-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7,
Size
Medium
Age
23
Alignment
Neutral Good
Strength
18
Dexterity
14
Constitution
10
Intelligence
10
Wisdom
16
Charisma
10
About Erik Haakon
Background
Erik grew up an aristocratic family in Irrisen. His mother kept him isolated from the evils of the land but died when he was in his teens. Naive and seeking to find his place in the world he joined the Witchguard and was trained to protect the ruling White Witches. However, once his training was complete he was appalled to see how the White Witches treated the people. He was forced to kill his charge to prevent her murdering an innocent and fled Irresen.
On the run from the Cold Sisters, Erik has come to Absalom seeking a spellcaster deserving of his protection.
Other Gear Ring of protection +1, Cloak of resistance +2, Sir Edwind's sword (20% spell failure, 1/2 magical AC, +1 attack, +1 damage vs undead), +1 Chainmail, Rod of Cancellation, Arrows (48), Composite (+4) Longbow, Cold Iron Heavy Flail, Silver Longsword, Backpack (12 @ 28.5 lbs), Handy haversack, Bedroll, Belt pouch (1 @ 0.8 lbs), Blanket, winter, Flint and steel, 150 ft Rope, Soap, Torch (4), Trail rations (8) Waterskin, Hex nails (2), Silver arrows (40), cold iron arrows (40), blunt arrows (32), potion of remove curse, elixir of truth, dust of dryness, 8877gp, 8sp, 3cp
Special Abilities:
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Enemy (Undead +4) (Ex) +4 to rolls vs Favored Enemy (Undead).
Favored Enemy (Evil outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil outsiders).
Favored terrain (Underground) +4 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Favored terrain (Urban) +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Power Attack -3/+6 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.
Track +5 Add the listed bonus to survival checks made to track.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Shadow taint Resistance 5 cold and light sensitivity.
Bodyguard Can spend an AOO to aid an adjacent PC's AC.
Cleave Can choose -2AC to allow a second attack on an adjacent target if the first hits (Must be declared).
Furious focus No power attack penalty on first attack each turn for two handed.
Defend charge 3/day spend move to grant adjacent spellcaster +6 dodge AC and +6 concentration for 3 rounds.
Deadly aim -3/+6 You can subtract from your attack roll to add to your damage.
In Harm's Way While using aid another can intercept an attack from an ally.
Manyshot Shoot two arrows for the first attack in a full attack.
Step up Chase enemies that 5 foot step away.
Precise shot No -4 shooting into melee
Spells:
Ghostbane dirge Resist energy Endure elements, communal Protective spirit Detect poison Speak with dead