Abra Lopati

Verus Sylla's page

25 posts. Alias of Slayde77.


Full Name

Verus Sylla

Race

| HP: 13/13 | AC: 17 (14 Tch, 13 Fl) | CMB: +4, CMD: 18 | F: +4, R: +6, W: +2 | Init: +5 | Perc: +5, SM: +1

Classes/Levels

| Speed 30ft | Active conditions: None

Gender

Male CG Human Ranger (Urban Ranger) 1

Size

Medium

Age

22

Alignment

CG

Location

Westcrown

Languages

Common, Infernal

Strength 16
Dexterity 18
Constitution 15
Intelligence 12
Wisdom 13
Charisma 11

About Verus Sylla

Basics:
AC: 17
Touch: 14 Flat: 13
CMD: 18

HP: 13/13 (dead at -15)

BAB: +1
CMB: +4
Fort: +4
Ref: +6
Will: +2

Init: +5
Speed: 30'

Racial traits:

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

Class Features:

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): 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.
Favored Enemy(Human) (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.

Feats and Traits:
Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Traits
Freed Slave: You gain a +1 trait bonus on Will saves.
Ambush Training: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Shadow Child: When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area.

Drawback
Mark of Slavery: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Basic Attacks:

Longsword: +4, 1d8+3 damage, crit 19-20, slash
Longbow: +5, 1d8+1 damage, crit x3, pierce

Skills *Class Skill:

+4 Acrobatics 1r
+1 Appraise
+0 Bluff
+2 Climb*
+0 Diplomacy
+7 Disable Device* 1r
+0 Disguise
+3 Escape Artist
+3 Fly
+1 Heal*
+0 Intimidate*
+5 Knowledge(Dungeoneering)* 1r
+5 Knowledge(Geography)* 1r
+5 Knowledge(Local)* 1r
+5 Perception* 1r
+4 Perform
+3 Ride*
+1 Sense Motive
+7 Stealth* 1r
+5 Survival* 1r
+2 Swim*

Equipment:

Encumbrance: 67/76 lbs
Gear:
Studded Leather - 20 lbs
100 Arrows - 15 lbs
Longsword - 4 lbs
Dagger - 1 lbs
Composite Longbow(1str) - 3 lbs
backpack - 2 lbs
bedroll - 5 lbs
Fling and Steel
Hemp Rope - 10 lbs
6x Torch - 6 lbs
Thieves Tools - 1 lbs
3x CLW
Money:
PP: 0
GP: 18
SP: 6
CP: 2

Background:

Verus's earliest memory is that of servitude. He was owned by a small noble family in the city of Egorian. There he served as the whipping boy to Janus, the heir to the family. Janus was spoiled rotten and often did whatever he wanted, whenever he wanted, without any regard for anyone else. This often left Verus on the wrong end of a beating. Verus took these beatings silently and without word. Even when not taking a beating from the parents, Janus was exceptionally cruel to Verus, often treating him as his personal plaything. Every night in the privacy of bed, Verus would curse the family and pray for a way out. One night his prayers were answered.

Verus doesn't know why, but he awoke in the middle of the night. He immediately realized something was wrong and quickly rushed to the door. Upon opening the door, Verus was greeted by a wall of flames. The first thought that went through his mind was that the Janus has finally had enough of him and was going to kill him in his sleep. However, not a moment later the thought was gone and Verus's survival instincts kicked in. He immediately began looking for a way out when part of the roof nearest to the door collapsed from the fire, leaving a view of night sky. "If the roof is weak enough to collapse, maybe I can break through." Verus thought to himself. He immediately began piling what he could in the corner farthest from the flames and climbed on top of it. Once he felt sturdy he began pushing at the roof with everything he had. Verus was about to give up when the roof finally gave way. As quickly as he could Verus climbed into the night.

Upon reaching safety, Verus realized it wasn't just his room, but the whole house was in flames. Several townsfolk were running to and from the house trying to get the fire under control. It was chaos. It was his chance at freedom. He could flee and everyone would just assume he was a charred corpse in the rubble, no one would be looking for him. First, with everyone distracted, Verus stealthily made his way to the hunting shed on the edge of the property. There he grabbed some supplies, including a bow and made his way out towards the river. Verus knew he had to put as much distance as he could between himself and the city and using the current seemed the best way to do it.

Verus found himself a small rowboat moored on the bank and quickly made his way to it. With no one around and the cover of night on his side he pushed the boat in and began his journey away. His journey took him many days. He would spend the days hidden in the woods hunting game for food. At night he would continue his journey down the river, making sure to avoid the cities. At the end, Verus ended up in the town of Westcrown. He didn't really have a choice whether or not to stay there as the river opened up to the Inner sea.

Verus quickly adapted himself to the town, hiding his mark so as to avoid questions, and finding work as a freelance tracker and hunter. The curious thing he could never understand was the town's fear of the dark. The town seemed to believe there was some curse upon the town and that evil creatures roam after dark. Maybe I'll figure out whats really going on here, Verus idly thinks to himself.

Appearance and Personality:

Verus has the appearance of a rugged male. He has dark brown hair that he keeps cut short and piercing blue eyes. Verus stands six feet tall and has a lithe physique that belies his strength. At its heart, his personality is friendly and jovial, but he is overly cautious. He is always on the lookout for anyone who might recognize him and drag him back into his bondage.

Level Up Info:

Level 1: +1 HP FCB | Skills: Acrobatics, Disable Divice, Knowledge(Dungeoneering), Knowledge(Local), Knowledge(Geography), Perception, Stealth, Survival
EXP: 1200/2000

Hero Lab Output:

Verus Sylla
Human ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129)
CG Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . longsword +4 (1d8+3/19-20)
Ranged composite longbow +5 (1d8+1/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 15, Int 12, Wis 13, Cha 11
Base Atk +1; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot
Traits ambush training, freed slave, shadow child
Skills Acrobatics +4, Disable Device +7, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Perception +5, Stealth +7, Survival +5
Languages Common, Infernal
SQ mark of slavery, track +1, wild empathy +1
Other Gear studded leather, arrows (100), composite longbow (+1 Str), dagger, longsword, backpack, bedroll, flint and steel, hemp rope (50 ft.), thieves' tools, torch (6), 18 gp, 8 sp, 4 cp
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
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.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.