Virash Chaudri  

Details
Class: Race: Alignment: Deity:
Urban Ranger Human Chaotic Good The Great Unknown
Level: Size: Age: Gender:
7 Medium 25 Male
Height: Weight: Eyes: Hair:
5'9" 220 lbs Black Black

Abilities
STR 14 2
DEX 16 3
CON 14 2
INT 12 1
WSD 13 1
CHA 16 3
 
Hit Points
TOTAL wounds subdual
46 0 0
Initiative
TOTAL dex other SPEED
7 3 4 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
13 10 0 0 3 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
9 7 2 0 0
RANGED = base + dex + magic + other
10 7 3 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 7 5 2 0 0
REFL 8 5 3 0 0
WILL 3 2 1 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
+1 Handaxe +8/+3 d6+3 *3 3 lbs. Slashing
+1 Handaxe (offhand) +8/+3 d6+2 *3 3 lbs. Slashing
Unarmed +9/+4 d3+2 *2 Bludgeonin
Longbow +11/+6 d8+2 *3 110 ft. 3 lbs. Piercing 40 arrows - 6 lbs
Unarmed (TWF Main Hand) +7/+3 d3+2 *2 Bludgeonin
Unarmed (TWF Offhand) +7/+3 d3+1 *2 Bludgeonin

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
+1 Mithril Chain Shirt Light +5 0 +6 30 ft. 12.5 lbs

Feats & Special Abilities
Feat / Ability Description/Notes
Urban Tracking To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions. If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.
Combat Style Two-Weapon Fighting (Reduces penalties to attack), Improved Two-Weapon Fighting (Gain second attack with offhand weapon)
Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Skill Focus (Gather Info) +3 on all Gather Information checks.
Improved Unarmed Strike You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Improved Initiative +4 Initiative
Danger Sense 1/day reroll an initiative check, take the better of the two rolls. You must decide to reroll before the round starts. (Complete Adventurer, p. 106)
Favored Enemies Outsider (Evil) +4, Humanoid (Human) +2 Bonus applies to damage rolls, Bluff, Listen, Sense Motive, Spot, and Survival checks.
Guide's Bond +2 to Listen/Spot/Hide/Move Silently/Survival for allies within 30 feet, but only while the ranger is within line of sight and realistically able to communicate via hand signals or whatnot.
Wild Empathy d20+6 to improve the attitude of an animal or unintelligent magical beast.
Languages Known Abyssal, Infernal, Celestial, Elven, Goblin, Orc, Planar Trade

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Gather Information Cha 18 3 10 5
Hide Dex 13 3 10
Knowledge (Local) Int 11 1 10
Knowledge (The Planes) Int 6 1 5
Listen Wis 11 1 10
Move Silently Dex 13 1 10
Sense Motive Wis 11 1 10
Speak Language 5
Spot Wis 11 1 10

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Comprehend Languages 1 yes 1 Standard Personal - 10 min/level You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Message 1 yes 1 Standard Medium - 10 Min/level You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Gear
Gear Location Weight Description/Special
Ring of Protection +1 Ring -
Cloak of Resistance +1 Shoulders 1 lb
Gloves of Dexterity +2 Hands -
Bag of Holding I 15 lbs
Wand of Cure Light Wounds Bag of Holding - 50 charges
General Adventuring Bag of Holding - Bedroll, 2 Map Cases, 10 ft. Chain, 5 pieces of Chalk, Crowbar, Flint and Steel, 5 Pieces Paper, 10 ft. Pole, 50 ft. Silk Rope, 2 Waterskins, Whetstone, 7 days' Trail Rations, Inkpen, 1 vial Ink, 2 Everburning Torches, Spare Traveler's Outfit, Soap
Traveler's Outfit Worn 1.25 lbs

Treasure/Money
Item Location Value Weight Description/Special
PTC Credit Pockets 1000 gp A letter of credit from the Planar Trade Consortium. They take 1% on deposits (so this cost 10gp). The letter is made to him, and would require forgery to be useful to someone else. PTC letters are widely accepted.
Necklace Neck 50 gp The pendant of this necklace is a lapis lazuli wolf's head, held on a simple silver chain. It was a gift from Sevissi and has a great deal of sentimental value.
Pocket Change Pockets 94 gp One bloodstone worth 50 gp, 2 obsidian woth 10 each, the rest in gold coins.

Experience
No Experience Assigned.

Description
Virash keeps his dark hair short, and generally moves with a sort of nervous agility. At best he is wiry and almost graceful, at worst twitchy. His skin is somewhere around a dark tan, and his eyes are black or dark brown, depending on who you ask. He wears fairly standard travelers' clothes.

Personality
Virash has that special sort of jadedness that comes only from previous lofty ideals dashed against the rocks by reality. Sometimes he may even try a little too hard at it, though that has faded with age. Despite his bitterness, he still firmly believes in certain ideals when it comes to aiding others and protecting the weak, though he is far less concerned with protecting his own purity than he might have been as a paladin. That said, his every interaction is not gloomy - when with friends of like mind, he can be talkative, friendly, even funny. However, when on some self-imposed mission, he tends to be very serious, waiting to relax until he has finished his "work."

Background
Virash was born and raised on Lunia, in the citadel-island Saint's Anvil. Saint's Anvil was so named to evoke the image of a forge hardening and strengthening its citizens in their faith and hatred of all evil, and indeed, many lawful good Believers of the Source live there. His parents were not especially concerned with factions, but were very devoted followers of Tyr, the Faerűnian justice deity. Virash grew up in the faith and intended to take up paladinhood from a young age, a path which made his parents extremely proud. At the age of 14, he began traveling with an older paladin of Tyr.

What Virash saw in the planes horrified him. He had heard stories of the wickedness of the Lower Planes, of course, and knew to abhor them and everything they stood for. No, it was the evils in places that were not (supposedly) so tainted: the xenophobia of Arcadia, the savagery of Ysgard, and most especially the brutal poverty of Sigil's Hive. Here was a city of great wealth and splendor, full of angels, archons and mortal paladins and clerics, and yet the worst kind of squalor existed within half a day's walk of his own deity's temple. The Hardheads, supposed defenders of the city's order, seemed to prefer to contain the Hive rather than actually help those within it. The Mercykillers, who fought for justice (and, truth be told, contained many fellow worshipers of Tyr), lacked mercy. The Guvners, so obsessed with the law and order that Mount Celestia taught him was to be revered, were pure academics removed from the concerns of their fellows. Every day, he felt his faith slipping, surrounded by exemplars of good who seemed either powerless or uncaring towards the city's ills.

Realizing that, if he we ever to be a paladin, he would have to overcome this first, he took his leave of his paladin mentor to spend more time in Sigil. No matter how often he spoke with priests of Tyr, he did not feel comforted. His contact with his parents dwindled, with more and more time between each letter sent home. For a brief time he flirted with the beliefs of the Bleak Cabal, serving in their soup kitchens, but it only added to his despair. Due to the amount of time spent wandering the city in deep thought, and occasionally having to protect himself, he became something of a scrappy street kid. He lacked the experience of the true street urchins, of course, but made up for it with dedication and the harsh physical training of his home fortress.

Finally, while Virash was passing the Shattered Temple one day, an unusually chipper Athar by the name of Sevissi saw his contemplative face as an opportunity. She managed to convince him to sit and talk for a bit, a combination of his mood, her attractiveness and the offer of a free beer. As she explained the beliefs of the Athar, things started to click for Virash. Yes, yes, this all made sense. If the Gods were not so powerful as they claimed... if they were truly trying to control mortals, rather than aid them... so much of what he had seen came together now. The world began to fit into an order again, though it was not one he was comfortable with. Thanking her, but not wanting to rush into a devotion too soon (considering where his last “faith” had left him), he promised to think on her words and meet her again in a week.

Weekly meetings became nigh-daily, and it wasn't long before Virash was completely converted and officially became an Athar. At this point all contact with home was cut off, though it was barely a change. He has no hopes of returning home anyway. He continued to live and work in the city, occasionally volunteering in the soup kitchens with a greater ease than he felt before. His main work, however, has been protecting the innocent more directly, roaming the Hive and the Lower Ward and doing his best to lend a hand where needed, stop a mugging here, give a coin there. This has left him afoul of some of the more “official” guardians of Sigil, whom Virash feels weren't doing their job anyway. While he is by no means a threat to any of the city's real criminal powers, a few of the lower, weaker gangs view him as a foe as well.