Archer 4 - 35/35 hp + 0 nonlethal, Init +5, AC 21 [touch 14, FF 18], Fort +4, Ref +5, Will +2; Perception +8
Banished from his homeland in the land of the Linnhorm Kings for crimes he prefers not to talk about, Vermundr made his way to Absalom with hopes of putting his strength and skills to use working for the illustrious Pathfinder Society. As most do, he waited outside the Grand Lodge's doors for days on end, awaiting a chance to apply for admission. Eventually, his wish was granted and the doors opened for him.
The training was difficult, the more academic aspects all but lost on his unschooled mind and the exploration training was counter-intuitive. The idea that his job might require him to put the lives of his comrades before his own was bizarre for the survival-oriented Ulfen. With time though, the lessons sank in and Vermundr began to look forward to the life of a full-fledged Pathfinder.
That is, until his final test - his Confirmation - was administered. Again, the subject is a topic that the young Northman prefers to not speak of, but whatever it was, it was something that he had failed at in such a way that the Pathfinders deemed him unworthy to join their ranks. Disgraced and bereft of what little purpose he had left, Vermundr joined a local mercenary guild doing work across the Inner Sea but each time returning to Absalom in hopes of another chance as a Pathfinder.
With the weight of his failed admission to the Society weighing on his thoughts, Vermundr took whatever work he could find. He stumbled from job to job until he found himself far to the north in the employ of Kelda Oxgutter. Kelda was fierce ulfen woman and, though she made his heart ache with loss over the home he'd left behind, fighting alongside her helped him forget the failures of his past.
Life at sea was everything the young ulfen wanted until the day he, Kelda, and the rest of her crew were ambushed by a monstrous sea drake just outside Brinewall Castle. Kelda managed to slay the beast but not before her ship was smashed to splinters and the rest of her men were slain. Young Vermundr dragged himself to shore alongside his headstrong leader and, though both were severely wounded, Kelda wished to seize Brinewall's riches right away. Vermunder followed but the pair didn't get far before they were ambushed by the keep's defenders and captured.
Vermundr is a tall (6'4") fair-skinned youth, with an appearance typical of the Ulfen people. Although powerfully built with long strong limbs, his strength is well proportioned and he carries himself with a grace and agility rarely seen among his more musclebound kin. His mid length hair and short seal-brown beard are clean and well cared for.
He carries a massive enchanted bow, a testament to his prowess and dresses lightly - a low-cut tunic covering a suit of fine mithril mesh.
Tattooed across his thickly muscled chest is the visage of a fearsome sea hawk, talons outstretched and poised to strike.
Vermundr is young man with simple tastes: mead, maids, and the coin to afford them are his primary interests. His time away from the north have softened him some but he is still overly taciturn at times and nearly humorless.
Human (Ulfen) Barbarian (Superstitious, Wild Rager) 3/Sorcerer (Tattooed Sorcerer, Wildblooded) 1
CN Medium humanoid (human)
Init +5; Senses Perception +8
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 35 (3d12+1d6+4)
Fort +4, Ref +5, Will +2
Speed 40 ft.
Melee battleaxe +6 (1d8+3/x3)
Ranged masterwork composite longbow +8 (1d8+3/x3)
Special Attacks rage, rage powers (reckless abandon [+/-1])
. . 3/day—mage hand Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 1st; concentration +2):
1st (4/day)—true strike, endure elements
0 (at will)—detect magic, mending, detect poison, light
Str 16, Dex 19, Con 12, Int 8, Wis 8, Cha 12
Base Atk +3; CMB +6; CMD 20
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Varisian Tattoo
Traits highlander (hills or mountains), suspicious
Skills Acrobatics +9 (+13 jump), Bluff +4, Climb +9, Diplomacy +8, Disguise +4, Escape Artist +3, Fly +3, Intimidate +10, Perception +8, Ride +3, Sense Motive +6, Stealth +11 (+13 in hilly or rocky areas), Survival +8, Swim +6; Racial Modifiers highlander (hills or mountains)
Languages Common, Skald
SQ bloodline tattoos, familiar tattoo, fast movement, mutated bloodlines (envenomed), sixth sense, uncontrolled rage, wild fighting
Combat Gear Wand of Gravity Bow, Wand of Shield; Other Gear +1 Mithral Agile breastplate, Battleaxe, Masterwork Composite longbow (Str +3), Circlet of persuasion, Backpack (2 @ 14.32 lbs), Rope, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0 lbs), 216 GP
+3 to Survival checks You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to ha
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
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 melee.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sixth Sense +1 (Ex) +1 initiative and +1 AC during surprise rounds.
Uncontrolled Rage (DC 14) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.
Varisian Tattoo (Transmutation) Spells from chosen school gain +1 caster level.
Wild Fighting (Ex) Make extra attack at full BAB when full attack, but -2 to hit & -4 to AC for 1 rd.