Durwin comes from a long line of halfling farmer/merchants. His surname is derived from the deep-rooted vegetables that his family farmed for centuries in the Central Valley. Durwin sought a life of adventure, leaving his family behind and moving on to the high mountain passes and wild forests. He currently wanders the lands between the Central Valley and the lands of Northbay, honing his archery and trading skills, and making a decent living.
He hates vermin with a passion, since they have run amok in his family's farms for years. Hence, this is both his Ranger and his Merchant-farmer favored enemy.
Durwin Yams CR 5
Male halfling Ranger 3 Merchant 2
TN small humanoid
Init: +4 Senses: Listen +5, Spot +3
Languages: halfling, common
AC: 18 (flatfooted 14, touch 15)
HP: 36 (HD (3d8)+(2d6)+5)
Saves: Fort: +5, Ref: +8, Will: +3
Speed: 30 ft.
Attack: Sword, Short +5; Shortbow +1 (Composite) +8; (Sword, Short 1d6+2; Shortbow +1 (Composite) 1d6+1)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +4 Grapple: +4
SQ: +1 racial bonus on all saving throws, +2 morale bonus on saving throws against fear, Archery Combat Style, Favored Enemy (Vermin) +2, Wild Empathy (Ex) +7
Feats: Armor Proficiency (Light), Combat Reflexes, Dodge, Endurance, Martial Weapon Proficiency, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Abilities Str 15 Dex 18 Con 13 Int 13 Wis 12 Cha 14
Skills: Appraise 3; Balance 3; Bluff 4; Climb 6; Concentration 9; Craft (Untrained) 1; Diplomacy 2; Disguise 2; Escape Artist 3; Forgery 1; Gather Information 2; Handle Animal 9; Heal 3; Hide 7; Intimidate 2; Jump 9; Listen 5; Move Silently 7; Ride 14; Search 3; Sense Motive 1; Spot 3; Survival 3; Swim 0; Use Magic Device 6;
Possessions: Arrow; Sword, Short; Arrow +1; Boots of Striding and Springing; Helm of Comprehending Languages and Reading Magic; Potion of Neutralize Poison; Shortbow +1 (Composite); Studded Leather;
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