Spirit Elk

A powerful man with a sorrow-filled heart

Description:

Male human spirit ranger 7
NG medium humanoid (human)
Init +3; Senses Perception +12
XP 35,000 (capped until book 3)

DEFENSE
AC 19, touch 13, flat-footed 16 (5 armor, 3 Dex, 1 shield)
hp 91 (7d10+35)
Fort +8, Ref +8, Will +4

OFFENSE
Speed 30 ft.
Melee +2 fey bane handaxe 13 (1d6+6 / x3) or masterwork handaxe 12 (1d6+4 / x3) or obsidian tomahawk 11 (1d6+4 / x2; fragile)
Ranged +1 composite longbow 11 (1d8+3 / x3; range 120 ft.) or obsidian tomahawk 9 (1d6+4 / x2; fragile, range 10 ft.)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (animals +4; vermin +2), power attack (-2 melee atk rolls; +4 main dmg; +2 off-hand dmg)
Spell-Like Abilities (CL 7th) augury (forest only) 1/day
Ranger Spells Prepared (CL 4th)
2nd – spike growth
1st – delay poison, longstrider

STATISTICS
Str 19, Dex 16, Con 16, Int 12, Wis 14, Cha 10
Base Atk 7; CMB 11; CMD 24
Feats Die Hard, Double Slice, Endurance, Power Attack, Self-Sufficient, Toughness, Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics+5, Climb+14, Heal+11, Knowledge (Nature) 11, Perception+12, Ride+7, Stealth+13, Survival+14, Swim+14; armor check penalty -1
Traits Devotee of the Green, Pioneer
Languages Common, Sylvan
SQ Favored Terrain (Forest+2), Heart of the Wilderness, Spirit Bond, Track+3, Wild Empathy+7
Combat Gear +2 fey bane handaxe (broken), +1 animal bane arrow (6), +1 composite longbow (2 Str) and 32 arrows, alchemist’s kindness (2), antiplague (2), antitoxin (2), bloodblock, potion of cure light wounds (2), smelling salts, soothe syrup (2); Other Gear +1 lamellar leather armor, backpack, belt, belt pouch, flint & steel, gator tooth necklace, healer’s kit (6 uses), leather breeches, leather pouch, linen shirt (2), masterwork handaxe, obsidian tomahawk (5), strong brandy, sturdy boots, torches (3), trail rations (4 days), waterskin (2); 11 gp, 20 sp, 28 cp
Gear at Dhunmoor +1 keen trident, +1 leather armor, bear pelt (2), blood caiman hide (2), chest, furs, gold armband (2), heavy wooden shield (12), javelin (41), jeweled necklaces (3), malachite statuette of serpentine dragon, morningstar (12), wolf pelt (4); 170 gp

Characteristics:
Age: 18
Height: 6’ 5”
Weight: 215 lbs
Eyes: Brown
Hair: Black
Unusual Features: Almond brown skin; Thunderbird tattoo on his back in honor of his brother

SPECIAL ABILITIES
+1 Animal Bane Arrow: Against a designated foe (animal), the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

+2 Fey Bane Handaxe: Against a designated foe (fey), the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

Bear Trap:

  • Type mechanical; Perception DC 15; Disable Device DC 20
  • Trigger location; Reset manual
  • Effect Atk 10 melee (2d6+3); sharp jaws spring shut around the creature’s ankles and halves the creature’s base speed (or holds the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength Check

Favored Enemy (Ex): He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Favored Terrain (Ex): 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).

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.

Spirit Bond (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the ranger can cast augury as a spell-like ability with a caster level equal to his ranger level. In addition, he can call upon these spirits to cast any one ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way.

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Bio:

So called civilized cultures call them savages, brutes, feral folk. Members within a tribe simply refer to each other as… family. Among these nomadic peoples, grand warriors are claimed to father many sons and daughters, but a shaman is said to be mother of an entire clan. Chieftain Red Hawk, storied for felling an immense demon bear, fathered two sons, Thunderbird, first born and so named for a mystical bird that brings thunder upon the flaps of its wings, and Proudstar, second born on a night that a single star glowed so brightly as to envelope all light from the night sky, and a single daughter, White Swan, the youngest and pure of heart and elegant in form. As with all children born to the tribe, they are blessed and given name and meaning by the Great Mother, Umar. Umar saw the boys to be great hunters of their father’s stock, but claimed White Swan among her daughters to be trained in the arts of medicinal herbs, prophecy, and summoning beasts to aid in times of need. Red Hawk even witnessed the Great Mother transform into an animal to fight alongside the warriors in a time of great peril.

From their youth, Proudstar idolized his elder brother, but did not understand his reasoning for leaving the clan to pursue a life among a nearby towns militia. After three changing of the seasons, Thunderbird had gone nearly two lunar cycles without word of his safety. Proudstar grew weary of waiting and left the clan to investigate his brother’s disappearance. As he neared the town, he overheard men dressed in a garb similar to that of his brother and a stranger cloaked in black and red. The uniformed men talked of a primitive that had been among their ranks and thanked the stranger for ridding them of that pest. Thunderbird had always been capable of besting two, even three men. This new stranger must not have acted alone. With every trick he had learned of hunting, he stalked his prey. First he would deal with the men in uniform. There were only two and easily distracted. A twig snapped in the distance and one man left to investigate. Upon his return, he found Proudstar slicing the neck of the other guard, who was hanging upside down from a snare trap. The sight before the guard was completely foreign. Proudstar lunged forward penetrating the man’s leather armor, piercing his blade into the heart. Proudstar was no more, for now he was on the Warpath.

In the months to follow, Warpath became known for eluding the local guard’s attempts to capture him. They cursed him and proclaimed him Berserker for the ferocity in which he attacked and the gruesomeness that he slaughtered the soldiers. Warpath wore this brand as a badge of honor. Returning to the clan, he found most of them dead. Men atop horses had been here and five left westward dragging a woman. Two of the men lay dead among his tribe; the tents set ablaze; a foul scent in the air. All but one that he ever held dear now joined the great hunt. These capturers made no distinction between man, woman or child. Warpath gutted the foreigners, cutting out their eyes, ears, and tongue. They shall enter their afterlife, blind, deaf, and mute. They shall wander forever in darkness. Warpath sniffed the ground and followed the trail West. A clearing had proven a provisional encampment and the one they had captured, raped and tortured was Warpath’s younger sister, White Swan. Warpath arrived as one of the men was defiling her body. She managed to free the man’s dagger and stick him, before slitting her own throat. Blades in hand, Warpath let out a howling cry upon the winds. His body acted out of pure instinct against his aggressors as his mind trudge forward towards his sister and the bleeding man that had caused her such grief. Bodies lay about, mutilated in an artist display of swordsmanship as blood drips from the tips of Warpaths blades. Towering over the wounded man, Warpath knelt and removed the manhood of the this one. He fashioned a staked out of a large timber, while the man’s blood mixed with tears. With a fluid motion, Warpath lifted the man bound him to the stake with a length of rope. He placed the kindling carefully to ensure the fire would grow hot and with torch in hand, lit the pyre ablaze. Screams filled the night air as the man’s lungs burst into flames from sucking in the hot air. In the flickering of the flames and a haze of the heat, a figure appeared in the edge of the woods. Pale and thin with dark hair. Jewels hanging from his ears and dark marking in sharp contrast to his white skin covered each arm. The figure seemed to be laughing. When Warpath moved on the figure, it was gone, as quickly as it appeared. Was this the form of death? No! This was the face of a man. The tattoos became clear in Warpath’s mind. He had seen them before, though heavily cloak. This was the man that paid to have his brother killed. He tried to follow the man, but his eyes grew heavy while his vision blurred. Fatigued, he collapsed into a sound slumber.

Proudstar died somewhere in the carnage; only the Warpath remained. Knowing he would never find rest among these lands of Numeria, he rode east, across the Southern border of Brevoy. Skirting the Stolen Lands, Warpath arrived at the outskirts of a large city. Merchants in and out call it Restov. Rumors bustle of a band of adventurers clearing the bandit threat in the Stolen Lands. Surely among these peoples, he may find atonement for his bestial actions. Surrounded by nature while chasing a noble cause, just maybe one day this tormented man can lay down the Warpath and take up his mantle as Proudstar once more.

Spirit Elk

Kingmaker Adventure Path hawkeye3532