Full Name |
Yordan Patar |
Race |
Human (Ustalavian) |
Classes/Levels |
Ranger (infiltrator) 2 -- HP 13/16, AC 16, init +5, Per +8 Fort +5 Refl +6 Will +2, San 32/34, distracted (-4 CHA), sickened (-2 to all) |
Gender |
M |
Size |
M |
Age |
24 |
Alignment |
NG |
Deity |
Pharasma |
Languages |
Common |
Strength |
14 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
8 |
About Yordan Patar
Male Human (Ustalavian) Ranger (Infiltrator) 2
NG Medium humanoid
Init +5: Perception +8
==DEFENSE==
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 12 (10)+(2-con)
Fort +5, Ref +6, Will +2
==OFFENSE==
Spd 30 ft./x4
ranged composite longbow +5 (d8/x3) 110'
ranged dagger +5 (d4+2/19-20) 10'
ranged touch net +1 (entangle) max 10'
ranged bola +1 (trip) 10'
mwk glaive +5 (d10+3/x3) reach
mwk glaive-PA +4 (d10+6/x3) reach
dagger +4 (d4+2/19-20)
==STATISTICS==
Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +2, CMB +3 CMD 16
Feats: Nimble Moves (ignore 5' of difficult terrain), Power Attack, Rapid Shot
==SKILLS== (16)
Appraise +2
Heal +7 (2)
Knowledge (dungeoneering) +6 (2)
Knowledge (nature) +5 (1)
Knowledge (geography) +5 (1)
Perception +8 (2)
Profession (cook) +6 (1)
Sense Motive +8 (2)
Stealth +8 (2)
Survival +7 (2) (+8 tracking)
Swim +6 (1)
Languages: Common, Sylvan, Varisian
==EQUIPMENT==
composite longbow, 20 arrows
masterwork glaive
2 daggers (boot [loaned to Kyleen], spring-loaded wrist sheath)
net
bola
studded leather armor
ranger's kit (backpack, bedroll, belt pouch, flint + steel, iron pot, mess kit, 50' rope, 10 torches, 5 days' trail rations, waterskin)
wood holy symbol of Pharasma
2 flasks alchemist's fire
2 flasks oil
horn
soap
small steel mirror
50' twine
2 doses of smelling salts
1 dose of Allnight
1 dose of Bloodblock
Healer's Kit x 2 (10, 8 uses)
1 gp
9 sp
8 cp
1 broken shear-blade
1 malachite paperweight of a mammoth (worth 20 gp)
Some rags of once-animated cloth
==Class Abilities==
* Favored Enemy (humans +2) (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.
* 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.
==Traits==
• Sensitive Mind: +1 Appraise, Perception, Sense Motive (class skill); 1/week use the psychometry occult skill unlock (Appraise)
• Reactionary: Bullied as a child, you were quick to react and dodge danger: +2 initiative
Personality: They're out there. You can't see them ... but they're out there. Everyone I killed. Everyone who escaped me. Everyone who wants to hunt me.
Appearance: Typical of Ustalav, dark of hair and eye, with a slightly haunted look in his eye.
==Campaign stuff==
Stuff 3
Mental 1 - You're disoriented and distracted. You are at -4 to Wis. Furthmore, whenever confronted with a stressful situation (such as combat) you must make a DC 15 Will save in order to place yourself in danger. If you fail the Will save by 5 or more, you can do nothing but cower. You can retry the Will save each round; once it's made, you can act normally for the rest of that encounter or situation.
Fugue 2
Physical 0 - Sickened condition until further notice. The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Sanity 34