Odmar Krufft
Male human (ulfen) rogue (sniper) 1 (Pathfinder RPG Advanced Player's Guide 134)
CG Medium humanoid (human)
Init +4; Senses Perception +3
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Defense
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AC 16, touch 14, flat-footed 12 (+4 dexterity; +2 armor)
hp 8 (1d8)
Fort +0, Ref +6, Will -1
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . rapier +1 (1d6+1/18-20)
Ranged composite shortbow +4 (1d6+1/×3)
Special Attacks accuracy, sneak attack +1d6
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Statistics
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Str 12, Dex 18, Con 11, Int 13, Wis 9, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Point-blank Shot, Stealthy
Traits fast-talker, freedom fighter
Skills Bluff +7, Diplomacy +6, Disable Device +8, Disguise +6, Escape Artist +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +3, Perform (dance) +6, Profession (sailor) +3, Sense Motive +3, Stealth +11
Languages Common, Hallit, Skald
Combat Gear potion of cure light wounds (2),potion of restoration (lesser), potion of shield of faith +2; Other Gear leather armor, arrows (15), composite shortbow (+1 Str), dagger, rapier, backpack, bedroll, belt pouch, flint and steel, marbles, masterwork thieves' tools, trail rations (2), waterskin, gems (worth 300 gp) (3), 10 gp, 2 sp, 9 cp
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Special Abilities
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Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Background:
Odmar , as well as his younger brother Olaf and sister Gerda , was born in the frozen lands of Irrisen. His family managed to live a decent live until a mysterious event of children disappearances occurred across their town . It was a sorrow day for the family as their youngest, Gerda, went missing as well . The suspition felt on the White Witches of the north and so the loyalty to the government was shaken . To avoid consinquences the family decided to flee the country. They managed to escape the icy kingdom of Baba Yaga and reached Lasthome in the Land of the Linnorm Kings . After a short break Odmar with his family moved to Halgrim where they settled. They lived a simple life without a bit of luxury on the outskirts of the city , where his father hunted and his mother used the obtained furs to sew warm clothing for sale. It is during that time Odmars father tought him how to use a bow and the kid was fascinated by that weapon.
As Odmar was not as strong biult as the other folk , He had to find other ways to pursue his goals. Talking his way out of the situations was a regular thing for Odmar. Rarely he got into the fights , but instead of the streight forward fight (which his younger and stronger brother prefered) he chose a tactic of hiding and surprise attacks. When Odmar and Olaf became adults, they decided to become sailors and rise some money to support their folks . But Odmar had one wish, that he carried troughout his childhood, to return to his homeland to live a free life without fear. So after some travels he decided to join the Andoran faction of the Pathfinder society and to serve their interests faithfully, hoping that someday Andoran will aid his homeland in overthrowing the opressive rule of White Witches.
Scenarios played:
Master of the fallen fortress: +1XP +1PP +479GP
Items bought: Composite Shortbow(Str+1) -150GP; MW Thieves Tools -100GP
We be Goblins +1XP +1PP +500GP
Items bought:Potion of Restoration(Lesser) -300GP; Gems x3 -300GP
Boons:
You Be Goblin!: +2 on Bluff/Diplomacy/Intimidate/Sense Motive checks against goblins. Gained from: We Be Goblins! module