Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 9
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
. . winter warrior; +1 trait bonus to survival & stealth in ice & snow terrain
. . magical knack; caster level in that class gains a +2 trait bonus
. . vigilante witch hunter; +1 trait bonus on Sense Motive checks, + 3 hex nails
Skills (*+2 vs favoured enemy: Humans);
. . Acrobatics +3,
. . Bluff -1 (*+2 vs humans),
. . Climb +3,
. . Heal +2,
. . Knowledge (nature) +4,
. . Perception +6 (*+2 vs humans),
. . Profession (woodcutter) +6,
. . Sense Motive +7 (*+2 vs humans), (+1 vs witches),
. . Spellcraft +4,
. . Stealth +7 (+1 Rank, +3 Class Skill, +3 Dex mod), (+1 trait bonus),
. . Survival +6 (+1 Rank, +3 Class Skill, + 2 Wis mod), (*+2 vs humans, +1 trait bonus) Languages Common
SQ doubt, track +1, wild empathy +1
Combat Gear Potion of cure light wounds x 2, Potion of endure elements; lamellar (leather) armor[UC], arrows (26), handaxe, longbow,
Other Gear wearing hunter's outfit (free) or cold-weather outfit depending on weather, backpack containing; bedroll, belt pouch, camouflage blanket (forest), flint and steel, mess kit[UE], silk rope (50 ft.), spell component pouch, torch (10), trail rations (10), waterskin, Hex Nails (3), Healers Kit (9 uses), Boline, 2gp, 5sp backpack dropped when scouting and at the start of combat
Hex Nails x 3 +2 resistance bonus on all saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches. A hex nail automatically grants its bonus when its possessor is targeted by such an effect. Once a hex nail has granted its bonus on a single saving throw, it becomes a nonmagical nail.
Doubt -4 for an hour on any skill or ability check after you fail that type of check (drawback)
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
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.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Otta led a simple life living on the outskirts of Heldren. He lived off the land, spending his days hunting for food, chopping wood to heat his own home and occasionally traveling into Heldren to trade for clothes and tools. His cottage was built piece by piece out of hewn timber. He was content and thrived on the isolation, the sound of birds and the sun his only companions. However, his cottage was cold.
He came across a woman who had been caught in one of his traps. She was young and fair and her skin soft and pale. In contrast, Otta's skin was rough and he had cuts and splinters. His skin was tanned by the sun and he had a beard and long, tangled hair. Her sobbing was carried on the wind and he searched until he found her, leg caught in a bear trap. He worked quickly to free her and carried the woman back to his cottage.
Otta cared for her and she regained her strength quickly. The pale lady mixed poultices and magics to sustain them both, and heal her wounded leg. She spoke little of where she came from but seemed to enjoy the time with Otta. In time they grew closer and married and she bore a daughter.
The three lived for years together, and Otta discovered his rough cottage had grown warmer and happier. He was content.
One evening a letter arrived in the beak of a raven. It perched and waited patiently for the pale lady to take the letter and when she did it spoke; You are being called home, sister. The pale lady began packing- if she did not return her family would suffer the curses of her sisters.
The paly lady left and the cottage grew colder. Years passed. Otta's daughter grew older. The Raven returned requesting the daughter visit her family of suffer the wrath of the sisters. Otta put an arrow through the Raven.
The next day another Raven arrived with the same letter. Otta again put an arrow through the Raven. A third day, and another Raven. Otta's arrow struck true again. On the fourth day, the ravens began circling overhead, cawing.
On the fifth day, Otta awoke to the screams of his daughter. At the foot of his bed the pale lady he loved stood. She looked paler in the moonlight and her voice was cold. She demanded her daughter. Otta pleaded with her but she did not listen. She left the room and he chased her outside only to see his daughter in the arms of a haggard crone, raven wings sprouting from it's back. The lady's sisters had come, they turned and hurled ice and snow at him. He let loose arrows, felling one of the creatures but the others escaped hidden by the blizzard. He cried out in anguish.
His cottage was cold once again.
Otta's countenance darkened. He packed, cursing the day he found the pale lady, and prepared to head north to bring his daughter home.
How Otta knows you
• Jujo. Otta doesn't know what to make of the Gnome yet. He talks alot and asks many questions. The small folk's mind moves quicker than Otta and he struggles to keep up.
How you know Otta
• Otta comes into Heldren once a week, though he only stays long enough to deliver game he has hunted and to have a drink at the silver stoat. Once a month he'll stockup on produce and tools and anything else he can't forage or make himself.
• If you have been to Heldren in the last few months you may have seen Otta at the Silver Stoat drinking at the bar or hauling and delivering game from the woods.
• His latest arrival into Heldren was met with the cold wind and snow and rumors of creatures in the Border woods. He has packed, ready for a journey.
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