Hand +3, Spellcraft +6, Stealth +13, Survival +11 (+13 to avoid becoming lost), Swim +10
Languages Common, Halfling, Infernal
SQ favored community (Kintargo +2), hunter's bond (companions), track +3, trapfinding +3, wild empathy +6
Other Gear +2 breastplate, +1 greatsword, +2 adaptive composite longbow, dagger, amulet of natural armor +2, belt of incredible dexterity +2, figurine (silver raven), hat of disguise, ring of protection +1, backpack, bedroll, belt pouch, chalk, charcoal stick, climber's kit, compass[APG], crowbar, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork stonemasonry tools, masterwork thieves' tools, mess kit[UE], mirror, noble's outfit, piton (10), pot, saw[APG], soap, string or twine[APG], torch (10), trail rations (15), twine (50')[APG], waterskin, 117 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Community (Kintargo +2) (Ex) +2 to rolls when in kintargo terrain.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Noble Scion of Jarvis +2 on Knowledge (nobility) plus gain a nobility-related boon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +3 Add the listed bonus to survival checks made to track.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vandomir 7:

Vandomir Jarvis 7
Human (Chelaxian) fighter (lore warden) 1/ranger (urban ranger) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +5; Senses Perception +11
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 20 (+7 armor, +1 deflection, +3 Dex, +2 natural)
hp 52 (7d10+6)
Fort +7, Ref +10, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +10/+5 (2d6+4/19-20) or
dagger +9/+4 (1d4+2/19-20)
Ranged +1 adaptive composite longbow +13/+8 (1d8+3/×3)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +4)
Ranger (Urban Ranger) Spells Prepared (CL 3rd; concentration +4)
1st—liberating command[UC], residual tracking[APG]
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 11, Int 14, Wis 12, Cha 10
Base Atk +7; CMB +9; CMD 25
Feats Deadly Aim, Furious Focus[APG], Improved Precise Shot, Noble Scion Of Jarvis, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot
Traits child of kintargo, talented organizer
Skills Acrobatics +2 (-2 to jump), Climb +10, Craft (stonemasonry) +14, Disable Device +17, Disguise +10, Handle Animal +5, Heal +5, Intimidate +4, Knowledge (dungeoneering) +7 (+9 to navigate underground), Knowledge (engineering) +6, Knowledge (geography) +7, Knowledge (history) +6, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (planes) +6, Perception +11, Sense Motive +6, Sleight of Hand +3, Spellcraft +6, Stealth +12, Survival +11 (+13 to avoid becoming lost when using this), Swim +9
Languages Common, Halfling, Infernal
SQ favored community (Kintargo +2), hunter's bond (companions), track +3, trapfinding +3, wild empathy +6
Other Gear +1 breastplate, +1 adaptive composite longbow, +1 greatsword, dagger, amulet of natural armor +2, belt of incredible dexterity +2, figurine (silver raven), hat of disguise, ring of protection +1, backpack, bedroll, belt pouch, chalk, charcoal stick, climber's kit, compass[APG], crowbar, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork artisan's tools, masterwork thieves' tools, mess kit[UE], mirror, noble's outfit, piton (10), pot, saw[APG], soap, string or twine[APG], torch (10), trail rations (15), twine (50')[APG], waterskin, 117 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Community (Kintargo +2) (Ex) +2 to rolls when in Favored Community (Kintargo).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Noble Scion of Jarvis +2 on Knowledge (nobility) plus gain a nobility-related boon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +3 Add the listed bonus to survival checks made to track.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vandomir 6:

Vandomir Jarvis 6
Human (Chelaxian) ranger (urban ranger) 6 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +4; Senses Perception +10
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
hp 46 (6d10+6)
Fort +5, Ref +9, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +9/+4 (2d6+4/19-20) or
dagger +8/+3 (1d4+2/19-20)
Ranged +1 adaptive composite longbow +11/+6 (1d8+3/×3)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +4)
Ranger (Urban Ranger) Spells Prepared (CL 3rd; concentration +4)
1st—liberating command[UC], residual tracking[APG]
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 11, Int 14, Wis 12, Cha 10
Base Atk +6; CMB +8; CMD 23
Feats Deadly Aim, Improved Precise Shot, Noble Scion Of Jarvis, Point-Blank Shot, Precise Shot, Rapid Shot
Traits child of kintargo, talented organizer
Skills Acrobatics +1 (-3 to jump), Climb +10, Craft (stonemasonry) +13, Disable Device +15, Disguise +10, Handle Animal +2, Heal +5, Intimidate +4, Knowledge (dungeoneering) +7 (+9 to navigate underground), Knowledge (engineering) +3, Knowledge (geography) +7, Knowledge (local) +10, Knowledge (nobility) +10, Perception +10, Sense Motive +6, Sleight of Hand +2, Spellcraft +6, Stealth +10, Survival +10 (+12 to avoid becoming lost when using this), Swim +8
Languages Common, Halfling, Infernal
SQ favored community (Kintargo +2), hunter's bond (companions), track +3, trapfinding +3, wild empathy +6
Other Gear +1 breastplate, +1 adaptive composite longbow, +1 greatsword, dagger, cloak of the manta ray, figurine (silver raven), hat of disguise, ring of protection +1, backpack, bedroll, belt pouch, chalk, charcoal stick, climber's kit, compass[APG], crowbar, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork artisan's tools, masterwork thieves' tools, mess kit[UE], mirror, noble's outfit, piton (10), pot, saw[APG], soap, string or twine[APG], torch (10), trail rations (15), twine (50')[APG], waterskin, 117 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Community (Kintargo +2) (Ex) +2 to rolls when in Favored Community (Kintargo).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Noble Scion of Jarvis +2 on Knowledge (nobility) plus gain a nobility-related boon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +3 Add the listed bonus to survival checks made to track.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vandomir 5:

Vandomir Jarvis 5
Human (Chelaxian) ranger (urban ranger) 5 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
hp 39 (5d10+5)
Fort +4, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +8 (2d6+4/19-20) or
dagger +7 (1d4+2/19-20)
Ranged +1 adaptive composite longbow +10 (1d8+3/×3)
Special Attacks combat style (archery), favored enemies (evil outsiders +2, humans +4)
Ranger (Urban Ranger) Spells Prepared (CL 2nd; concentration +3)
1st—liberating command[UC], residual tracking[APG]
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 11, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +7; CMD 22
Feats Deadly Aim, Noble Scion Of Jarvis, Point-Blank Shot, Precise Shot, Rapid Shot
Traits child of kintargo, talented organizer
Skills Acrobatics +1 (-3 to jump), Climb +9, Craft (stonemasonry) +12, Disable Device +13, Disguise +10, Handle Animal +2, Heal +5, Intimidate +4, Knowledge (dungeoneering) +7 (+9 to navigate underground), Knowledge (geography) +6, Knowledge (local) +9, Knowledge (nobility) +10, Perception +9, Sense Motive +6, Sleight of Hand +2, Spellcraft +6, Stealth +9, Survival +9 (+11 to avoid becoming lost when using this), Swim +7
Languages Common, Halfling, Infernal
SQ favored community (Kintargo +2), hunter's bond (dog named star 5), track +2, trapfinding +2, wild empathy +5
Other Gear +1 breastplate, +1 adaptive composite longbow, +1 greatsword, dagger, cloak of the manta ray, figurine (silver raven), hat of disguise, ring of protection +1, backpack, bedroll, belt pouch, chalk, charcoal stick, climber's kit, compass[APG], crowbar, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork artisan's tools, masterwork thieves' tools, mess kit[UE], mirror, noble's outfit, piton (10), pot, saw[APG], soap, string or twine[APG], torch (10), trail rations (15), twine (50')[APG], waterskin, 117 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Community (Kintargo +2) (Ex) +2 to rolls when in Favored Community (Kintargo).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Noble Scion of Jarvis +2 on Knowledge (nobility) plus gain a nobility-related boon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Star 5:

Star 5
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 natural, +1 size)
hp 24 (3d8+6)
Fort +5, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 15 (19 vs. trip)
Feats Combat Reflexes, Light Armor Proficiency
Tricks Attack, Defend, Down, Fetch, Flank, Guard, Guarding, Track
Skills Acrobatics +1 (+9 to jump), Climb +3, Perception +5, Stealth +9; Racial Modifiers +4 to survival when tracking by scent
SQ fetch, flank, guarding, track
Other Gear chain shirt
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vandomir 4:

Vandomir Jarvis 4
Human (Chelaxian) ranger (urban ranger) 4 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 32 (4d10+4)
Fort +4, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +7 (2d6+4/19-20) or
dagger +6 (1d4+2/19-20)
Ranged composite longbow +8 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
Ranger (Urban Ranger) Spells Prepared (CL 1st; concentration +2)
1st—residual tracking[APG]
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 11, Int 14, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 20
Feats Noble Scion Of Jarvis, Point-Blank Shot, Precise Shot, Rapid Shot
Traits child of kintargo, talented organizer
Skills Acrobatics +1 (-3 to jump), Climb +8, Craft (stonemasonry) +11, Disable Device +12, Heal +5, Intimidate +4, Knowledge (dungeoneering) +7 (+9 to navigate underground), Knowledge (geography) +6, Knowledge (local) +9, Knowledge (nobility) +10, Perception +8, Sense Motive +6, Spellcraft +6, Stealth +8, Survival +8 (+10 to avoid becoming lost when using this), Swim +6
Languages Common, Halfling, Infernal
SQ favored community (Kintargo +2), track +2, trapfinding +2, wild empathy +4
Other Gear +1 breastplate, +1 greatsword, composite longbow (+2 Str), dagger, figurine (silver raven), backpack, bedroll, belt pouch, chalk, charcoal stick, climber's kit, compass[APG], crowbar, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork artisan's tools, masterwork thieves' tools, mess kit[UE], mirror, noble's outfit, piton (10), pot, saw[APG], soap, string or twine[APG], torch (10), trail rations (15), twine (50')[APG], waterskin, 117 gp, 9 sp, 2 cp
--------------------
Special Abilities
--------------------
Favored Community (Kintargo +2) (Ex) +2 to rolls when in Favored Community (Kintargo).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Noble Scion of Jarvis +2 on Knowledge (nobility) plus gain a nobility-related boon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +2 Add the listed bonus to survival checks made to track.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Star 4:

Star 4
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 natural, +1 size)
hp 17 (2d8+4)
Fort +5, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Light Armor Proficiency
Tricks Attack, Defend, Down, Fetch, Flank, Guard, Guarding, Track
Skills Acrobatics +1 (+9 to jump), Perception +5, Stealth +9; Racial Modifiers +4 to survival when tracking by scent
SQ fetch, flank, guarding, track
Other Gear chain shirt, dire collar[ACG]
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vandomir 3:

Vandomir Jarvis 3
Human (Chelaxian) ranger (urban ranger) 3 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 25 (3d10+3)
Fort +3, Ref +6, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+2/19-20) or
greatsword +5 (2d6+3/19-20)
Ranged composite longbow +6 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
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Statistics
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Str 14, Dex 17, Con 11, Int 14, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Noble Scion Of Jarvis, Point-Blank Shot, Precise Shot, Rapid Shot
Traits child of kintargo, talented organizer
Skills Acrobatics -3 (-7 to jump), Climb +4, Craft (stonemasonry) +10, Disable Device +6, Heal +5, Intimidate +4, Knowledge (dungeoneering) +7 (+9 to navigate underground), Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +10, Perception +7, Sense Motive +6, Spellcraft +6, Stealth +3, Survival +7 (+9 to avoid becoming lost when using this), Swim +2
Languages Common, Halfling, Infernal
SQ favored community (Kintargo +2), track +1, trapfinding +1, wild empathy +3
Other Gear scale mail, composite longbow (+2 Str), dagger, greatsword, bedroll, belt pouch, chalk, charcoal stick, climber's kit, compass[APG], crowbar, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork artisan's tools, masterwork thieves' tools, mess kit[UE], mirror, noble's outfit, piton (10), pot, saw[APG], soap, string or twine[APG], torch (10), trail rations (15), twine (50')[APG], waterskin, 17 gp, 9 sp, 2 cp
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Special Abilities
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Child of Kintargo You are born into one of Kintargo's noble families
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Favored Community (Kintargo +2) (Ex) +2 to rolls when in Favored Community (Kintargo).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Noble Scion of Jarvis +2 on Knowledge (nobility) plus gain a nobility-related boon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Talented Organizer You are both knowledgeable and skilled when it comes to putting together resistance organizations, thanks to your keen sense of what motivates people. You gain a +1 trait bonus on Sense Motive skill checks, and Sense Motive is always a class skill fo
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Vandomir 2:

Vandomir Jarvis
Human (Chelaxian) ranger (urban ranger) 2 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 18 (2d10+2)
Fort +3, Ref +6, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+2/19-20) or
greatsword +4 (2d6+3/19-20)
Ranged composite longbow +5 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
--------------------
Statistics
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Str 14, Dex 17, Con 11, Int 14, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 17
Feats - Custom Feat -, Point-blank Shot, Precise Shot
Traits - custom trait -, talented organizer
Skills Acrobatics -1 (-5 to jump), Climb +5, Craft (stonemasonry) +9, Disable Device +6, Intimidate +4, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nobility) +10, Perception +6, Sense Motive +6, Spellcraft +6, Stealth +4, Survival +6 (+8 to avoid becoming lost when using this)
Languages Common, Halfling, Infernal
SQ track +1, wild empathy +2
Combat Gear caltrops (2); Other Gear scale mail, composite longbow (+2 Str), dagger, greatsword, backpack, bedroll, bell (4), belt pouch, chalk, charcoal stick, climber's kit, compass, crowbar, flint and steel, grappling hook, hammer, hemp rope (50 ft.), masterwork artisan's tools, masterwork thieves' tools, mess kit, mirror, noble's outfit, piton (10), pot, saw, signet ring, soap, string or twine, torch (10), trail rations (5), twine (50'), waterskin, 22 gp, 9 sp, 2 cp
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Special Abilities
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Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Talented Organizer You are both knowledgeable and skilled when it comes to putting together resistance organizations, thanks to your keen sense of what motivates people. You gain a +1 trait bonus on Sense Motive skill checks, and Sense Motive is always a class skill fo
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Appearance:

Standing just over six feet tall, with a muscular frame, Vandomir is an attractive man. His widow's peak is evidence that he will not have the black hair for too much longer.

Background:

”Being the distant nephew of the family matriarch, Baroness Belcara Jarvis, has both benefits and drawbacks,” considered Vandomir. ”On the one hand, I can always throw her name around and show the family signet when needed, but on the other hand, I’m not entirely convinced she would recognize me and know me by name, if she didn’t have her major domo to remind her who my parents are.”

”Vandomir of House Jarvis,” he would introduce himself as, whenever called upon to meet new clients, give estimates for the time and expense of repair or new construction, or more rarely to represent the family at inconsequential social events. Sure, he had taken advantage of the formal schools that were the birthright of one born to his stature, how could he not? He cavorted with the youth from some of the other major houses of Kintargo, but really made no lasting friendships. They never understood his love of art, self-expression, or the tales that could be told through that art. All they saw architecture for was a means to keep their roofs up and to impress their neighbors with their wealth. ”Why use a simple Tuscan column, when the intricacies of the Corinthian made it appear so much more expensive?” He had heard it a thousand times from the idiots who simply couldn’t contemplate the understated majesty of the Doric column, or how the addition of two simple vollutes could transform it to the Ionic, and that the gaudy additions of the Composite were simply unnecessary. Sure, there was a time and a place for the more complex orders of architecture, but not in everything!

Vandomir grew up with the proverbial silver spoon in his mouth. Tutors, nannies, and private chefs were all he knew, until he went out to apprentice as a stonemason at his father’s insistence. ”You can’t run the business, until you have done the business, his father would tell him. Getting out and working stone himself was one thing, but being exposed to the common people of Kintargo was something else entirely. And what was even more amazing was being exposed to the greater Kintargo. The city itself was alive. The Greens may have been planned, but Old Kintargo just happened, and the feel of the two districts was entirely different in Vandomir’s bones, not to mention the smells. It didn’t take long for Vandomir to become practiced enough with basic repair, so that he could be dispatched throughout the city to work jobs large and small. Whether creating cobblestones with a worn look to replace damaged ones in the Yolubilis Harbor area, covering over graffiti in Redroof, or reattaching a broken limb onto one of the statues in Temple Hill, Vandomir did it all, and he loved it. He felt free of his family, but he also felt like he connected with the city and its people. Which was odd, because he never felt constrained and needing to be free before.

Thus, it was with a heavy heart when he was told by his father that his apprenticeship was done, and that while he could continue to learn the trade as a practitioner on his own to achieve Mastery, that having become a Journeyman, he had enough credibility to start running the business itself.

It has been several years since the big move, and while he gets out to conduct business fairly often, it is rare that he mixes with the people as he used to love to do. Nor can he afford to spend the time just sitting on a street corner and drinking up the sounds and scents of the city he loves. So when news of the protests in Aria Park reached him, he knew there would be damage. Damages need repairs, and repairs mean profit. Who better than House Jarvis to make that profit? Besides, if he went out there early, he could possibly watch how the damage occurred, which might hint at the best way to repair, plus he could get an estimate in to the city faster. Untold to his father along with those valid reasons though, was an ulterior motive. To feel the passions of the crowds, something he has missed for a long time.

Personality:

Not the most affable man around, Vandomir is a fairly open person. He still has a haughty air of superiority about him, believing he is better than many, just because of his birth, but maybe he isn't as bad as some of the nobility.

Skill Shortcuts:

[dice=Acrobatics]1d20+2[/dice] -4 to jump
[dice=Appraise]1d20+2[/dice]
[dice=Bluff]1d20+0[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Climb]1d20+10[/dice]
[dice=Craft(stonemasonry)]1d20+16[/dice]
[dice=Diplomacy]1d20+0[/dice]
[dice=Disable Device]1d20+19[/dice] +1 to disable traps
[dice=Disguise]1d20+10[/dice]
[dice=Escape Artist]1d20+2[/dice]
[dice=Fly]1d20+2[/dice]
[dice=Handle Animal]1d20+5[/dice]
[dice=Heal]1d20+5[/dice]
[dice=Intimidate]1d20+4[/dice]
[dice=Knowledge(arcana)]1d20+6[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Knowledge(dungeoneering)]1d20+7[/dice] +4 vs humans, +2 vs Evil outsiders, +2 Navigate underground
[dice=Knowledge(engineering)]1d20+10[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Knowledge(geography)]1d20+7[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Knowledge(history)]1d20+6[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Knowledge(local)]1d20+10[/dice] +4 vs humans, +2 vs Evil outsiders, +2 in Kintargo
[dice=Knowledge(nature)]1d20+6[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Knowledge(nobility)]1d20+10[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Knowledge(planes)]1d20+6[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Knowledge(religion)]1d20+6[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Perception]1d20+13[/dice] +4 vs humans, +2 vs Evil outsiders, +3 to locate traps, +2 in Kintargo
[dice=Ride]1d20+2[/dice]
[dice=Sense Motive]1d20+6[/dice] +4 vs humans, +2 vs Evil outsiders
[dice=Sleight of Hand]1d20+3[/dice]
[dice=Spellcraft]1d20+6[/dice]
[dice=Stealth]1d20+19[/dice] +2 in Kintargo
[dice=Survival]1d20+13[/dice] +4 vs humans, +2 vs Evil outsiders, +3 to track, +2 in Kintargo, +2 to avoid becoming lost
[dice=Swim]1d20+10[/dice]
[dice=Use Magic Device]XXX[/dice]

Combat Shortcuts:

[dice=Initiative]1d20+5[/dice] +2 in Kintargo

Point Blank Shot +1/+1
Vs Humans +4/+4
Vs Evil Outsiders +2/+2
Rapid Shot -2/+0 fire an extra shots
Deadly Aim -3/+6
Power Attack -3/+6 (+9 on 2H Weapons) No penalty on first attack
Combat Expertise -3/0 +3 to AC

Full attack:

[dice=+1 Adaptive Composite Longbow Hit]1d20+16[/dice]
[dice=Damage]1d8+4[/dice]

[dice=+1 Adaptive Composite Longbow Hit]1d20+11[/dice]
[dice=Damage]1d8+4[/dice]

Rapid Shot

[dice=+1 Adaptive Composite Longbow Hit]1d20+16-2[/dice]
[dice=Damage]1d8+4[/dice]

[dice=+1 Adaptive Composite Longbow Hit]1d20+16-2[/dice]
[dice=Damage]1d8+4[/dice]

[dice=+1 Adaptive Composite Longbow Hit]1d20+11-2[/dice]
[dice=Damage]1d8+4[/dice]

[dice=+1 Greatsword]1d20+12[/dice]
[dice=Damage]2d6+4[/dice]

[dice=+1 Greatsword]1d20+7[/dice]
[dice=Damage]2d6+4[/dice]

Saving Throw Shortcuts:

[dice=Fortitude]1d20+9[/dice]
[dice=Reflex]1d20+10[/dice]
[dice=Will]1d20+3[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20+2[/dice]
[dice=Dexterity]1d20+4[/dice]
[dice=Constitution]1d20+1[/dice]
[dice=Intelligence]1d20+2[/dice]
[dice=Wisdom]1d20+1[/dice]
[dice=Charisma]1d20+0[/dice]