Winter Guard Falconer

Halvar Knud Kraja's page

24 posts. Alias of Chris of the Clouds.


Full Name

Halvar Knud Kraja

Race

Human

Classes/Levels

Warpriest 1 | Init +3 | Per +7| Fort +4 Ref +3 Will +4| HP 10 | AC 19 (18 if bow used) (f-16/t-13) | CMD 15 | SPD 20

Age

29

Alignment

CG

Deity

Uller

Location

Crim

Languages

Common, Elven

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

About Halvar Knud Kraja

Appearance
Halvar stands 6’ tall with a long single braid of dirty blond hair and a roughly cut beard of the same color. His muscular physique and rough looks speak of much time spent away from polite society and/or a lack of concern for what polite society thinks. His prominent longbow, longsword, and dagger further confirm that he prioritizes things other than his appearance. However, his scale mail appears to be newly acquired and glints when seen underneath his earth-colored wool cloak. He wears a few medals on a simple chain necklace. One is for the Warrior clan with a single pip in recognition of a significant deed. A second medal of copper with a bit of green patina is engraved with a bow and arrow for Uller (God of Hunting, Archery, and Winter). In contrast, a well-polished bronze brooch with intricate knots that is obviously not a medal is also on the chain.

Rarely smiling and constantly looking about with his piercing gaze, Halvar does not have a welcoming demeanor. He’s more the type that you would rather not meet in a dark forest or see on the other side of the battlefield. However, in the right situations, such as tending to the wounded, the sternness melts away and a compassionate man is revealed.

Knowledge, Local DC 15:

Born in 971, Halvar is the third child of Fidan Kraja and Skendere Krasniqi. Halvar grew up in the city of Crim but spent much of his time hunting in the nearby forest of Coltry Grove. Rumor is that his father forced him to attend the Cypress Academy where he excelled but only lasted a couple years due to being too much of a free spirit. Halvar opted for joining the Crim Operatives to fight in the War of the Wript. Halvar served for several years mostly as a messenger and scout, but rumors abounded about what else he might have done due to many extended absences.

When the war ended Halvar left the military and civilization to live the Coltry Grove for a couple years where he was known to be a blessing to travelers in need and a bane to those who would prey upon them. Upon returning to Crim, his father had already sold the family business so he worked for a while as a freelance messenger and caravan guard. Halvar then fulfilled his civil service requirement to be a fully respected member of Crim society.

Halvar is not a member of the clergy of Uller but has been known to heal people in his name. Despite his appearance, he is known to be a kind soul that frequently performs random acts of kindness and charity. However, he’s also known for loosing his sharp tongue and even an arrow at those that are disrespectful of nature.

Medals
Warrior Guild - 2 pips
Merchant Guild - 1 pip

1st Level Spells and Rolls

Daily Spells by Level
- Save DC: 12 + spell level
- vs SR: +1
- Conc. Check: +3

0 Create Water
0 Light
0 Resistance (touch, +1 resistance bonus for saves for 1 min)
1 Divine Favor x1 (personal, +1 luck bonus for atk and dmg for 1 min) +2 with Fate's Favored trait adding +1 to luck bonuses
1 Shield of Faith x1 (touch, +2 deflection bonus to AC for 1 min)

Blessings (3x/day)
Protection (+1 sacred bonus for saves & AC for 1 min)
Travel (swift, ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Attacks
[dice=Longbow + Precise Shot]1d20+4[/dice]
[dice=Damage]1d8[/dice]

[dice=Longbow + Precise Shot + Point Blank]1d20+4+1[/dice]
[dice=Damage]1d8+1[/dice]

[dice=Longsword]1d20+2[/dice]
[dice=Damage]1d8+2[/dice]

stat block:

Halvar Knud Kraja
Male human warpriest of Uller 1 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +7
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Defense
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AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
longsword +2 (1d8+2/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks blessings 3/day (Protection: increased defense, Travel: agile feet), sacred weapon (1d6, +0, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +3)
1st—divine favor, shield of faith
0 (at will)—create water, light, resistance
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Statistics
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Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits - custom trait -, - custom trait -
Skills Acrobatics -2 (-6 to jump), Handle Animal +4, Heal +6, Knowledge (geography) +7, Knowledge (religion) +6, Perception +7, Ride +2, Survival +6 (+8 to avoid becoming lost)
Languages Common, Dwarven, Elven
SQ hero points
Other Gear scale mail, buckler, arrows (20), blunt arrows[APG] (20), dagger, longbow, longsword, ioun torch ioun stone[APG], backpack, bedroll, belt pouch, blanket[APG], candle (5), chalk, compass[APG], earplugs[APG], fishhook (5), flint and steel, ink, inkpen, paper (5), powder[APG], reinforced scarf[UE], sack, scroll case, spell component pouch, tindertwig, torch (2), trail rations (4), 6 gp, 5 sp, 8 cp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
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.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
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Background skills
1 - Knowledge Geography
1 - Handle Animal