Fighter

Kinnith Itginsson's page

31 posts. Alias of caps.


Classes/Levels

- INACTIVE - (GM abandoned game)

About Kinnith Itginsson

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Kinnith Itginsson
Ranger (wild stalker) 1
N Medium humanoid (human)
Init +2; Senses Perc +5, SM +0, low-light vision

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Defense
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AC 15, touch 12, flat-footed 13
HP 13/13
Fort +4, Ref +4, Will +0

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Offense
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Speed 30 ft.
Melee

Ranged

Space 5 ft.; Reach 5 ft.

Special Attacks
N/A
Spell-Like Abilities
N/A

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Statistics
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Str 18
Dex 14
Con 15
Int 9
Wis 11
Cha 9

Base Atk +1; CMB +5; CMD 17

Feats
Combat Reflexes
Combat Stamina

Traits
Nomadic (+1 survival and knowledge, geography)
Highlander (+1 stealth, increases to +2 in hilly or rocky areas)
Armor Expert (reduce ACP by 1)
Stigmatized [Link]
You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization. You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Languages
Common, Ulfen

SQ
Practiced Hunter
Strong Senses
Track
Wild Empathy (1d20+1)

Skills 5 ranks (6 ranger - 1 Int)
+8* climb (1 rank +3 class +4 Str)
-1 diplomacy (-1 Cha)
-4 diplomacy, improve an attitude or gather information (diplomacy - 3 drawback)
+3 knowledge, nature (1 rank +3 class -1 Int)
+5 perception (1 rank +3 class +1 class feature)
+7 survival (1 rank +3 glass +2 racial +1 trait)
+8 survival, tracking (survival + 1 track)
+9* stealth (1 rank +3 class +2 Dex +2 racial +1 trait)
*-0 ACP

Background Skills
+4 knowledge, geography (1 rank +3 class -1 Int +1 trait)
+3 handle animal (1 rank + 3 class -1 Cha)

Combat Gear
75 longbow
30 cold iron longspear
25 studded leather armor
4 cold iron arrows (40)
5 spiked gauntlet
2 dagger

Other Gear
15 dungeoneering kit (two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs)
12 pathfinder's kit (a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone)

7gp left

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Special Abilities
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Human:

Bonus Feat
Practiced Hunter

Ranger:

Strong Senses (Ex): At 1st level, a wild stalker’s life among the wild has sharpened his senses. He gains low-light vision and a +1 bonus on Perception checks. If he already has low-light vision, he gains a +2 bonus on Perception checks instead. This bonus increases by +1 for every four levels after 1st (to a maximum of +6 at 20th level, or +7 if the character did not gain low-light vision from this ability). This ability replaces the ranger’s first favored enemy ability.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Bot Me!:

TBD

Background:

Snapshots
Scraggly graying beard, hair a mix of white, gray, and dark. Sometimes it is tied back, but never very well, so that many strands are loose. Teeth are in okay condition but are rather crooked. Piercing gray/blue eyes. Face craggy and wrinkled. Deep scratchy voice.
Consummate Woodsman
Viking-ish
Lives alone in the woods, but has gotten along with a team before in the past and can do so again
Generally at least a little dirty
Somewhat superstitious
Doesn't revere a particular god, but believes strongly in the power and capriciousness of the gods
Carries Greatsword wrapped in blankets, strapped to his back. It is a weapon of war, and he is not at war, so he has no need of it at present. But he has fought in enough wars not to give it up. He uses his Longspear and Longbow for hunting.
Greatsword was a gift from a warlord that Kinnith served under
Longbow has been in family for several generations

Goals and Metagoals
Kinnith is mostly looking to survive the harsh winters of the north lands without angering the gods, his neighbors, or the land and its creatures. He sees himself as part of a larger whole; he would never say or think anything of "balance" in a yin-yang sense, but he has learned that there is a natural rhythm to nature and he would seek to stop those who would disrupt that rhythm. His desire to avoid angering the gods also sometimes becomes a drive to actively please them. He is not generally a driven or goal-oriented man, however.
As a player, he is part of my ongoing quest to try characters that are more different than my usual (L/N Good heroic types)

Secrets
Kinnith has been married three times; he was widowed once, divorced once, and cuckolded once. He is still legally married to his last wife, but has not seen her in several years. He believes he has no children.
He does in fact have a son.

Known NPCs
His second wife hated him because of his outdoorsy habits. His third wife still likes him but is upset at him for leaving.
He has good relations with a noble/warlord that dwells not too far from Kinnith's home forest in the north. Most of the people he fought alongside value and trust him as well.

Memories, Mannerisms, and Quirks
He doesn't keep himself very clean.
He is very superstitious.
He doesn't like to sit in chairs or lay on beds. He prefers to squat or sit on the ground and likewise prefers to sleep on the floor.