Rolvark has a powerful frame, and stands slightly over 6 feet tall. He has dark hair and brown eyes, with faint stubble around his chin and mouth. He speaks with a gravelly voice, deep and rumbling, and often speaks louder than he means to. He loves his ale and meat, and is often slow to speak, as he mulls over words as he is aware he is not a charismatic speaker. This combined with his big size, has caused others to underestimate his intelligence. However, he does have a tendency to put off people with his blunt and laconic manner.
Rolvark have always loved to travel since young, and would accompany his father on merchant trips throughout Golarion. As he got to know the cities and towns throughout Golarion, he came to realise that there was much to see out in the world, many new vistas and sights to behold. Now grown, he decided not to continue his family's merchant business. Instead he sates his wanderlust, travelling the world and always eager to see what awaits beyond the horizon.
Defense:
HP 31 (10+12(2*CLASSHP6)+6(3*CON2)+3(FCB1*3))
AC 19 (+6 armor, +3 Dex); Touch 13; Flat-footed 16
CMD 19 (10 +3 BAB, +3 Str, +3 Dex)
Fort +5 (+3 base, +2 Con)
Ref +6 (+3 base, +3 Dex)
Will +2 (+1 Wis, +1 misc)
Offense:
Speed 20 ft
Initiative +6 (+3 Dex, +1 trait, +2 urban)
BAB +3
CMB +6 (+3 BAB, +3 Str)
Ranger's focus - At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
Track - A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy - 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.
Favored Terrain (Ex): 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).
Equipment:
Total Encumbrance 114 lbs (Gear 60 lbs, Armor 30 lbs, Weapons 24 lbs)
(Light 76 lbs; Med 153 lbs; Heavy 230 lbs)
XP 6; PP 12; Fame 12
Shades of Ice: Part 1
The Wounded Wisp
Shades of Ice: Part 2
Shades of Ice: Part 3
Ungrounded but Unbroken
The Unseen Inclusion
Chronicle Boons:
Explore, Report, Cooperate (1) - Get GM assistance on impact of action to Pathfinder Society
Prized Find (1) - Get 1 prestige point when didnt get full scenario prestige points
Dragonkiller (1) - Add 1d6 bonus damage to single attack to true dragon. This stacks with all forms of damage.
Snowmask Induction (permanent) - Permanent Endure Elements (Cold only)
Ungrounded Veteran (3) - +2 bonus to Acrobatics, Climb, Knowledge (planes) (monster only), Profession (soldier)