Thorne FarwalkerMale Halfling Ranger 6th lvl
Chaotic Good
[spoiler]
AbilitiesStr 12 +1 -- (6 pts) (-2 racial)
Dex 18 +4 -- (10 pts) (+2 racial)
Con 12 +1 -- (4 pts)
Int 12 +1 -- (4 pts)
Wis 15 +2 -- (6 pts)
Cha 10 +0 -- (2 pts)
Hit Points 42
AC 20, Touch 15, Flat 16
Init +4
BAB +6/+1, Grap +7
Speed 20ft.
Fort +8, Ref +11, Will +6
+7/+2 Melee, Talenta Tangat, 1d8+1 18-20/x2
+7/+2 Melee, Dagger, 1d3+1 19-20/x2
+10/+5 Ranged, Composite Longbow, 1d6 20/x3, 110ft.
+8/+3 Ranged, Javelin, 1d4+1 20/x2, 30ft.
Small, 2'8" tall, 32lbs., 35 yrs old
Black hair, Brown eyes, Ruddy skin
Speaks Common, Halfling, Orc[/spoiler]
[spoiler]
Skills+08 Handle Animal [8]
+16 Hide [8] (+4 size)
+09 Knowledge (nature) [8]
+17 Move Silently [8] (+2 racial) (+5 boots of elvenkind)
+11 Ride [7]
+10 Survival [8]
+14 Listen [8] (+2 alertness) (+2 racial)
+17 Spot [8] (+2 alertness) (+5 eyes of the eagle)[/spoiler]
[spoiler]
Feats- Alertness (Free)
- Improved Animal Companion (Free)
- Point Blank Shot
- Precise Shot
- Far Shot
- Rapid Shot (combat style)
- Many Shot (combat style)
- Endurance (ranger 3rd lvl bonus)
Halfling Traits- Small (+1 AC, +1 Attack, +4 Hide)
- +2 racial bonus on climb, jump, and move silently
- +1 racial bonus to all saving throws
- +2 moral bonus on saving throws vs. fear
- +1 racial bonus on attacks with thrown weapons and slings
- +2 racial bonus on listen
Ranger Abilities- 1st Favored Enemy (Chaotic Outsider)
- Track
- Wild Empathy
- Combat Style (Archery)
- Endurance
- Animal Companion
- 2nd Favored Enemy (Aberration)
- Improved Combat Style (Archery)[/spoiler]
[spoiler]
Spells Per Day 2
1st-
Alarm, Speak with AnimalsAnimal Companion
SwiftclawMedium Animal (space and reach: 5ft)
Hit Die: 2d8+4
Swiftclaw HP 18 Initiative: +3
Speed: 40ft
AC: 18 (+3 Dex, +3 Natural, +2 Barding), Touch:13, Flat Footed:15
Base Attack:+1/Grapple:+4
Attack: Talon +4 melee (1d8+3)
Full Attack: Talon +4 melee (1d8+3), Foreclaws +2/+2 (1d3+1), Bite +2 (1d6+1)
Special Qualities: Low light Vision, Scent
Saves: Fort +5/ Ref +6/Will +1
Skills: Jump: +20, Listen: +10, Spot: +10, Survival: +10, Hide: +12
Feats: Multiattack
Clawfoot Dinosaurs are usually trained for war, and even without training, they can hold their own in combat. In the wild they are fierce pack hunters and even when domesticated they retain most of their predatory instincts.
Clawfoot have a +8 racial bonus to Hide, Jump, Listen, Spot and Survival.
Training: Hunting
Tricks: Attack, Down, Fetch, Heel, Seek, Track, Come
[/spoiler]
[spoiler]
BackgroundThorne Farwalker was born and raised in the homeland of his people, the Talenta Plains. Dureing his early childhood, he spent many days roaming the plains, learning about the plants and animals that dwelt there. As he grew older, he joined hunting parties and began training in combat, favoring the bow. His keen eye and steady hand quickly elevated him to one of the sharpest marksmen around, and his ability to remain unseen and unheard landed him the position of scout for the hunting parties.
Thorne was happy for a time, living as his people lived and hunting the wild creatures of the plains. But as time passed, he grew bored with the same routine everyday, much as a child grows weary of its toys. He longed for new horizons to explore and new creatures to hunt. When he expressed his feelings to his family, they were shocked and horrified at his attitude. His father beat him, and his mother lectured him about the traditions of his people and how he couldn't turn his back on them.But for all their efforts, his parents failed to drive the wanderlust from him.
Soon after, Thorne fled his homeland. He waited for nightfall, and stole away under cover of darkness with only a few supplies. He traveled past the boarder of the plains, and into the lands of the tall folk. Dureing his early travels, Thorne learned much of the world beyond his birth place, and it only served to strengthen his resolve to never return home. Eventually his travels brought him to a most horrible place, the Demon Wastes. The bleak landscape and feral monsters seemed to call to the adventerous young halfling, and he set out to explore every inch of it. However his travels were cut short when he was taken by surprise by a demon.
It would have been the end of Thorne had the Maruk clan not intervined on his behalf. They drove the demon away, but not before it left its mark on Thorne, slashing him across the chest and stomach. The Maruk nursed him back to health, but a fire now burned in the young halfling. He wanted to find the demon that had scarred him, and he wanted to destroy it. He set out on his own to travel the wastes, seeking the demon, and he has continued his hunt to this very day.
Thorne has recently followed the trail of the demon he believes is the one that scarred him to a cave in the depths of the Wastes. When he entered there he saw several people passed out on the floor and ...a mule. He sent a scorpion to return to the encampment of the Maruk a few days from there, with a message requesting their presence and a way to carry a dozen people, He then stood vigilant for two days without sleep, protecting them from the beasts...until one of them awakened ... a huge metallic lady.
PersonalityThorne Farwalker is a serious halfling most of the time. He is driven by a thirst for revenge against the demon that scarred him, but his thirst is not a blinding one. He cares deeply for all the natural creatures of the world, and will do everything in his power to protect them. Though he has hunted alone for many years, Thorne is not oposed to traveling with others. However when he does, he often takes responsibility for them, believe it is his duty to protect them from the dangers of the wastes.
DescriptionThorne Farwalker is an imposeing figure dispite his small stature. Standing only two foot eight inches, his body is lean and agile with well defined muscles. He wears his black hair long, tied back in a single tail save for tree long braids that hang done infront of his face, each one tipped with a fang taken from one of his successful hunts. He wears an enchanted chain shirt over simple clothes, and a dark green cloak flows over his shoulders, fastened at his throat with a silver clasp. A beautiful quiver is strapped over one shoulder, its leather marked by the symbol of Ehlonna, and it contains much more than one might assume. He wears a pair of slender goggles over his eyes made from enchated crystal that enhances his sight, and a pair of fine, elven made boots protect his feet and silence his steps.
[/spoiler]
[spoiler]
Equipment+1 Chain Shirt (worn, 12lbs.) Free
Explorer's Outfit (worn, 4lbs.) 10gp
Dagger (belt front, 1lb.) 2gp
Belt Pouch (belt rear, *) 1gp
Signal Whistle (beltpouch, *) 8sp
Chalk x2 (beltpouch, *) 2cp
Potion of
Cure Moderate Wounds (beltpouch, *) 300gp
Potion of
Cure Light Woundsx4 (beltpouch, *) 200gp
Quiver of Ehlonna (right shoulder, 2lbs.) 1800gp
60 Arrows (quiver compartment 1, 9lbs.) 3gp
10 Javelins (quiver compartment 2, 20lbs.) 10gp
+1 Composite Longbow (quiver compartment 3, 1lb.) Free
Talenta Tangat (left shoulder, 8lbs.) 40gp
Backpack (center back, 2lbs.) 2gp
Bedroll (below backpack, 1.5lbs.) 1sp
Crowbar (backpack, 5lbs.) 2gp
Grappling Hook (backpack, 4lbs.) 1gp
50ft. Silk Rope (backpack, 5lbs.) 10gp
Waterskin- water (backpack, 1lb.) 2cp
Flint & Steel (backpack, *) 1gp
Small Steel Mirror (backpack, .5lbs) 10gp
Eyes of the Eagle (eyes, *) 2500gp
Cloak of Resistance +1 (worn, 1lb.) 1000gp
Ring of Sustenance (right 4th finger, -wt) 2500gp
Boots of Elvenkind (feet, 1lb.) 2500gp
Exotic Riding Saddle (swiftclaw, 30lbs.) 30gp
Bit and Bridle (swiftclaw, 1lb.) 2gp
Leather Barding (swiftclaw, 30lbs.) 40gp
Amulet of Animal Endurance (swiftclaw, *) 2000gp
[spoiler]This amulet functions identically to the false life spell, except that it can only be cast on a creature of the animal type. The 1d10+3 (or 10) temporary hp gained last for 3 hours.
Special: Any character who has a animal companion, cohort or whatever may use this wand without making checks or risking failure.[/spoiler]
Coins- 37gp, 0sp, 6cp (pouch, *)[/spoiler]