Friendly Fighter

Brand Oluffson's page

591 posts. Alias of Torilgrey.


Full Name

Brandt Oluffson

Race

Human (Ulfen)

Classes/Levels

Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12

Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Gender

Male

Size

Medium

Age

22

Special Abilities

HP: 67

Alignment

NG

Deity

Erastil

Location

Stolen Lands

Languages

Common, Skald

Occupation

Huntsman

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Brand Oluffson

Brandt is the son of Oluff the Tall, an Ulfen in service to the Aldori family of Lord Hiemerr. Oluff saw that his son learned much about his homeland, and about his father's land. Brandt learned to hunt alongside his father in service to the Hiemerr lands. Oluff also made sure his son was capable as a seaman, even if Lake Encarthian was a long way from the Rostland where he grew up.

Brandt was always enthralled of the stories of the lands where kingship was dictated by thrilling battles with linnorms, of where hags and trolls attempted to thwart the work of heroes, where men sail in service to themselves on great adventure. Oluff always blushed over the rougher parts of his Ulfen past that caused him to flee to Brevoy in the first place.

Brandt showed skill in the traditional arts of a woodsman with his father's tutelage. He also has some ability at nautical navigation, although would easily give way to more experienced hands. His time on ships was very limited to some days on Lake Encarthian, not the open seas.

Brandt has grown into a young man who shows the characteristics of his father's land. He is on the larger end of height, and is broad across the shoulders. He eschews the long hair and braids of his father's people, but wears a full beard like his father before him. His blond hair is customarily short, and his green eyes continually seem restless.

Brandt has an easy way, and prefers to be in the company of folks who are less refined, although he knows enough in polite company not to speak unless spoken to. He does enjoy travelling in the woods, and hunting, although he prefers hunting himself, rather than using hounds and beaters for nobility hunters.

When given the chance to head to the Stolen lands as an opportunity for him to strike out on his own, Brandt jumped at the chance and fins himself on his way toward a new life. His time in the stolen lands hasn't been as heroic as he thought, occasionally skirmishing with bandits, and helping protect the odd farmer's cattle from raiders. Certainly no trolls, hags or linnorms to wrestle with thus far.

Then he started hearing rumors of the bandits being controlled by a near legendary being, and of the heroes who vanquished him. What potential do these others hold in the Stolen Lands, what do they want with this territory? Would they be scoundrels like the others he'd crossed blades with in the wilderness, or were they hopeful for a new, safer beginning?

Brandt steeled his resolve, and set out to meet these heroes, to see if they were fitting, or were a new threat to be faced in the Stolen lands. Hopeful, but used to disappointment, Brandt set out to meet them and see what the future holds...

Brandt Oluffson
Male human (Ulfen) ranger 7
CG Medium humanoid (human)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 76 (7d10+17)
Fort +8, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 flaming ranseur +8/+3 (2d4+11/×3 plus 1d6 fire) or
. . cold iron dagger +6/+1 (1d4+7/19-20) or
. . handaxe +6/+1 (1d6+7/×3) or
. . mwk greataxe +9/+4 (1d12+10/×3) or
. . silver dagger +6/+1 (1d4+6/19-20) or
. . warhammer +8/+3 (1d8+7/×3)
Ranged composite longbow +10/+5 (1d8+3/×3) or
. . javelin +9/+4 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 flaming ranseur)
Special Attacks combat style (archery), favored enemies (giants +2, humans +4)
Ranger Spells Prepared (CL 4th; concentration +6)
. . 2nd—barkskin
. . 1st—animal messenger (2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +7; CMB +8; CMD 23
Feats Boon Companion[UW], Cleave, Combat Expertise, Deadly Aim, Dodge, Endurance, Manyshot, Power Attack, Quick Draw, Rapid Shot, Weapon Focus
Traits rostlander, viking blood (lands of the linnorm kings)
Skills Bluff +1, Climb +11, Craft (bows) +9, Handle Animal +8, Heal +9, Intimidate +9, Knowledge (dungeoneering) +9, Knowledge (geography) +5, Knowledge (nature) +9, Perception +12, Profession (sailor) +8, Ride +10, Spellcraft +6, Stealth +16, Survival +12, Swim +8
Languages Common, Hallit, Skald
SQ favored terrain (forest +2), finesse weapon attack attribute, hunter's bond (wolfdog named Fenrir), track +3, wild empathy +7, woodland stride
Combat Gear potion of cure light wounds; Other Gear mithral chain shirt, buckler, +1 flaming ranseur, arrows (80), cold iron dagger, composite longbow (+3 Str), handaxe, javelin (6), mwk greataxe, silver dagger, warhammer, cloak of elvenkind, efficient quiver, backpack, basic maps (major landmarks only), belt pouch, bowyer tools, flint and steel, hemp rope (50 ft.), knife, utility (0.5 lb), manacles, light horse (combat trained), bit and bridle, blanket, feed (per day), pot, riding saddle, saddlebags, trail rations, waterskin, light horse (combat trained), bedroll, bit and bridle, blanket, carpentry tools, feed (per day), mess kit, riding saddle, saddlebags, shovel, torch, 10 pp, 32 gp, 2 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Fenrir) Companion or familiar abilities are treated as if you were a higher level.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to Survival checks made to track.
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

Fenrir CR –
Wolfdog (Ultimate Wilderness 182)
NG Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 44 (6d8+14)
Fort +7, Ref +8, Will +5 (+4 morale bonus vs. enchantment effects); +2 morale vs. abilities of aberrations, outsiders, and undead
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +8 (1d6+13 plus bleed)
Special Attacks bleed (1d4)
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 22 (26 vs. trip)
Feats Combat Expertise, Deadly Aim, Devotion Against The Unnatural[UW], Iron Will, Power Attack, Weapon Focus
Tricks Attack, Come, Down, Guard, Heel, Track, Watch
Skills Acrobatics +8 (+12 to jump), Perception +6, Survival +3
SQ attack, come, devotion, down, finesse weapon attack attribute, guard, heel, track, watch
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Bleed: Bite (Ex) Attack causes additional damage at the beginning of the target's turn.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Come [Trick] The animal will come to you on command.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Devotion against the Unnatural Gain additional resistance to certain creatures’ abilities
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.
Watch [Trick] Stands watch over designated area.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

--------------------

Hrimfaxi CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding, finesse weapon attack attribute
Other Gear bit and bridle, blanket[APG], feed (per day) (2), pot, riding saddle, saddlebags, trail rations (5), waterskin (2)
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

--------------------

Skinfaxi CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding, finesse weapon attack attribute
Other Gear bedroll, bit and bridle, blanket[APG], carpentry tools, feed (per day) (2), mess kit[UE], riding saddle, saddlebags, shovel (2), torch (10)
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.