Acrobatics: +9
Appraise: +3
Bluff: +7 (+4 vs humans, +2 vs animals)
Climb: +17
Craft: +3
Diplomacy: +0
Disguise: +0
Escape Artist: +2
Fly: +2
Handle Animal: +10
Heal: +2
Intimidate: +0
Knowledge (Arcana): N/A
Knowledge (Dungeoneering): +12
Knowledge (Engineering): +7
Knowledge (Geography): +12 (+2 in mountains)
Knowledge (History): +6
Knowledge (Local): +7
Knowledge (Nature): +13 (+4 vs humans, +2 vs animals)
Knowledge (Nobility): N/A
Knowledge (Planes): N/A
Knowledge (Religion): N/A
Linguistics: +6
Perception: +9 (+4 vs humans, +2 vs animals, +2 in mountains)
Perform: +0
Profession (Behemoth Pilot): +5
Ride: +11
Sense Motive: +5 (+4 vs humans, +2 vs animals)
Spellcraft: N/A
Stealth: +10 (+2 in mountains)
Survival: +15 (+4 vs humans, +2 vs animals, +2 in mountains)
Swim: +3
Use Magic Device: N/A
Traits:
Spoiler:
Reactionary [Basic(Combat)]: +2 trait bonus on Initiative checks
Cliff Jumper [Region(Andehar)]: +1 trait bonus on Acrobatics and Climb checks, and on reflex saves to avoid falling
Str 14 +2
Dex 18 +4
Con 13 +1
Int 2 -4
Wis 15 +2
Cha 10 +0
Special Abilities
Spoiler:
Favored Enemy (Ex): Gain bonus on Bluff/Knowledge/Perception/Sense Motive/ Survival checks, weapon attacks and dmg rolls; may make Knowledge checks untrainted when attempting to identify these creatures: +4 vs Humanoids (human), +2 vs Animals
Track (Ex): Gain +3 on Survival checks to follow/identify tracks
Wild Empathy (Ex): Spend 1 min and roll 1d20+rngr lvl to improve attitude of an Animal within 30' as if using Diplomacy; influence magical beast w/ Int of 1 or 2 at a -4 penalty
Combat Style (Ex): Archery
Favored Terrain (Ex): Gain bonus on Knowledge (geography)/Perception/Stealth/Survival checks, initiative checks when in favored terrain; may leave no trail & cannot be tracked; +2 in Mountains (including hills)
Hunter's Bond (Ex): Gain Animal Companion; effective druid level Rngr level -3
Woodland Stride (Ex): May move through any non-magical undergrowth at normal speed and w/out taking damage or suffering any other impairment
Equipment
Spoiler:
Ring of Climbing
Ring of Sustenance
Glamered +2 Studded Leather Armor
Heavy Wooden Shield
Starting Outfit
Holy Symbol
backpack
150 ft silk rope
grappling hook
climber's kit
alchemist's lab
caltops x5
winter blanket
bedroll
tent
signal whistle
smokestick x6
sunrod x10
alchemist's fire x3
antitoxin x1
tindertwig x20
5 pints lamp oil
bullseye lantern
Belt Pouch
potion of barkskin x2
potion of cure light wounds x2
potion of cat's grace x1
Appearance/Vital Statistics Height: 6'1"
Weight: 230 lbs
Age: 26
Eye Color: green
Hair: green
Skin: tanned
Appearance:Portrait
Alistair Lwellyn was once a promising behemoth pilot for the Empire of Andihar; until 5 hours ago. His unit had been sent into a small community that lay in the shadow of the Cynderwall Mountains. They were tasked with rooting out and elminating a small pocket of traitors and spies, individuals who were hiding in the village. Upon their arrival, Alistair's commanding officer ordered his men to advance; and to spare no man, woman, or child. Alistair balked at the order, and in dawning horror realized his unit was obeying as the sound of screams and the smell of blood quickly filled the air.
In a rage, Alistair lashed out, dispatching the other behemoth pilots before turning his blind fury on the remainder of his unit. As far as he knows, he killed them to the man, though he hardly lingered long enough to confirm this. In a daze, he accepted a few proffered gifts from some of the survivors before a trumpet blast in the distance shook him out of his stupor. With hurried steps, Alistair retrieved all his personal belongings and effects from his behemoth, and with a simple nod left the villager's behind as he fled for the Cynderwall Mountains.
His only hope now is to make it to the mountains before any reinforcements discover his treachery and chase him down. With a little luck and a lot of Iomedae's blessings, he might be able to make it to the mountains and find passage over them, hiding behind the border of neighboring Valedar.
His main regret is that he will likely never see his family again and that they will live the rest of their lives likely believing whatever vile story the Empire concocts regarding the death of his unit and his subsequent desertion.