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Othin Barrelarm, Dwarf Ranger Animal Handler


JubalBreakbottle

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"Aye, how you treat innocent animals reveals your soul.  And, how an animal behaves reveals how it has been treated."

Othin Barrelarm
Dwarf (Strong-Blooded) • Animal Wrangler • Ranger 1
Medium • Neutral Good • Dwarf, Humanoid


Abilities
Strength 18 (+4) • Dexterity 14 (+2) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 10 (+0)

Boosts
• Ancestry: +2 STR, +2 CON, +2 WIS, -2 CHA
• Background: +2 STR, +2 DEX
• Class: +2 STR
• Free: +2 STR, +2 CON, +2 DEX, +2 CHA


Adventuring & Combat
HP 22/22
Perception +6 • Expert 5 • Wis 1 • Item 0 • Senses Darkvision
Speed 20 feet
Class DC 17 • Trained 3 • Base 10 • Str 4 • Item 0


Armor and Shields —
AC 18 • Base 10 • Trained +3 • Dex 2 • Item 3+2
Trained: medium, light, unarmored
HideBulk 2 • +3 AC, Dex Cap +2, CP -2, Speed -5, Leather


Saving Throws —
• Fortitude +7 • Expert 5 • Con 2 • Item 0
• Reflex +7 • Expert 5 • Dex 2 • Item 0
• Will +4 • Trained 3 • Wis 1 • Item 0

Weapon Proficiencies
• Trained: Martial, simple, unarmed

Clan dagger +7 • Trained 3 • Str 4 • Item 0 • Knife Damage 1d4+4 P • AgileThe multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn., ParryThis weapon can be used defensively to block
attacks. While wielding this weapon, if your proficiency
with it is trained or better, you can spend an Interact
action to position your weapon defensively, gaining a +1
circumstance bonus to AC until the start of your next turn.

Battle axe +7 • Trained 3 • Str 4 • Item 0 • Axe Damage 1d8+4 S • SweepThis weapon makes wide sweeping or spinning
attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

Fist +7 • Trained 3 • Str 4 • Brawling Damage 1d4+4 B • AgileThe multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn., Finesse, NonlethalAttacks with this weapon are nonlethal (page 453), and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Shortbow +5 • Trained 3 • Dex 2 • Item 0 • Bow Damage 1d6 P, 60 ft


Skills
Acrobatics +2 • Untrained 0 • Dex 2 • Item 0 • Armor -2
Arcana +0 • Untrained 0 • Int 0 • Item 0
Athletics +7 • Trained 3 • Str 4 • Item 0 • Armor -2
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 +3 • Trained 3 • Cha 0 • Item 0
Lore: Avian Lore +3 • Trained 3 • Int 0 • Item 0

Lore: Circus Lore +3 • Trained 3 • Int 0 • Item 0
Lore: Dwarven Lore +3 • Trained 3 • Int 0 • Item 0
Medicine +1 • Untrained 0 • Wis 1 • Item 0
Nature +4 • Trained 3 • Wis 1 • Item 0
Occultism +0 • Untrained 0 • Int 0 • Item 0
Performance +3 • Trained 3 • Cha 0 • Item 0
Religion +4 • Trained 3 • Wis 1 • Item 0
Society +0 • Untrained 0 • Int 0 • Item 0
Stealth +5 • Trained 3 • Dex 2 • Item 0 • Armor -2
Survival +4 • Trained 3 • Wis 1 • Item 0
Thievery +2 • Untrained 0 • Dex 2 • Item 0 • Armor -2

Languages: Common, Dwarven


Abilities
DarkvisionYou can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Strong-Blooded HeritageYour blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
Hunt PreyRanger 1 • You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.  You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.  You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Hunter's Edge (Flurry) • Ranger 1 • You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.


Feats
Dwarven LoreYou eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dwarven Lore.
Train Animal • Animal Wrangler (Nature) • You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.  Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.  Failure The animal doesn’t learn the trick.
Animal Companion • Ranger 1 • You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities.


Spells & Powers
Spell Attack +5 • Trained 3 • Cha 2
Spell DC 15 • Trained 3 • Base 10 • Cha 2


Animal Companion: Bird (owl)
Size Small
Melee [one-action] jaws (finesse) +6, Damage 1d6 piercing
Melee [one-action] talon (agile, finesse) +6, Damage 1d4 slashing
Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0
Fortitude +4, Reflex +6, Will +5
Hit Points 4
Skill Acrobatics +6, Athletics +5, Perception +6, Stealth +6
Senses low-light vision
Speed 10 feet, fly 60 feet
Support Benefit The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Advanced Maneuver Flyby Attack The bird Flies and makes a talon Strike at any point along the way.


Inventory
Money: 4 gp, 1 sp
Bulk 5/7 with pack/3 L • Enc 9 (5 + Str 4) • Max 14 (10 + Str 4)

Explorer's outfit • Bulk L - 1 sp
Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin - 7 sp
Repair Kit • Bulk 1 • Repair items with Crafting
- 2 gp

Arms and Armor
Hide • Bulk 2 • +3 AC, Dex Cap +2, CP -2, Speed -5, Leather - 2 gp
Clan dagger • Bulk L •
1d4 P, Knife, Agile, dwarf, parry, versatile B - 2 gp
Battle axe • Bulk 1 •
1d8 S, Axe, Sweep - 1 gp
Shortbow • Bulk 1 • 1d6 P, Bow, 60 ft, 1+ Hands, Deadly d10 - 3 gp
Arrows (10) • Bulk L - 1 sp


Appearance
Othin has an abundance of black hair and full beard which has old braids done by his sister.  Besides huge muscles, his most remarkable feature is a wicked scar through his left eye, which luckily did not damage his vision.  He changes the story of how he received the scar every time, because he got it so long ago few remember.  He dresses in layers of hides and furs that he adjusts for the weather and always wears his sheathed clan dagger on his belt.  A great horned owl perches on his shoulder, his forearm, or within sight of the burly dwarf.

All of his belongings fit into a backpack.  If he expects trouble, he brings his battle axe, shortbow, and quiver.


Personality
Othin is more comfortable with animals and children than adults who squabble and can be mean, so he has cultivated a intimidating resting face to prevent unwanted encounters.  He cares deeply for innocent animals and children who are not intimidated by the bear of a dwarf. 

He has a heart of gold and is loyal to his family and friends, especially the mutineers who founded the Circus of Wayward Wonders.  Among them and circus customers, he is quick with a smile.  He is very protective of his friends and animals and reacts badly if they are even threatened.


History
Othin was born in Escadar on the Isle of Erran 25 years ago into the Barrelarm clan of smiths who primarily supply the navy of Absalom.  Most all the dwarven smiths in Escadar are related at least by marriage and most by blood.  So, his extended family is rife with drama, rivalries, and grudges.  While Othin was always supposed to join the family business, he discovered his passion ten years ago when he first went to see Mistress Dusklight’s Celestial Menagerie.  Something about the performing animals touched his soul: their warmth and dependence.  

During all of Othin's free time away from the family smithy, Othin volunteered to clean and feed the animals at the Menagerie.  Over the years, he watched and learned how to handle and train the animals.  He avoided most of Mistress Dusklight's employee abuse being only a volunteer but privately wept for the cruelty to the animals.  When the mutiny started, Othin helped smuggle pathetic animals away from the Menagerie and nursed most of them back to health.  These animals became the core for the Circus of Wayward Wonders.  And when the mutineers moved to Abberton, Othin went with them and officially ran away to join the circus.

While his family was disappointed about his choice, they could not say that they were surprised after reflection.  His work at the smith was always work and uninspired.  While with the animals at the Menagerie, his eyes illuminated and a smile came so easily.  His younger sister was openly happy for him finding his dream.  His mother ultimately wished him well.  But, his father could not understand.  They left on poor terms. 

 

Edited by JubalBreakbottle (see edit history)
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Othin Barrelarm (Strong-Blooded Dwarf Ranger 1 Neutral Good)spacer.png


AC: 18 (19 parry) |  HP: 22/22 |  Perception: +6 | Fort: +7 | Ref: +7 | Will: +4 | Hero Points:: 1/1 | Conditions: None


Post goes here.

"Speech"

thoughts in italics


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

 

Edited by JubalBreakbottle (see edit history)
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