Ezren

Kriger Eilifsson's page

1,071 posts. Alias of Javell DeLeon.


Full Name

Kriger Eilifsson

Race

Human

Classes/Levels

Ranger 13(Wild Hunter)

stats:
AC 28/15touch/24ff; Hp's 171; Perc. +31; Fort: +16, Ref: +15, Will: +18; Int: +3

Gender

Male

Size

Med

Age

33

Special Abilities

Many

Alignment

CG

Deity

"Old Deadeye"

Location

Stolen Lands

Languages

Human

Strength 23
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 16
Charisma 10

About Kriger Eilifsson

Background:

Kriger Eilifsson has always been at home in the wild. While most who grow up dirt poor and do just enough to survive day after day turn sour and bitter, he's never let it get him down.

Being mostly a loner all his life, that all changed when he was offered to be an agent of the swordlords. Hearing word of rumors of war soon to arrive in Rostland, Kriger didn't hesitate to answer the call. As a follower of "Old Deadeye", Kriger is dedicated to protecting the land he's come to love. Although it's been a while since he's had to raise a blade against anything other than game, he knows it's just a matter of time before he will be getting back into the swing of things. Between the stolen lands on one side and banditry on every side, Kriger is more than willing to raise his blade in defense. Or in his case... 'offense'.

Moving over to his chest that lies at the foot of his bed, he opens it and removes his axe that he made for himself several years back. Examining it, "Gonna be a bit busier than usual, old friend. Looks like we're in a bit more trouble than a couple of random scum bandits this time. Especially when the Swordlords actually come callin'," he says to the axe, testing it's edge with his thumb. Cutting himself, "Yep, you're still as sharp as ever," he comments, grinning proudly. As he gathers his things, "I wonder if they've contacted ol' Tuck? They'd be smart to recruit him. It's been a long time since I've seen that one. He's mighty solid in a pinch. Especially when you're outnumbered seven to one." Kriger pauses a moment, thinking of a time ago before continuing with his monologue. "You know, it's still not my fault. I didn't know they were nuns! They sure didn't tell me they were," he says, grinning wryly. Returning to his packing, another thought crosses his mind and he quickly halts. "Hm. I tell ya, if ol' Tuck hadn't showed when he did, those stinking barbarian thugs of the Dung Lord would've had me for lunch. Literally. I've got to give that scum some credit... they weren't just your regular ol' fodder, no sir. He wanted me dead for sure. I guess he got tired of constantly lookin' for more scum to come work for him. I still can't believe we managed to survive that one. I'm gonna get that <bleeping> Dung Lord one of these days. I sure hope he's at least a part of the problem because he ain't bad enough to be a big one." Finishing up his packing, he gathers his gear and steps outside, stopping right outside the entryway. Looking up at the clear blue sky, "It's a beautiful day! Yes sir a beautiful day! But there's a storm a comin', and I'm bringin' THE THUNDER! HA-HA!" he laughs heartily as he heads out.

Kriger, being Ulfen, is a somewhat large fellow at 6'4" 230lbs.(His pic is a perfect representation of him) Blonde hair, blue eyes and ruddy skin. He's quite boisterous and extremely confident. Some of the common folk that know of him have also regarded him as a bit on the "Krazy" side, almost barbaric at times - which he knows runs deep in his family but for some reason hasn't manifested itself within him. He's not sure why but he doesn't concern himself with it. But the locals don't know that so they tend to be real careful around him.

Kriger:

Kriger
Male human (Ulfen) Ranger (Wild hunter) 13
CG Medium humanoid (human)
Init +3; Senses Perception +31
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Defense
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AC 28, touch 15, flat-footed 24 (+11 armor, +1 deflection, +3 Dex, +1 dodge, +2 natural)
Hp 171 (12d10) (10+8+10+6+6+9+6+10+8+10+8+6+9+39con+13fc+13feat)
Fort +16 (+8base/+3con/+1trt/+4cloak) (+4 vs. hot or cold environments and to resist damage from suffocation)
Ref +15 (+8base/+3dex/+4cloak)
Will +17 (+4base/+3wis/+2feat/+4cloak/+4lock of hair(insight)
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +2 Impact Greataxe +22/+17/+12 (3d6+11/19-20/×3) or
. . Mwk heavy flail +20/+15/+10 (1d10+9/19-20)
Ranged Darkwood composite longbow(+6 Str) +17/+12/+7 (1d8+6/×3)
Special Attacks Combat style (menacing), quarry
Ranger (Wild Hunter) Spells Prepared (CL 10th; concentration +13)
. . 4th— Freedom of Movement
. . 3rd—Resist energy, communal; Zephyr's fleetness,
. . 2nd—ironskin(x2), Versatile weapon
. . 1st—Ant haul, longstrider, Pass without trace, Thorn javelin, Speak with animals

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Statistics
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Str 18/21(+1@4th/8th/12th), Dex 14/16, Con 14/16, Int 10, Wis 14/16, Cha 10
Base Atk +13; CMB +18; CMD 33
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Feats
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Free feats('Freats'): Combat Expertise, Deadly Aim, Improved Vital Strike, Mobility, Point-Blank Shot, Power Attack
Level gained feats: (1st): Iron Will; Furious Focus(Human bonus) (3rd):Skill Focus(Perception), Endurance(Ranger bonus); (5th): Dodge; (7th): Toughness; (9th): Vital Strike; (11th): Critical Focus; (13th): Weapon Focus(Greataxe)
Combat Style Feats: (2nd): Intimidating Prowess; (6th): Martial Dominance; (10th): Improved Critical (greataxe)
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Traits:
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Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
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Skills: 77 skill points
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Acrobatics +20: (+13rnk/+3dex/-1acp/+5competence)
Climb +20: (+11rnk/+6str/+3cs)
Craft(Weapons) +14: (+5rnk/+0int/+3cs/+2mwk tools/+4insight)
Handle Animal +4: (+1rnk/+0chr/+3cs)
Heal +7: (+1rnk/+3wis/+3cs)
Intimidate +22: (+1rnk/+0chr/+5str/+3cs/+13level)
Knowledge: (Dungeoneering) +6: (+3rnk/+0int/+3cs)
Knowledge: (Geography) +6: (+3rnk/+0int/+3cs) (+4 forest/+4 plains/+2 swamp)
Knowledge: (Nature) +8: (+5rnk/+0int/+3cs)
Perception +30: (+13rnk/+3wis/+3cs/+6sk. foc./+5competence) (+4 forest/+4 plains/+2 swamp)
Ride +10: (+5rnk/+3dex/+3cs/-1armor)
Stealth +18: (+13rnk/+3dex/+3cs/-1armor) (+4 forest/+4 plains/+2 swamp)
Survival +20: (+13rnk/+3wis/+3cs/+1trait) (+4 forest/+4 plains/+2 swamp; +6 track)
Swim +12: (+4rnk/+6str/+3cs/-1armor) (+16 to resist nonlethal damage from exhaustion)
Languages Common, Skald
SQ Animal focus (13 minutes/day), favored terrains (forest +4, plains +4, swamp +2), hunter's bond (companions), shared focus, track +6, wild empathy +13
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Gear
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Lock of hair grants Kriger a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks.

+5 Mithral agile breastplate
+2 impact greataxe
amulet of natural armor +2
bag of endless holding(type II)
belt of physical perfection +2 (16,000g)
boots of the elven spirit
cloak of resistance +4
headband of inspired wisdom +2
ring of protection +1
ring of sustenance
eyes of the eagle
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Handy Haversack
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. . .potion of cure moderate wounds(x2),
. . .Potion of heroism(x3), flint and steel, hemp rope (50 ft.)
. . .masterwork weaponsmithing tools, oil (x10); piton (x10),
. . .trail rations (x5), waterproof bullseye lantern, waterskin, 52 gp, 5 sp

(All in bag of holding)
. . .Tiger Lord's sword(intelligent weapon)
. . .broom of flying
. . .folding boat
. . .arrows (x60)
. . .darkwood composite longbow (+6 Str)
. . .mwk heavy flail

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Special Abilities
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Animal Focus (12 minutes/day) (Su): At 1st level, as a swift action a wild hunter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. This functions as the hunter’s animal focus class feature, though this only applies to the wild hunter and not an animal companion (see shared focus, below). The wild hunter can use this ability for 1 minute per day per ranger level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. He can only emulate one animal at a time.
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BAG OF ENDLESS HOLDING
This appears to be a common cloth sack about 2 feet by 4 feet in size. However, it opens into a non-dimensional space far larger than its outside dimensions. It acts as a bag of holding (type I), but retrieving an item from the bag does not provoke an attack of opportunity.

12th Level: The bag's capacity and weight increase as a bag of holding (type II).

BOOTS OF THE ELVEN SPIRIT These lightweight boots are durable yet soft in texture, being partially made of living leaves and other natural materials. They grant the wearer a +5 competence bonus on Acrobatics checks and allow her to treat the first square of difficult terrain she enters each round as if it weren't difficult terrain.

12th Level: The boots allow the wearer to ignore the adverse movement effects of difficult terrain entirely.
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Combat Expertise +/-3: Bonus to AC in exchange for an equal penalty to attack.
Combat Style(Menacing): If the ranger selects menacing, he can choose from the following list whenever he gains a combat style feat: Dazzling Display, Enforcer, Gory Finish, and Intimidating Prowess. At 6th level, he adds Martial Dominance and Shatter Defenses to the list. At 10th level, he adds Dreadful Carnage and Improved Critical to the list.
Critical Focus: +4 to confirm critical hits.
Deadly Aim -3/+6: Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance: +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex): If succeed on Reflex save for half damage, take none instead.
Favored Terrain: The ranger gains a 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).
Favored Terrain (Forest +4) (Ex): +4 to rolls when in forest terrain.
Favored Terrain (Plains +4) (Ex): +4 to rolls when in plains terrain.
Favored Terrain (Swamp +2) (Ex): +2 to rolls when in swamp terrain.
Furious Focus: If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hunter's Bond (Companions) (Ex)
Intimidating Prowess Your physical might is intimidating to others. Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Martial Dominance: You can use your base attack bonus in place of your ranks in Intimidate to determine your Intimidate skill bonus. When you confirm a critical hit against a creature, you can attempt an Intimidate check to demoralize that creature as an immediate action.
Mobility: +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Point-Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6: You can subtract from your attack roll to add to your damage.
Ring of sustenance: Immune to hunger and thirst, and only sleep two hours a night.
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats receive an additional +2 bonus to confirm. A ranger can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Shared Focus (Su): At 7th level, a wild hunter can share his current animal focus with one creature appropriate to his hunter’s bond. If the wild hunter’s bond is with an animal companion, the companion automatically gains the benefits of the wild hunter’s current animal focus. If the wild hunter’s bond is with his companions, as a swift action he can select one bonded ally to gain the benefits of the hunter’s current animal focus; this lasts until the hunter’s bond ends, the animal focus ends for the wild hunter, or the wild hunter selects a different companion.
Track +6: Add the listed bonus to survival checks made to track.
Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Improved Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Wild Empathy +12 (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.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Dice:

[dice=Fort]1d20+16[/dice]
[dice=Ref]1d20+15[/dice]
[dice=Will]1d20+18[/dice]

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[dice=Mwk hvy flail(PA)]1d20+18[/dice]
[dice=Damage]1d10+18[/dice]

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[dice=Attack #1: +1 Impact Greataxe]1d20+20[/dice]
[dice=Damage]3d6+10[/dice]

[dice=Attack #2: +1 Impact Greataxe]1d20+15[/dice]
[dice=Damage]3d6+10[/dice]

[dice=Attack #3: +1 Impact Greataxe]1d20+10[/dice]
[dice=Damage]3d6+10[/dice]

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[dice=Attack #1: +1 Impact Greataxe w/PA]1d20+20[/dice]
[dice=Damage]3d6+21[/dice]

[dice=Attack #2: +1 Impact Greataxe w/PA]1d20+11[/dice]
[dice=Damage]3d6+21[/dice]

[dice=Attack #3: +1 Impact Greataxe w/PA]1d20+6[/dice]
[dice=Damage]3d6+21[/dice]

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[dice=+1 Impact Greataxe w/PA/Furious Focus/Imp. Vital:]1d20+20[/dice]
[dice=Damage]9d6+21[/dice]

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[dice=Darkwood Comp. Longbow(+6 Str)]1d20+15[/dice]
[dice=Damage]1d8+6[/dice]

[dice=Darkwood Comp. Longbow(+6 Str)]1d20+10[/dice]
[dice=Damage]1d8+6[/dice]

[dice=Darkwood Comp. Longbow(+6 Str)]1d20+5[/dice]
[dice=Damage]1d8+6[/dice]

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[dice=Initiative]1d20+3[/dice]
[dice=Acrobatics]1d20+20[/dice]
[dice=Climb]1d20+20[/dice]
[dice=Craft(Weapons)]1d20+14[/dice]
[dice=Handle Animal]1d20+4[/dice]
[dice=Heal]1d20+8[/dice]
[dice=Intimidate]1d20+22[/dice]
[dice=Knowledge: (Dungeoneering)]1d20+6[/dice]
[dice=Knowledge: (Geography)]1d20+6[/dice]
[dice=Knowledge: (Nature)]1d20+9[/dice]
[dice=Perception]1d20+30[/dice]
[dice=Ride]1d20+10[/dice]
[dice=Sense Motive]1d20+4[/dice]
[dice=Stealth]1d20+18[/dice]
[dice=Survival]1d20+20[/dice]
[dice=Swim]1d20+12[/dice]

ANIMAL FOCUS:

As a swift action, gain bonuses from emulated animal(s):

Bat (90 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +4 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Frilled Lizard +6 (Su) When assuming this aspect, gain listed competence bonus to Intimidate
Frog +6 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Monkey +6 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Octopus +6 (Su) When assuming this aspect, gain listed competence bonus to Escape Artist
Owl +6 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Snake +4 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +10 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.

Link reference to feats