Hakon

Aldfrid Banebow's page

1 post. Alias of SCKnightHero1.


Full Name

Aldfrid Banebow

Race

Human (Ulfen)

Classes/Levels

Ranger 10/Fighter (Archer) 1

Gender

Male

Size

6'2"

Age

29

Alignment

Chaotic Good

Deity

Gorum

About Aldfrid Banebow

Stats:

Aldfrid Banebow
Male Human (Ulfen) ranger 10 / fighter 1 Archetypes Archer,
CG Medium humanoid (human)
Init +5, Senses Perception +12
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DEFENSE
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AC 23, touch 15, flat-footed 19 (+8 armor, +1 deflection, +4 Dex, )
hp 117 ((10d10)+(1d10)+40)
Fort +13, Ref +14, Will +8, +2 trait bonus on all saving throws against charm and compulsion effects, +2 trait bonus on saving throws against fear effects
Defensive Abilities evasion,
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OFFENSE
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Speed 30 ft., Woodland Stride
Ranged darkwood giantbane composite longbow +2 (str +2) +20/+15/+10 (1d8+4/x3), within 30 ft. +21/+16/+11 (1d8+5)
Melee adamantine shocking greatword +1 +15/+10/+5 (2d6+5/19-20)
Melee armor spikes +14/+9/+4 (1d6+3)
Special Attacks Dragon +4, Humanoid (Giant) +4, Monstrous Humanoid +2,

Prepared Spells
Ranger (CL 10th; concentration +10)
3rd-cure moderate wounds(DC 16)
2nd-cure light wounds(2)(DC 15)
1st-entangle(2)(DC 14), gravity bow(DC )
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TACTICS
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STATISTICS
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Str 16, Dex 20, Con 14, Int 12, Wis 17, Cha 11,
Base Atk +11; CMB +14; CMD 30
Feats Acrobatic, Bullseye Shot, Endurance, Manyshot, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Quick Draw, Rugged Northerner, Toughness, Vital Strike, Weapon Focus (Longbow)
Skills Acrobatics +17, Climb +12, Escape Artist +5, Handle Animal +9, Heal +11, Intimidate +8, Knowledge (Dungeoneering) +10, Knowledge (Geography) +11, Knowledge (Nature) +11, Linguistics(Draconic, Varisian) +3, Perception +12, Perform (Sing) +3, Spellcraft +11, Stealth +8, Survival +14, Survival (Follow or identify tracks) +19, Swim +7,
Traits Birthmark, Courageous,
Languages Common, Draconic, Giant, Skald, Varisian
SQ bonus feat, bonus feats, combat style feat, favored terrain (mountain) +4, favored terrain (plains) +2, hunting companions, skilled, swift tracker, track +5, weapon mastery, wild empathy +10, woodland stride,
Combat Gear rations (trail/per day) (10), potion of cure light wounds (5),
Other Gear headband of inspired wisdom +2, bracers of archery, lesser, darkwood giantbane composite longbow +2 (str +2), ring of protection +1, ring of sustenance, outfit (explorer's), cloak of resistance +2, belt of physical might (str/dex) +2, spiked mithral chainmail +2, efficient quiver, arrow +1 (26), arrow, searing, bleeding arrow (5), cold iron dragonbane arrow +1 (9), arrow (grappling), bag of holding (type ii), bedroll, everburning torch, flint and steel, grappling hook, mithral, rope, spider silk (50 ft.), survival kit (masterwork), rope (silk/50 ft.), waterskin (filled) (2), cooking kit, signal horn, adamantine shocking greatword +1, armor spikes, 2037.7 gp
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SPECIAL ABILITIES
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Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

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. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Dragon (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dragons. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Favored Terrain (Mountain) (Ex) You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Favored Terrain (Plains) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in plains terrain. Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Humanoid (Giant) (Ex) You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 3 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Monstrous Humanoid (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Swift Tracker (Ex) You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Track (Ex) You gain +5 to Survival checks made to follow tracks.

Weapon Mastery (Ex) An archer must choose a type of bow.

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+10 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Woodland Stride

Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Background:

Aldfrid Banebow was born the son of a thrall serving a powerful Jarl in the Lands of the Linnorn Kings. His father taught him much about hunting and how to guide others through the wilderness. Aldfrid learned to be exceptionally good at the bow, as well as the greatsword, taking an interest in the teachings of Gorum. While most followers of Gorum prefer to fight up close, Aldfrid figured that by fighting from afar would still be fulfilling Gorum's ways. Little did young Aldfrid know that Our Lord in Iron had another path planned for him.

When Aldfrid's lord decided to go hunting for a linnorn, Aldfrid and his father went with him and several other warriors. However, the Linnorn was waiting. Aldfrid watched in horror as his father was cut down before him by the vicious claws of the beast. When the jarl struck an almost fatal blow against the beast the linnorn swung the jarl across the battlefield, Aldfrid pick up a bow and two arrows and fired at the beast, taking out its eyes. The linnorn howled in pain and raged in blind fury, unable to know who to curse as it died. When it fell dead from its wounds, the impact knocked out Aldfrid. When he came to, he learned that his lord was angry that Aldfrid had shot the beast. However, in honor of Aldrid and his father's years of service as well as to thank the lad for saving his life, the jarl would spare the boy's life but he would be banished from the Lands of the Linnorn Kings, until he came back with tales of great battle.

Aldfrid traveled from his homeland, learning to fight and battle bandits and monsters. However, none of these brought him the tales he sought that would impress his jarl to be welcomed back to his homeland. However, the Ulfen warrior figured that giants and dragons would bring him great tales and glory that would amaze not only his lord but his god as well.

Aldfrid began to hunt these monsters with great joy.

Description:

Aldfrid Banebow has bluish-purple eyes and spiky white blond hair and beard. He keeps his bread well groomed and adorns it with gold and silver decorations. His skin has a ruddy hue. He also has a birthmark that looks like the holy symbol of Gorum, Our Lord in Iron. Aldfrid also has a habit to smoke a pipe when deep in thought.

Personality:

Aldfrid Banebow is a cheerful Ulfen ranger who lives for battle, especially against monsters that strike fear in the hearts of lesser beings: dragons and giants. Aldfrid is a very friendly person who values the safety of his companions, for what is the use of telling people your tales of great battles and hunts if you have no one to share it with? That's what friends are for!