Name: Alvar Feldtspar Race: Human Gender: Male Alignment: Lawful Neutral Deity: Physical Description: The kingless Knight Alvar Feldtspar, roughed by months of hard life, stands before you. His darkblond hair, while clean, is ragged and outgrown down to his neck and his blue eyes are those of a man who has seen far too much new in far too short a time. Despite his nearly drowzy look, Alvar acts far from it; he is emotional and outspoken, clear-voiced and well-mannered, yet frayed at the edges. Despite being of noble upbringing, little of the prideful arrogance can be seen within him; whether because of his expulsion from his homelands, or if he was merely not born with it remains to be seen. Tall and proud, Alvar has only become slightly thinner since first he came to Sigil. Because of his skills with the blade, he has had no trouble finding work, and food and drinks have never been a problem. He moves with a confidence that matches his personality, and like many of his kind, he is a knight hard to forget. He can always be seen with his two blades, a short sword of a rather typical make and a finely crafted longsword with a hilt made of the finest leather and adorned with beautifully carved, gleaming steel. Although he is trained in the use of Full Plate armor and Mounted Combat, Alvar generally only reserves his heavier armor for when he expects trouble, and the horse he sold quite early on; instead he dresses typically in an armor made from studded leather and the sturdy clothes of a Planeswalker, a worn backpack over his shoulder and a cloak of moss-green on his back. His tabard, which he wears only with his Full Plate, is of a similar mossgreen color with deep, almost eggplant purple borders and the stylized image of a hawk's talon in orange gold on it. Although he tries to keep his appearance, nearly a year away from a real home has left him with an almost permanent shade of beard. Also, a thin scar snakes down the left side of his face, a memory from his early days in Sigil. Strength (STR): 19 [+4] Level: Ranger 6 (Planar Variant) Dexterity (DEX): 14 [+2] Experience Points: 15000/21000 Constitution (CON): 14 [+2] BAB: +6/+1 Intelligence (INT): 11 [+0] Fort Save: 5 (+2 Con) = +7 Wisdom (WIS): 15 [+2] Ref Save : 5 (+2 Dex) = +7 Charisma (CHA): 12 [+1] Will Save: 2 (+2 Wis +2 Feat) = +6 Speed/Base Speed: 30 ft Hit Points: (10+5d10)+(6*+2 Con)+(4*+1 FC) = 54/61 Melee: Long sword +1 (1d8+5, 19-20/x2): +6/+1 (+4 Str +1 Enhancement -2 TWH) = +9/+3 Short sword +1 offhand (1d6+3, 19-20/x2): +6 (+4 Str +1 Enhancement -2 TWH) = +9 Ranged: Armor: Breastplate (Medium, +6 Armor, +3 Max Dex, -4 Armor Check, Spell Failure 25%, Spd 20 ft.) Ring of Protection +1 (+1 Deflection) Armor Class: 10 (+2 Dex +1 Dodge +6 Armor +1 Shield +1 Deflection) = 21, 18 flat-footed, 14 touch Armor Check Penalty: -0 Arcane Spell Failure: 0% Initiative: +2 Dex = +2 CMB: +6 BAB +4 Str +0 Size = +10 CMD: 10 +6 BAB +4 Str +2 Dex +1 Dodge +0 Size = 23 FEATS: -Hum Exotic Weapon Proficiency (Snap-tong) (Proficient in snap-tong) -Lvl1 Dodge (+1 dodge bonus to AC) -Rgr2 Two-Weapon Fighting (Reduce two-weapon fighting penalties to -2) -Lvl3 Persuasive (+2 on Diplomacy, Intimidation) -Rgr3 Endurance (+4 bonus on checks to avoid nonlethal damage) -Lvl5 Iron Will (+2 to Will saves) -Rgr6 Two-Weapon Defense (+1 Shield bonus to AC when using two weapons) SKILLS: [c] denotes class skill *: Armor check penalty applies Skills: 7/level +2 FC Total Points: 44 -[c] Skill [Mod]: # (+# Mod) = +# -[ ] Acrobatics* [Dex]: 2 (+2 Stat) = +4 -[ ] Bluff [Cha]: 6 (+1 Stat) = +7 -[c] Climb* [Str]: 1 (+2 Stat +3 Class) = +6 -[c] Craft (Woodworking) [Int]: 1 (+0 Stat +3 Class) = +4 -[ ] Diplomacy [Cha]: 6 (+1 Stat +2 Feat) = +9 -[c] Handle Animal [Cha]: 6 (+1 Stat +3 Class) = +11 -[c] Heal [Wis]: 1 (+2 Stat +3 Class) = +6 -[c] Intimidate [Cha]: 2 (+2 Stat +3 Class +2 Feat) = +9 -[c] Knowledge (Dungeon.) [Int]: 0 (+0 Stat) = +0 -[c] Knowledge (Nature) [Int]: 2 (+0 Stat +3 Class) = +5 -[ ] Knowledge (Nobility) [Int]: 1 (+0 Stat) = +1 -[ ] Knowledge (Planes) [Int]: 2 (+0 Stat) = +2 -[ ] Linguistics [Int]: 1 (+0 Stat) = +1 -[c] Perception [Wis]: 3 (+2 Stat +3 Class) = +8 -[c] Ride* [Dex]: 2 (+2 Stat +3 Class) = +7 -[ ] Sense Motive [Wis]: 2 (+2 Stat) = +4 -[c] Spellcraft [Int]: 0 (+0 Stat) = +0 -[c] Stealth* [Dex]: 3 (+2 Stat +3 Class) = +8 -[c] Survival [Wis]: 3 (+2 Stat +3 Class) = +8 -[c] Swim* [Str]: 0 (+2 Stat) = +2 SIZE: Medium LANGUAGES: Common, Abyssal Class Specials: Ranger Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on the Ranger Favored Enemies Table. The ranger gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Humanoid (Human) +2 Outsider (Evil) +4 Track (Ex): A ranger adds half his level to Survival skill checks made to follow or identify tracks. Planar Wild Empathy (Ex): A ranger can improve the attitude of a Celestial or Fiendish animal. This ability functions just like a Diplomacy check to improve the attitude of a person. 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 able to study each other, which means that they 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 normal animal or magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats gained through normal advancement. He can choose these feats, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list. The benefits of the ranger’s chosen style feats apply only when he wears light or no armor. He loses all benefits of his combat style feats when wearing medium or heavy armor. Endurance: A ranger gains Endurance as a bonus feat at 3rd level. Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from among those given on the Favored Terrain Table. The ranger gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. Likewise, he gets a +1 bonus on initiative checks when in this terrain. At 8th level and every five levels thereafter (13th and 18th level), the ranger may select an additional favored terrain from those given on the table. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increase by +2, while the initiative bonus increases by +1. If a specific terrain falls into more than one category of favored terrain, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. Plane (The Abyss) Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with those he hunts with. This bond can take one of two forms. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below). To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier. Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 4-10. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 4-10 indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does. A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level. A planar ranger's spellcasting ability is largely unchanged from that of the standard ranger, with one exception: Any ranger spell that normally affects animals also affects celestial or fiendish versions of animals when cast by a planar ranger. Racial Specials: Human +2 Wis Bonus Feat: Humans receive a bonus feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spells per Day, CL 2nd ----------------------- Lv1: 1+1/day 1: Endure Elements, Longstrider Spells Known: DC 12+level ----------------------- Lv1 Alarm: Wards an area for 2 hours/level. Animal Messenger: Sends a Tiny animal to a specific place. Calm Animals: Calms (2d4 + level) HD of animals. Charm Animal: Makes one animal your friend. Delay Poison: Stops poison from harming subject for 1 hour/level. Detect Animals or Plants: Detects kinds of animals or plants. Detect Poison: Detects poison in one creature or object. Detect Snares and Pits: Reveals natural or primitive traps. Endure Elements: Exist comfortably in hot or cold environments. Entangle: Plants entangle everyone in 40-ft.-radius circle. Hide from Animals: Animals can’t perceive one subject/level. Jump: Subject gets bonus on Acrobatics checks. Longstrider: Increases your speed. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Pass without Trace: One subject/level leaves no tracks. Read Magic: Read scrolls and spellbooks. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Speak with Animals: You can communicate with animals. Summon Nature’s Ally I: Calls animal to fight for you. Equipment and Inventory ----------------------- Worn: Peasant's outfit [ 1 lbs.] Equipped: Dagger [ 1 lbs.] Subtotal: 2 lbs. Left Behind: Flail [ 5 lbs.] Left Behind: Lance [ 10 lbs.] Left Behind: Full Plate, MW [ 50 lbs.] <1650 gp> Left Behind: Courtier's Outfit x2 [ 12 lbs.] Left Behind: Noble's Outfit [ 10 lbs.] Left Behind: Explorer's Outfit x3 [ 24 lbs.] Left Behind: Cold Weather Outfit [ 7 lbs.] Left Behind: Traveler's Outfit x5 [ 25 lbs.] Subtotal: 143 lbs. Total: 1650 gp GP 0 Total Weight: 2 lbs Loads: 67 lbs Light, 133 lbs Medium, 200 lbs Heavy ------------------------------------------------------------ Belt of giant strength +4 8000 gp Ring of protection +1 1000 gp Heward's handy haversack 1000 gp Long sword +1 2315 gp Short sword +1 2310 gp Breastplate 200 gp Assorted possessions 500 gp