Stigr Falksson, "Prophet" of Erastil
Male Ulfen inquisitor (heretic) 2/warrior 2 (gestalt)
Melee Battleaxe +4 (1d8+2/x3) OR
Ranged Composite longbow +7 (1d8/x3) OR
Combat Options Point Blank Shot
Spells: 0: 4/day, 1: 3/day
Base Attack Bonus +2; CMB +4; CMD 19
Feats Point Blank Shot, Precise Shot
Traits Ice Walker, Reactionary, Restless Wayfarer
Languages Common, Dwarven, Hallit, Skald
Composite longbow (3 lb., 100 gp)
20 Arrows (3 lb., 1 gp)
20 Cold iron arrows
Battleaxe (6 lb., 10 gp)
Dagger (1 lb., 2 gp)
"Don't you dare walk out of here, boy!" Falk Omundsson, face red with rage. The priest of Erastil was leaning on his spear, keeping the weight off of his bad leg as he stood in the doorway of his shack. The wind blew his hair and furs around his broad frame along with the small dustings of snow that seemed to be most always on the ground in the Lands of the Linnorm Kings.
"Boy?" the reply was soft, barely audible over the howling winds. "I've seen two dozen summers, father. I've been on more than a score of hunts. I've not been a boy for some time." The figure stood several steps from the doorway, a heavy cloak and furs pulled tight around him. On his back was slung a thick leather pack and an unstrung bow. His cowl was pulled up to protect him from the chill.
"You are my son. You do what I tell you, and I command that you stay here!" Falk practically had foam at the corner of his mouth by this time, his face growing a deeper crimson by the moment. "You cannot just abandon your faith!"
Now the figure in the cold turned around, and his hood fell in the wind. His face was remarkably similar to Falk's... unless one remembered that this was the priest's son, in which case the similarity was far less than remarkable.
"Leaving your homeland on a pointless raid? Leading the young men who make life possible for their families and villages to their deaths in a pointless war to reclaim land not worth the effort? Abandoning any hope for peace for the chance of gaining back ancestral land that our people neither need nor desire, all on the whim of a boisterous and rash king?" Stigr Falksson shook his head, an expession of disappointment clear on his features. "You, not I, have abandoned the faith of Old Deadeye."
"You are a blasphemer and a heretic! You have turned on your god, and now he will take all that he has given you! Your hunting skill, your power as his hand here on Golarion... everything!" Falk thumped his spear on the ground. "He will rescind his gifts to you!"
Stigr shook his head, turned, and walked away. "Oh, but he continues to give them..." he whispered to himself.
Wandering for years across Avistan, Stig eventually found that village in Heldren. Though his height, build, and hair set him apart from the local populace, he also found that Heldren was accepting of outsiders and those often deemed "different" in general civilization. Seeing this small settlement as just the region Erastil would most greatly care for, Stigr wholeheartedly offered his services as assistant priest and guardsman for the town. He also served as a hunter, providing food for the town whenever he could in return for rights to sleep in the hinterlands and live with the town. His camp is about ten minutes' walk from Heldren.
Lately, though, Stigr has felt a pull to begin his travels again... perhaps even back north. He feels as though he is serving as any average priest of Erastil might, but that he serves a higher, more specialized purpose. Whether this drive will take him anywhere is to be seen...
Stigr Falksson stands slightly taller than most men, and has a powerful stature. He is almost always wearing his traveling clothes, which have been mended and patched dozens of times over the years, though he has abandoned the heavy furs he used to wear in the north. He usually leaves his axe and shield at his camp, though he is never without his bow and quiver, though he often keeps the former unstrung and uses it (gingerly) like a walking staff. Everyone in Heldren knows him as "Prophet," except for the town's priest, who knows him to be named "Stig."
Cunning Initiative: Stigr adds his Wisdom modifier to initiative rolls in addition to Dexterity.
Detect Alignment: Stigr can use detect chaos/evil/good/law at will as a spell-like ability, though only one at a time.
Domain: Stigr has taken the Animal domain with the Feather subdomain.
--Granted Powers: Fly and Knowledge (nature) are class skills. Any spell Stigr casts that grants him a fly speed has one step better maneuverability.
--Eyes of the Hawk: Stigr gains a racial bonus equal to 1/2 his cleric level . If he may act during a surprise round, he gains a +2 racial bonus to initiative.
--Bonus Domain Spells: calm animals.
Hide Tracks: Any creatures attempting to track Stigr take a -5 penalty on rolls to find or follow his tracks.
Judgment: Stigr may activate his judgment once per day as a swift action. He may change his judgment as a swift action. The bonus lasts until the end of combat.
--Destruction: +1 sacred bonus on weapon damage rolls
--Escape: each time Stigr hits with a melee or ranged attack, he can use a move action to attempt to create a diversion to hide
--Healing: fast healing 1
--Justice: +1 sacred bonus on attack rolls
--Piercing: +1 sacred bonus on concentration checks and CL checks to overcome SR
--Protection: +1 sacred bonus to AC
--Purity: +1 sacred bonus to saving throws
--Resiliency: DR 1/magic
--Resistance: resistance acid/cold/electric/fire/sonic 2
--Smiting: weapons count as magic to overcome DR
Lore of Escape: Stigr adds his Wisdom modifier on Bluff and Stealth skill checks in addition to the normal modifiers.
Stern Gaze: Stigr gains a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his inquisitor level .
Track: Stigr adds 1/2 his inquisitor level to Survival checks made to follow or identify tracks .