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Valerica Radache: Human Ranger


Gnaws

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the_owl.png.074fdd180ed1d42a57339607c680b06d.pngValerica Radache 6a4c777d605b2c73d31bbfcc6a34abd6.png.9206eae338e39838bbb426bdc71f3ead.png
Human (Varisian; F) • Ranger (Precision) 1
Medium • Humanoid (Human)

Intended Archetype: Archer or Medic

Harrow Card: The Owl

Gaedren Lamm Hook: Tragedy

Pathbuilder Sheet

 

Attributes
• Strength +2 [14]
• Dexterity +4 [18]
• Constitution +1 [12]
• Intelligence +0 [10]
• Wisdom +2 [14]
• Charisma +0 [10]

Boosts
• Ancestry: +Wis; +Dex
• Background: +Str; +Dex
• Class: +Dex
• 1st Lvl: +Str; +Dex; +Con; +Wis

 


Adventuring & Combat
HP 20/20
Perception +7 • Expert 5 • Wis +2 • Item 0
Speed 30ft. (25 base + 5 Fleet feat)
Class DC 18 • Trained 3 • Base 10 • Dex 4 • Item 1 (Leather Armor)

Weapon Proficiencies

Trained: Simple; Martial; Unarmed

Weapons

  • Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. (3.00, 1)

  • Shortsword +7 (Dex 4; Trained 3); 1d6+2 P (Crit 2d6+2); Agile; Finesse; Versatile. (0.90; 1)

  • Fist +7 (Dex 4; Trained 3); 1d4+2 B (Crit 2d4+2); Agile; Finesse; Nonlethal; Unarmed


Armor and Shields
AC 18 • Trained 3 • Base 10 • Dex 4 • Item 1 (Leather Armor)
Shield none


Saving Throws 
• Fortitude +6 • Expert 5 • Con 1 • Item 0
• Reflex +9 • Expert 5 • Dex 4 • Item 0
• Will +4 • Trained 3 • Wis 2 • Item 0


Skills
Acrobatics +7Trained 3 • Dex 4 • Item 0
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +2 • Untrained 0 • Str +2 • Item 0
Crafting +3 • Trained 3 • Int 0 • Item 0
Deception +0 • Untrained 0 • Cha 0 • Item 0
Diplomacy +0 • Untrained 0 • Cha 0 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore (Guild) +3Trained 3 • Int 0 • Item 0
Medicine +5Trained 3 • Wis 2 • Item 0
Nature +5 • Trained 3 • Wis 2 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +2 • Untrained 0 • Wis 2 • Item 0
Society +3 • Trained 3 • Int 0 • Item 0
Stealth +7Trained 3 • Dex 4 • Item 0
Survival +5 Trained 3 • Wis 2 • Item 0
Thievery +4 • Untrained 0 • Dex 4 • Item 0

Languages: Common; Dwarven (Val has been studying Dwarven to better communicate with Dwarven artisans across the city)


Actions and Powers

  • Hunter's Edge: Precision Link
  • Hunt Prey action_single_black.png?v=dm-1 Link

action_single_black.png?v=dm-1 action_double_black.png?v=dm-1 spacer.png spacer.png spacer.png image.png.5ee780189e21a421912c6b8329c806e5.png

Feats

Ancestry Feats

  • General Training (1; ancestry) Link

General/Skill Feats

  • Specialty Crafting: Blacksmithing (1; background) Link
  • Fleet (1; heritage) Link
  • Toughness (1; general training) Link
  • Battle Medicine action_single_black.png?v=dm-1 (1; skill-medicine; A Common Thread) Link

Class Feats

  • Hunted Shot action_single_black.png?v=dm-1 (1) Link

Inventory
Money:  1.8 gp (see purse) (15 gp starting)

Equipment

  • Ranger's Kit (3.70; 2.1):

    Backpack (from Ranger's Kit):

    • Bedroll
    • Soap
    • Flint & Steel
    • Rope (50')
    • Torch (x5)
    • Chalk (x10)
    • Rations (2 weeks)
    • Waterskin
    • Grappling Hook (0.1; L)
  • Beltpouch #1

    • Purse: 1 gp; 8 sp; 0 cp
  • Beltpouch #2

    • Healer's Tools (5.00, 1)

 

Arms and Armor

  • Clothing (Ordinary) (0.1)
  • Leather Armor +1 AC; +4 Dex Cap; Bulk 1; Check -1. (2.0; 1)
  • Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. (3.00; 1)
  • Quiver x10 arrows (0.10; L)
  • Shortsword #1 +7 (Dex 4; Trained 3); 1d6+2 P (Crit 2d6+2); Agile; Finesse; Versatile. (0.90; 1). Sheathed at hip.

Enc 7 (5 + Str +2) • Max 12 (10 + Str +2)

Total Bulk: 3

Status: Unencumbered


Appearance adopt1062_by_anniesshop_dg7p4l5.png.4bc40afe37882ae5b103ac7f9add7377.png

  • Age • 31
  • Height • 5'8"
  • Weight • 160 lbs.
  • Skin • Fawn
  • Hair • Medium Brown mid-back length
  • Eyes • Brown
  • Handedness • Right dominant

Val has a toned and muscular build, particularly in her upper body, due to time spent at the forge, as well as training in archery and swordplay.

Val prefers loose and airy clothing that doesn't hold heat when near the forge or out in the sun. She wears leather boots and often wears leather hand wraps (this started to prevent calluses when working with metal but has become a fashion statement). She enjoys adding a splash of colour with some red cloth along with a few pieces of jewelry. When practicing archery, Val wears basic armor leather in muted colours.


33bd92eff48137eb44137a74deb25921.png.31938a0aa645db83b7ddac6656896c1f.pngHistory ("Tragedy")

Valerica (Val to her friends) never thought her life would lead her here. For the majority of it she lived the typical Varisian life: keep your head down, get a job, work hard, fall in love, have a family. It was that last bit that she wasn't going to get now; the bit that Gaedran Lamm had stolen from her.

Gods, she had done it all right. She'd grown up in Old Korvosa, alongside most of the city. Her childhood was poor, filled with a constant battle to eat the next meal, keeping your money hidden, and trying to be invisible. Her life would have been a lot different if it hadn't been for Aramis Shaw. She'd been set upon by a gang of children on her way home with a silver piece she'd found in the street. Aramis had come out of nowhere, chasing the children off with a sword; a real one- made of steel, not the wooden sticks and clubs that kids in the slums called swords. They'd been inseparable since then.

Aramis lived in Midland with his father, Adron; a blacksmith. Over time she spent more time there than at home. The Shaws spared enough coin to help her family and in return she worked in their smithy, Shaw's Arms, keeping things clean, running the odd errand, and, over time, even serving as a basic healer for some of the smithy's patrons; people with swords often had their own repairs to be made, after all.

As they grew older, her parents grew ill and passed away. A couple years later Adron passed, as well, and Aramis took over the smithy. It was too much for him to handle on his own and so Aramis began to teach Val the art of blacksmithing. She had always admired the craftsmanship he and his father possessed, but had never so much as held a sword. Surprisingly, she had a natural talent for it and the business flourished with Val handling smaller repair jobs to free Aramis up for the more complicated work orders.

It all came crashing down in one swoop. Aramis had been coming back from Old Korvosa when he was stabbed to death in an alleyway. When the guard called her down to identify him, she was at a loss for what he would have even been doing in Old Korvosa. All that was on his person was a receipt for an engraved ring. It wasn't until later that she learned from a mutual friend that he had gone to her parents' graves to ask for permission to marry her; the ring had been for her. Later, without really meaning to, she came cross the ring in a shop. She'd never seen it before, but the engraving had been enough: "Val, let us forge something new together. With love, Aramis." When she'd asked where the ring came from, the shopkeeper gave her a name: Gaedren Lamm.

Since then, Val has struggled to keep the smithy open. She had never been the master, after all, and her ability hasn't been enough to take on the majority of the work that comes through the door. She's busied herself with minor repairs and some swordcraft, trying not to just keep the lights on, but also to raise enough coin to buy back Aramis' ring. On the side, Vencarlo Orisini, a frequent customer and chief instructor at the Orisini Academy, has taught her how to defend herself. Vencarlo's tutelage would normally be far outside her means and Val can't help but wonder why he chose to help her; perhaps his relationship with the Shaws was deeper than she realizes. Together, they've worked on swordplay and archery and, after a year, Val has become serviceable in both. Most of her time for the last six months has been spent training, with or without Vencarlo; honing her skill with a singular goal in mind: find Gaedren Lamm. Tax season is coming, after all, and everyone has their dues to pay.

 

Personality

Spending her time in the forge, Val is no stranger to dealing with the public and is social, with a warm personality. These interactions have always been surface-level, though, and she has realized after Aramis' death that she lacked any strong connections. Feeling a bit lonely in the present, Val has become a bit quieter as a result, but desires to find some true friendships. She is determined, often stubborn, but genuinely cares about those around her.

 

Edicts
 
  • See the beauty in all things (Shelyn)
  • Show respect and appreciation for the work of other artisans (artisan/Torag)
  • Stand up for your community, friends, and ideals when they are threatened
 
Anathema
 
  • Intentionally create inferior works (Torag)
  • Suppress creativity (Shelyn)
  • Joining with tyrants or those who oppress the free will of people
 
Relationship to the gods
Val was never particularly religious growing up, but has come to worship Torag, in large part due to superstition working at the forge. She prays for her craftsmanship, the durability of her works, and, most recently, the success of her failing business.
 
In addition to Torag, Val has always felt a kinship to Shelyn as her love for bladecraft truly stems from her love of all art and its beauty. Aramis never allowed the presence of Shelyn to enter the smithy in fear of upsetting Torag, but one bright thing to enter Val's life since his death has been a greater connection to Shelyn.
 
 
the_owl.png.074fdd180ed1d42a57339607c680b06d.png
 
 
The Harrow Card:

The Owl. WISDOM (N): It represents the harsh wisdom of the natural order. The owl holds a needle that can bind life together or pick it apart.

The owl represents Val's own internal balance of the needle. As a trained healer, she values life and fights to protect others, but the tragedy she experienced due to Gaedren Lamm has also planted the seed in her mind that sometimes life needs to be taken, as well.

 

 

 

 

Edited by Gnaws (see edit history)
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Very well put together, alot of thought went into this. Val's determination to find Gaedren Lamm, coupled with her efforts to keep the smithy open and retrieve Aramis' ring, provides clear goals and motivations. I like the inclusion of Torag's edicts related to craftsmanship and Shelyn's focus on appreciating art, nice touch.

A question though to help me get my head around Val, in her pursuit of forging connections and friendships, what challenges does Val face in breaking free from the surface-level interactions she's accustomed to, and how does her loneliness influence her approach to forming meaningful relationships?

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Hey, thanks! Great question. With these surface-level interactions, I was really thinking of it like working retail 😬. She's worked in the smithy and has been able to have these relationships with people coming into the shop, especially the regulars, but after Aramis' death, she realizes that she doesn't actually know any of those people, and most of them aren't even coming by the smithy anymore. It's only been just over a year since Aramis' passing; a lot of that time was spent in grief and training to hunt down Lamm, and I think where we are now, Val is just starting to come to terms with her grief and towards a place where she is capable of getting out and actually speaking to people again. The loneliness is really just the absence of that relationship and her need to make new connections to fill that void.

Taken as a whole, I think the challenge for her will be A) coming to terms with her grief, and B) having meaningful conversations when she is used to the more transactional conversations she would have had in the forge. She'll definitely have a bit of social anxiety, but isn't hiding from these opportunities; at the root of it, I think she's most worried about not finding what she's looking for.

That being said, Val is determined. She is kind and really cares for her family, her friends, and her community. She'll fight for those relationships.

What interests me most about this character is that she doesn't have this past as an adventurer or anything. She was just another Korvosan citizen and she's just recently been trained in the basics of combat, bringing her to her (sorry for the meta) level 1 state. She has her own traumas, her own inadequacies, but also her own strengths; I'm really interested in exploring how in this adventure path she can change from this girl with heart into someone who can be a true hero for her people.

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1.2 Some changes made:

  • changed Harrow card to The Owl along with rewrite of that section
  • adjusted character build to move away from dual-wield secondary skills and focus more on medicine and ranged abilities
  • swapped CON and WIS values
  • minor change to gear
  • inserted a reference to history with medicine into backstory
  • replaced Harn Covan in backstory with Vencarlo Orisini of the Orisini academy

1.3

  • swapped Assurance from General Training feat to Toughness as level 2 awards a skill feat and will take assurance then
  • removed Thieve's Tools that had been left in from base template oops
Edited by Gnaws (see edit history)
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Posted (edited)

valerica_token.png.64345f8b064136895064b2bf1502d39e.png

Valerica Radache
Human
Precision Ranger 1 'The Owl'
Pathbuilder Sheet * Mythweavers Sheet


HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven

Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 1


 

 

OOC

 

 

ACTIONS

 

 

Edited by Gnaws
Added character sheet link (see edit history)
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