Carl Bowman
Strength 20
Dexterity 16
Constitution 17
Intelligence 12
Wisdom 16
Charisma 12
Race Human
Age 19
Height 5′11″ (180 cm)
Weight 176 lbs (80 kg)
Alignment Chaotic Good (acts as his conscience directs him)
Worshiper of Mielikki (Our Lady of the Forest)
Class Ranger 1
Languages Common, Goblin
Items
Two kukris
Longbow
Scale mail
Magic Items
None.
Potions
None.
Money
Platinum 0
Gold 50
Silver 50
Copper 50
Skills
| Skill ranks placed | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Total | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acrobatics | ||||||||||||
| Appraise | ||||||||||||
| Bluff | ||||||||||||
| * | Climb | 1 | 1 | |||||||||
| * | Craft | |||||||||||
| Diplomacy | ||||||||||||
| Disable device | ||||||||||||
| Disguise | ||||||||||||
| Escape artist | ||||||||||||
| Fly | ||||||||||||
| * | Handle animal | 1 | 1 | |||||||||
| * | Heal | |||||||||||
| * | Intimidate | |||||||||||
| Knowledge (arcana) | ||||||||||||
| Knowledge (architecture) | ||||||||||||
| * | Knowledge (dungeoneering) | |||||||||||
| * | Knowledge (geography) | |||||||||||
| Knowledge (history) | ||||||||||||
| Knowledge (local) | ||||||||||||
| * | Knowledge (nature) | 1 | 1 | |||||||||
| Knowledge (nobility) | ||||||||||||
| Knowledge (religion) | ||||||||||||
| Knowledge (the planes) | ||||||||||||
| Linguistics | ||||||||||||
| * | Perception | 1 | 1 | |||||||||
| Perform | ||||||||||||
| * | Profession (hunter) | 1 | 1 | |||||||||
| * | Ride | |||||||||||
| Sense motive | ||||||||||||
| Sleight of hand | ||||||||||||
| * | Spellcraft | |||||||||||
| * | Stealth | 1 | 1 | |||||||||
| * | Survival | 1 | 1 | |||||||||
| * | Swim | 1 | 1 | |||||||||
| Use magic devise | ||||||||||||
| Hit Points (no Con) | 11 | 11 |
Special Abilities
1st Favored enemy (animal)
Track
Wild empathy
Feats
Two-weapon fighting
Weapon focus (kukri)
Traits
Called
Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.
Reactionary
You have a +2 trait bonus on initiative checks.
Spells
None.
Background
You have been brought up by a loving family, lacking nothing essential. Being the youngest child you’ve been free to follow your heart’s wishes most of your life. Your family has fared well economically and you and your brothers have been essentially free to follow your lifes’ true passions the last few years. This hasn’t really affected your way of life though, since you’ve always been your father’s shadow. He has taught you the basics of nature lore and survival skills, being a Mielikki ranger hunter just like yourself. You’ve always loved the rush of the hunt; finding the tracks, reading them, stalking the prey and finally the kill.
You were also cared for by your grandmother, since your parents worked very hard. You’ve been brought up with the stories of old; when your family lived on another continent, a land of mystery and ancient powers, a land which your family apparently ruled in times passed. Growing up you’ve realised that the stories are probably just that; stories to entice a curious child’s fantasy. You assume that not all of it is a fairytale but you haven’t put much thought into it. The lands surrounding your home have been enticing enough; the surrounding plains, the Lizard Marsh and Trollbark Forest gives a lot of variation when it comes to hunting.
There is one thing about your grandmother’s stories that have echoed in your mind lately; stories of a forest that has a life of its own, the old Margreve. You have always felt that the intricacies of nature are something of a divine entity, but would like to see for yourself if any of these stories told the truth. And what exciting prey would such a forest hold? Now with your grandmother recently dead the last relative to have actually seen the homeland is gone and so is your last connection.
You have always felt as akin to nature as to your family and your calling has often taken you away from home to hone your hunting skills. Though something of a recluse you are far from asocial and don’t mind others’ company. You respect your brothers’ choices in life, though you might not agree with all of them. You have done little together as a group, but you find the notion of an adventure interesting and you’re excited to see how you would fare against a common foe.
Your family
Grandmother’s father – Gerhard Stross, said to be the cousin of the former ruler of Zobeck. Born 1376, died 1428. Made a living as a fisherman in the new land.
Grandmother – Gertrude Stross, claimed to be the niece of the former ruler of Zobeck. Born 1404, died 1490, three weeks ago. Married a fisherman, Brian Petrel, in 1428 after her father’s death. They had three children; Brian, Harold and Gwendolin. She had some knowledge of witchcraft which was used mostly for the benefit of the family.
Grandfather – Brian Petrel, was taken by the sea in 1452 along with the two sons Brian and Harold.
Mother – Gwendolin Petrel, born 1446. She helped her mother with the family business (fishing) after the loss of her father and siblings. She learned witchcraft from her mother. She married a hunter, William Bowman, in 1464. The family fared well with the two vocations, Gwendolin purchasing several boats and employed half a dozen fishermen. They had five sons; Gerhard, the twins Fritz and Franz, Dieter and Carl.
Father – William Bowman, born 1440, a ranger hunter of Mielikki. As noted your mentor and your closest family member. You hope to be as good a hunter as he is one day.
Gerhard – Your oldest brother, something of a recluse as you, and you have spent some time in and around the Lizard Marsh together, but he has no interest or skills when it comes to hunting. You know him to have had the best connection with your grandmother and he has the best knowledge of the old land in the family. He is also the only one of your brothers that has taken up the art of witchcraft from the women in the family.
Fritz and Franz – Born 1467. Non-identical twins. Franz is your closest brother, and you have gone hunting together with your father countless times. He is not your equal when it comes to hunting, but since he joined the clergy of Mielikki he is certainly someone you look up to. Fritz has sought closer contact with nature itself as a druid, an act that has driven a bit of a wedge between him and the Mielikki side of the family.
Dieter – Born 1469. Mother Gwendolin’s clear favorite. He took a great interest in your grandmother’s stories and started composing them into songs at an early age. The shared interests with Gerhard have given them a special connection. He is a bit too extrovert for your liking but you can’t help but getting caught up in his merry lilts. He is probably your equal in combat as well and you look forward to fighting alongside him.