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About Calder BrandsonCALDER BRANDSON Male Human (Ulfen) fighter 4 / ranger 3. NG. Init +6; Senses Perception +9, Languages Common, Skald, Tien
Fort +9, Ref +6, Will +2, +1 Will vs. fear Speed 30 ft. (6 squares) Melee greataxe +1 (impervious) [power attack (two-handed)] (two handed) +11/+6 ((two handed) 1d12+15/x3)
Base Atk +7; CMB +11; CMD 24 Atk Options Blind-Fight, Power Attack, Humanoid (Human) +2, Abilities Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 12 Special Qualities Armor Training, Bonus Feat, Bonus Feats, Bravery, Combat Style Feat, Favored Terrain (Cold) +2, Skilled, Track +1, Wild Empathy +4, Feats Blind-Fight, Cleave, Combat Reflexes, Endurance, Improved Initiative, Improved Unarmed Strike, Power Attack, Vital Strike, Weapon Focus (Greataxe), Weapon Specialization (Greataxe) Skills Acrobatics -2,
Possessions hat (common/leather); greataxe +1 (impervious); ring of protection +1; belt of giant strength +2; outfit (explorer's); lamellar (steel); smoked goggles; axe, throwing (x2); Belt Pouch [ Sewing Needle (x2); Whetstone; Fishhook (x2); Mirror (Small/Steel); ]; Waterproof Bag ; Handy Haversack [ Blanket (Winter); Bedroll; Coffee (Cup) (x22); Coffee Pot; Grappling Hook, Common; Hammer; Honey (Jar); Iron Spike (x6); Lantern (Bullseye/Waterproof); Oldlaw Whiskey (Bottle); Rations (Trail/Per Day) (x10); Oil (1 Pint Flask) (x2); Shaving Kit; Shovel; Soap (per lb.) (x2); String (50 feet) (x2); Survival Kit (Masterwork); Rope (Silk/50 ft.); Cold-Weather Outfit; Powdered Milk; Handaxe; Arrows (20) (x2); Arrows (20/Cold Iron); Climber's Kit; Snowshoes; Cleats; ]; Hip Flask ; Canteen ; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); Dagger (Alchemical Silver); ]; Composite Longbow STR +0 ; Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1 Bravery (Ex) You gain a +1 bonus to Will saves against fear effects. Caravan Guard You recently hired on to Sandru's caravan to serve as a guard, but the job, while it paid well, gave you little chance to scratch the adventuring itch, since the caravan never really ventured into dangerous territory. You understand why Sandru avoided the more dangerous routes, of course, but that didn't help assuage your urge to seek adventure. You've just told Sandru that you're quitting the job in order to try your hand at adventuring - he seemed to understand, and even gave you some good tips on how best to survive potential challenges. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you. Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Favored Terrain (Cold) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in cold terrain (ice, glaciers, snow, and tundra). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked. Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures. Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Track (Ex) You gain +1 to Survival checks made to follow tracks. Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. 1. Calder is a tall, powerfully built man. His thick black hair is braided and tied back, his beard and mustache are kept neatly trimmed. He has calm, watchful blue eyes and a pragmatic disposition. Taking things as they come but always ready for them to go wrong. “Hope for the best. Prepare for the worst.” Is Calder’s creed. 2. Calder is barely acquainted with Ameiko, and then only through being part of Sandru’s caravan Guard as it came to Sandpoint. 3. Calder’s reasons for being happy to join to caravan to the other side of the world go back to his childhood in Kalsgard. Growing up in a typical Ulfen house, filled with towering men and woman, with the exception of his maternal Grandmother.
The young girl arrived in Kalsgard, looking for relatives to live with in the Jade quarter. There she caught the eye of a young Ulfen warrior named Erik Torsson. Despite the great divide in culture and stature the pair fell deeply in love and were soon married. Yuriko gave Erik two sons and a daughter. When Erik passed away and Yuriko was too old to live alone she came to live with her daughter Kasumi, who had married Brand Auranson.
It is from Yuriko that his extremely rare among the Ulfen ink black hair comes from. Aside from that there is very little sign in Calder of the touch of foreign blood he carries. 4. Like his Father and Grandfather before him Calder is a fighter. Like so many Ulfen boys he started young and trained hard. Calder likes being a fighter, he enjoys a good fight and accepts the hardships that come with it with his usual phlegmatic calm. 5. Calder is almost a professional Ulfen, he’s served time in a Karls guard, spent time working on a dragonship, and most recently has been working for Sandru as a caravan guard. Calder loves to travel, he takes the jobs that let him do this. Behind the beard and the height Calder is smarter than he lets on, only his closest friends and family know the dry sense of humor that lurks behind the hulking fighter that most of the world sees. He is a gentle man with children, he loves hearing their stories and sharing his own with them, spending time happily with children, who seem drawn to the gentle giant. With adults calder treats people as they treat him, he’s calm and quiet, yet happy to break skulls anyone who challenges him ,or flirt with a pretty girl if the chance comes up. 6. His alignment shows that Calder prefers to help people and isn’t worried too much about the legalities when he does so. He has the Ulfen respect for strength, but learned young that strength can take more forms than just muscle. He admires Clerics and Bards, watches arcane casters with delight, just so long as the magic isn’t aimed at him. And has learned that a good Rogue is a lifesaver if you want to survive as an adventurer. |