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Valeros

Luke Falgren's page

358 posts. Alias of Filios.


Classes/Levels

Male Human Ranger Warden/3, HP: 33/33, AC: 17, T: 13, FF: 14, Initiative: +6, Perception: +7 (+2)

About Luke Falgren

LUKE FALGREN CR 1.5
Male Human Ranger (Warden) 3
CG Medium Humanoid (Human)
XP: 3900/3300
Ht: 6'2"; Wt: 208 lbs.; Hair: Brown; Eyes: Brown
Init +6 (+2); Senses Perception +7 (+2)
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 33/33 (3d10+2)
Fort +4, Ref +7, Will +2
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OFFENSE
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Spd 30 ft.
Melee Greataxe +4 (1d12+1/x3)
Melee +1 Bastard Sword +5 (1d10+2/19-20x2)
Ranged Masterwork Composite Longbow +8 (1d8/x3) (100 ft.)
Ammo:30 Arrows; 16 Cold Iron Arrows; 5 MW Cold Iron Arrows; 16 Arrows w/"Blood Root" (blotrote or "blood root"; a venom made from the distilled peduncle of year old blod pine saplings. It saps both the willpower and stamina of those afflicted)
Ranger (Warden) Spells Known (CL 0, 3 melee touch, 6 ranged touch):
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STATISTICS
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Str 13, Dex 18, Con 13, Int 12, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats Point Blank Shot, Precise Shot
Traits Reactionary, Comfortably Numb, Outlander
Skills Climb +7, Knowledge: Nature +7, Perception +7 (+2), Ride +10, Stealth +10 (+2), Survival +7 (+2)(+1 Track), Swim +6, Knowledge: Geography +7 (+2)
Languages Common, Sylvan, Auld Iobarian
SQ Track +1, Wild Empathy +2 (Ex)
Combat Gear Greataxe, Masterwork Chain Shirt, Masterwork Composite Longbow (30 Arrows, 16 Cold Iron Arrows, 6 MW Cold Iron Arrows, 17 Bloodrot Arrows, 4 Darkwood Arrows); Other Gear Backpack (2 @ 5 lbs), Climber's kit, Flint and steel, Pouch, belt (1 @ 1.34 lbs), Rope, silk (50 ft.), Signal Horn, Sunrod (2), Waterskin, Winter Blanket, Cloak, Ring of Hunter's Howl, Sabretooth Fang (Trophy), Humanoid Infant Bone-Handled Knife

Raw Materials: dimhíw firgenholt is the Iobarian form of darkwood. There are enough shards of this fey wood present from the trows Large size longbow to fashion either a normal sized shortbow/comp shortbow or 16 arrows.

COIN
Marc = gold mark [gp]
Scilling = silver shilling [sp]
Cypren = copper coin [cp]

GP: 53
SP: 8
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SPECIAL ABILITIES
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Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Master of Terrain (Ex): At 1st level, a Warden selects his first favored terrain. He gains another one at 3rd level,
and then every five levels thereafter (for a maximum of
five favored terrains at 18th level). This ability replaces
the ranger’s first favored enemy ability.
Favored Terrain (Ex): Cold (ice, glaciers, snow, and tundra); Mountain (Including Hills)Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Live in Comfort (Ex): At 2nd level, a Warden is truly at
home within his favored terrains. He knows all the signs
of the wilderness. He rarely gets lost. He can easily live
off the land in comfort, and can provide for companions.
The Warden can take 10 on any Survival check involving
any of his favored terrains, even when in immediate
danger and distracted. If the Warden is not in immediate
danger and distracted, he can take 20 even if the check
has a penalty for failure. This ability replaces all combat
style feats.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Comfortably Numb: You have grown up in the harsh cold lands of the north and barely notice the chill of winter.
Benefit: You gain a +4 trait bonus on all saving throws made to resist the effects of cold environments. You also acquire energy resistance 1 against cold.
Drawback: Your senses are dulled also and you suffer a -1 penalty to Perception checks.
Outlander (Achievement Trait)
As an Outlander you are both respected and feared in equal measure by the insular folk of Kustnir. The proud people of Kustnir begrudgingly accept that outside help is needed for their beleaguered village. Yet their inherent mistrust of outsiders and strangers means until you free them you’ll not be totally accepted.
Benefit: While in Kustnir and the surrounding area you gain both a +1 on Diplomacy checks with exponent villagers and a +1 bonus to Intimidate checks against any belligerent locals.
Gífr-banamaðr or Trow Slayer (Achievement Trait)
As a seasoned Gífr-banamaðr or trow slayer, you know how best to send these brutes to the next life...
Benefit: When in combat with trolls (or any other creature of the Giant subtype) you gain a +1 trait bonus to flanking attacks and a +1 bonus to confirm critical hits.
Endurance Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; 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.You may sleep in light or medium armor without becoming fatigued.
Ring of the Hunter's Howl
Functions as the spell 1/day. CL: 4 (lasts 4 rounds)(20' Radius Burst)
With a single primal howl, you strike fear in your opponents. Until the end of the spell's duration, you treat those affected by it as if they were your favored enemy, gaining a +2 bonus on weapon attack and damage rolls against them, and a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them. If an affected creature is already one of your favored enemies, it is shaken instead. This is a mind-affecting fear effect.

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CAMPAING INFO/RUMORS

Spoiler:
The Púca (or woad goblins) plague the village of Hálbriden far more than your logging community of Ciselwella. This is long attributed to the woodsmen’s treaty with The fey of Storith Wood. While you have never personally fought the creatures, you are aware that the Púca’s fortified lair is located in a hillock due east of Hálbriden.

While the concerns of the Púca have grown, they pale compared to the rumoured goings on in the village of Kustnir. If indeed some evil is making murderous visitations upon the fisher folk, then they could probably use a skilled tracker and marksman like yourself.

Recently a merchant from Orlov and his alfur bodyguard left Kustnir for the trading post of Gánnáhwǽr. Their planned route was to skirt the coast of the Lake, and head south, but they never arrived.

Those who have fought the Púca claim that the chief of these woad goblins has three eyes. His extra eye was a gift from the Cyclops themselves.

BACKGROUND:

Luke was born and raised in the region of Iobaria known as Berghof ("Cold Hills" in Auld Iobarian) not far from from the northern pine forests known as the Storith Wood in a village called Ciselwella ("Gravel-Well" in Auld Iobarian). It is a small logging village where the locals ply their trade on the outskirts of the Storith Wood. They mainly recover deadfall and are mindful of the fey that inhabit the wood. As a boy, he wondered far and wide exploring the surrounding wilderness. Luke befriended an old Dwarven hermit, Frerin, deep in the Storith Wood that taught him the ways of nature and tracking animals of all shapes and sizes. Frerin told stories of old when he battled the Puca of the area to protect both the wood and the people living nearby from the foul beasts. Luke became one with the land. His father passed on while he was only 12 years old, and he was left alone with his mother Magdelain. His only male influence became the Dwarven hermit. Luke was no logger regardless of his proficiency with an Axe, but he had become an accomplished hunter, tracker and guide.

For the past seven years Luke has put his significant skills to use in order support his mother. He is a guide to anyone traveling in the northern Iobarian region of Berghof. He knows the land like no other, and he has become an accomplished marksman. He has made enough gold to see his mother through many winters, and he ventures further into the wilderness with every job. He wants to see more as he expands his skills and his knowledge of the land over which he traverses. He considers himself a Warden of the vast white wilderness of Berghof. There are no boundaries for Luke Falgren.

Saga Quests:

While collecting payment in Gannahwaer for a recent guide job, Luke befriends Kevkul Steelhide, a Dwarven cleric of Cailean Caydean. The two shared many stories over many droughts of fine ale at a local tavern in the trading town. Overhearing rumors of troubles in a northern town of Kustnir on the Lake of Mists and Veils, Luke agrees to guide Kevkul to the town to see if they can be of aid. In addition there are rumors of an Olov merchant traveling with an alfur bodyguard that disappeared somewhere near Kustnir. Being a Warden of the area, Luke sees it as necessary to investigate this disappearance as well.

From Pater in Kustnir: Muli knows were Quern can be found… he lives in the shadow of Little Icerime, the furthermost dún to the Northwest… The Icerimes are a ceald nest of many atolu my freówineas, some even say the dúna themselves are accursed... Be Þurhwacolan! Tarry not lest trow or jotunn catch wind of you…”

He grumbles as he stiffly rises and leads you back into the crisp afternoon;

”Make what arrangements you need for the trip. We can supply some dried rations, ale and equipment should you need it. Klenna will arrange anything you require. Luke will know the best route to take. May the metedas guide you and protect us in your absence!” (Petrik, known to Muli and Luke disappeared while also visiting Quern)

Dún = mountain, hill
Ceald = cold
Atolu = horrors, evils
Freówineas = noble friends
Dúna = mountains
Þurhwacolan = vigilant, ever watchful
Metedas = fates, gods

Ye forhtung them in deorf Vikingr? Old Ǽdensor Highmettle is a tóh old stone, but even he took on extra feorhhyrde due tae Berghof's fell rumours... They thought to circle súþecg and avoid Puca or worse... Would ye go to them, fylstan their passage to Hálbriden? We cannae spare men... but we can spare mynet..."

forhtung = fear
deorf = trouble, danger
tóh = tough, tenacious
feorhhyrde = guard, protectors
súþecg = southern edge, route
fylstan = protect, aid
mynet = coin, money

From Disa as She Parts Ways:"I too takk my leave. The wyrde decree I am needed elsewhere, though we too shall meet again brothers and sister of the blade. But I do not go ídelhende..."

wyrde = (AI): The Fates
ídelhende = (AI): empty handed

With that the rune caster bids farewell to each of you in turn, with a hand clasp and a whisper...

Disa's Forgiefa (Gift Words) to Luke:

Ware the mountains upon mountains. All cloaked in frost. All most fell.


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