About Knute Iversson
Male Human Ranger 2
Init: +4 | Perception: +8 | Stealth: +9
BAB: 3 | CMB: 5 | CMD: 19
AC: 17 (10 +3 Armor, +4 Dex)
Acrobatics +3 (+4 Dex -1 ACP)
Climb +5 (+2 Str +1 Rank +3 Class -1 ACP)
Craft: Bows +5 (+2 Rank +3 Class)
Escape Artist +3 (+4 Dex -1 ACP)
Handle Animal +5 (-1 Cha +3 Rank +3 Class)
Knowledge (dungeoneering) +4 (+1 Rank +3 Class)
Knowledge (geography) +5 (+2 Rank +3 Class)
Knowledge (nature) +6 (+3 Rank +3 Class)
Perception +8 (+2 Wis +3 Rank +3 Class)
Profession (Hunter) +8 (+2 Wis +3 Rank +3 Class)
Ride +7 (+4 Dex +1 Rank + 3 Class -1 ACP)
Sense Motive +7 (+2 Wis +1 Rank +3 Class +1 Trait)
Stealth +9 (+4 Dex +3 Rank +3 Class -1 ACP)
Survival +8 (+2 Wis +3 Rank +3 Class **+1 when Tracking)
Swim +5 (+2 Str +1 Rank +3 Class -1 ACP)
Point-Blank Shot - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot - You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot - (Combat Style Feat) When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Deadly Aim - You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls.
Endurance - You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
-Bonus Feat (Precise Shot)
-Karl (campaign trait, "To Survive the Winter"): Once per day, you may re-roll a failed saving throw. You must use the second result, even if it is worse. You also gain one free skill point per level to be placed into a Craft or Profession skill.
-Suspicious (APG 330): You gain a +1 Trait bonus on Sense Motive Checks, and Sense Motive is always a class skill for you.
Weapon and Armor Proficiency: The ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Human +2): You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, you get a +2 bonus on weapon attack and damage rolls against them.
Track: You add half your ranger level (min 1) to Survival checks made to follow tracks.
Wild Empathy: You can attempt to improve the attitude of an animal, as with a diplomacy check. The check result is 1d20 + Ranger Level + Charisma modifier.
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.
Favored Terrain (Ex): (Cold +2) At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. 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).
STR 15 DEX 18 (16 base +2 race) CON 12 INT 10 WIS 14 CHA 9
Wealth: 13 PP 19 GP 12 SP 3 CP
Encumbrance: 59 lbs (light)
-w/o Backpack: 51.3 lbs
-w/o Bedroll and Blanket: 51 lbs
Knute grew up toddling around his family’s home and butcher shop, playing with the village children and helping his mother, Rikissa, run the shop that sold the meat his father caught on hunting trips. Iver, Knute’s father, was often away for days or weeks at a time, hunting in the bountiful land around Hofn to provide the meat for their livelihood. When Knute turned 9, Iver began to take him on local hunts; he taught Knute the art of a good hunt—moving silently through forest and taiga, loosing an arrow to fly true, and respecting one’s prey. By the age of 14, Knute understood the basics of hunting, and was often taken along on his father’s trips.
Knute was not there on Iver’s last hunt, however. Iver was hunting for “big-game”, and promised to return in a few weeks with enough furs and meat to supply them for months. Rikissa and Knute wished him well as he slipped into the forest. Ålvik, the family hound, padded quietly after.
Weeks later, when Ålvik returned without Iver, tail between his legs Knute and his mother knew: Iver was lost. Whether through hunting accident, raiding party, or encounter with some fey creature, Iver never returned. Rikissa sank into depression, and Knute was forced to hunt and trap close to home as their stores ran out, trying to just sustain himself and his mother.
With the passing years, Knute grew more skilled at hunting in the forests and taigas near his home. He also grew wiser, meditating in the wilderness and praying to Skaði (the hunting, skiing, goddess, who I’m analogizing to Ketephys, the elven god of the hunt) to return his father. His constant work, both in the shop and out hunting, has distanced him from the village in general, though he remains warm with most of his boyhood friends.
Rikissa eventually remarried a fisherman named Halvar, taking up her old role and selling both his catches and Knute’s game. Knute and Halvar have a friendly rivalry to see who can provide more stock for the store. But Knute’s hunts constantly grow longer and range father, as his innate wanderlust urges him to seek out not only greater game, but an answer to the mystery of his father’s disappearance.
Knute is of medium size for an Ulfen, about 6’2” and 200 lbs. His sandy brown hair is kept in simple braid, and his grey eyes, flecked with dark blue, peer out with a faraway look from under rather bushy eyebrows. Knute’s face is weathered by the harsh climate, already showing the signs of too much wind and cold. He maintains a rather thin, patchy beard that in places amounts to little more than stubble. His hands are scarred from years working with traps, arrows, and knives, and his clothes seem more patches and wrinkles than real clothes.
The avatar almost fits - minus the full beard and the age
Knute has spent more time among pines and crackling fires than he has among people. As such, he tends to prefer quiet, careful, and wary observation to rash action or speech. This is especially true among strangers-unless he’s had a few cups of vjarik, that is. Though slow to make friends, he is warm and loyal towards them, and particularly enjoys discussing his own hunting tales as well as stories of bravery and wit.