User: Bob
Race: Human (Vikmordere)
Gender: Male
Role: Controller
Class/Level: Ranger (Trapper, Freebooter) 2 / Slayer 7 / Fighter (Lore Warden) 5//14
Eric stands just over six feet tall and rangy, with light brown, almost sandy-blond hair and a slightly darker brown beard. His skin has finally succumbed and picked up a tan from his years in the south. He wears layers of loose, light-colored clothing and a finely crafted mithral breastplate, with his gear distributed among a backpack, a belt pouch, a bandolier, and a pair of quivers. He wears a broad-brimmed hat to ward off the sun; a pair of slightly tinted, round-lensed spectacles; and a short light grey cloak with threads of metal woven into it, with a mummified hand hung around his neck and a ring on that hand's finger. The robe padding his armor appears to be made from a single continuous strand of twine, and is worn over a gossamer-thin shirt decorated with images of winged sandals. A broad belt with a large steel buckle wraps about his waist, with his seax sheathed at the small of his back and a warhammer hanging at his side. His wrists are covered with bracers woven from bamboo, which appear to reach higher up his forearms under his sleeves, and there is a gold ring on his left hand and a black one on his right; his calf-high boots have a subtle symbol embossed on the cuffs. At first glance, one would most likely assume the warhammer to be his preferred weapon, or perhaps the finely crafted bow on his back...but there is a telltale cord tied around his wrist, disappearing up his sleeve to where a spring-loaded sheath holds his magically shrunk fauchard.
Eric's father Sven was a raider before the Klavek Kingdom took what is now called Rybalka. Eric was raised in that tradition, despite the fact that the days of successful raiding were already over. Eric was brought up to be a sailor and a shipwright, to direct warriors in combat, and to emulate his father's preferred style of fighting...a warhammer, usually swung with both hands. Fortunately, Eric was also taught how to hunt and trap in the wilderness around Serpent Lake, a more practical set of skills in that decade. To take advantage of his lanky build, he also learned the use of the Fauchard, a somewhat uncommon and tricky polearm preferred by one of his uncles. It was not particularly well suited to either shipboard or forest combat, but his uncle made it work for both, and so, Eric thought, could he.

When Eric was growing up, his father spoke often of the retaking of Rybalka that Eric would lead once he was a man. By the time he was old enough for that, however, Sven had finally gotten over the idea, or at least gotten old enough that he forgot it more often than not. Eric began spending more of his time in the wilderness. He learned of Storjeger, and came to follow the Tree Walker's teachings and a nimble style of fighting used by the Skykosh tribe, from which Storjeger originated.

Wanting to see what else the world had to offer, Eric eventually left the valley, setting out across the Klavekian wilderness and eventually winding up at the coast, moving from one port town to another in hopes of making a living as a craftsman. Sven's pride in his son was in no way diminished because he was setting out to be an artisan rather than a conqueror...that is, assuming the old man actually understood where Eric was going...and Eric was sent on his way with both his father's blessing, his second-best set of shipwright's tools, and his old silvered warhammer.

A fair wage as a shipbuilder's assistant was not as easy to come by as he had hoped, and eventually Eric hired on with a long merchant voyage bound for distant Nyamo, hoping to try his luck in the wider world. Since then he has been all around the south coast, frequenting many of the ports of Timaeus and Piccolo as an assistant shipwright or a sailor, and occasionally trading up and down the coast of the Yerek Steppes. Once he even made it as far as NaeraCull on a ship trading with the Wandering Nation. In between building and crewing ships, he occasionally tried his luck as a prizefighter, and at one point took passage to Yerek and spent some time living off the land, leaving the locals alone and being left alone in turn...one of the friendliest receptions, by his estimation, that he ever found in the south, considering the reception of outsiders in Timaeus and Piccollo.

In 2003, Eric was recruited by Carlyetta Wesleigh, whom he had met once or twice during his travels, as a member of an expedition to reconsecrate the Temples of the Four Hearts. Now, that mission completed, he finds himself still with his companions from those adventures...
Eric Withekae
Male human (vikmordere) fighter (lore warden) 5/ranger (freebooter, trapper) 2/slayer 7 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Pirates of the Inner Sea, Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Ultimate Magic 65)
NG Medium humanoid (human)
Init +4; Senses Perception +24
Aura freebooter's bane (1 ft.)
AC 24, touch 16, flat-footed 20 (+8 armor, +1 deflection, +4 Dex, +1 luck)
hp 116 (14d10+28) (currently 69)
Fort +18 (+5 circumstance bonus vs. cold weather), Ref +17, Will +10; +2 resistance bonus vs. disease, +4 vs. effects that cause you to lose your grip on weapons
Speed 30 ft.
Melee +1 dueling shrinking silversheen fauchard +24/+19/+14 (1d10+13/15-20) or
. . cold iron armor spikes +20/+15/+10 (1d6+6) or
. . seax +20/+15/+10 (1d4+6/19-20) or
. . silver warhammer +20/+15/+10 (1d8+6/×3)
Ranged +1 adaptive called seeking darkwood composite longbow +19/+14/+9 (1d8+7/×3) or
. . amentum +18 (1d6+6) or
. . javelin +18 (1d6+6)
Special Attacks combat style (two-handed weapon[APG]), sneak attack +2d6, studied target +2 (2nd, swift action), weapon training (pole arms +3)
Str 23, Dex 18, Con 14, Int 13, Wis 14, Cha 10
Base Atk +14; CMB +22 (+24 dirty trick, +24 disarm, +24 reposition, +28 trip); CMD 38 (42 vs. bull rush, 39 vs. dirty trick, 43 vs. disarm, 39 vs. reposition, 42 vs. sunder, 45 vs. trip)
Feats Combat Expertise, Combat Patrol[APG], Combat Reflexes, Cornugon Smash, Critical Focus, Exotic Weapon Proficiency (fauchard), Greater Trip, Improved Critical (fauchard), Improved Trip, Lunge, Mobility, Phalanx Formation, Power Attack, Staggering Critical, Tripping Strike[APG], Whirlwind Attack
Traits armor expert, indomitable faith
Skills Acrobatics +18, Appraise +5, Bluff +5, Climb +11, Craft (ships) +10, Craft (traps) +12, Diplomacy +5, Disable Device +29 (+25 to checks if more than five feet away from device), Disguise +5, Handle Animal +5, Heal +6, Intimidate +17, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5 (+7 Serpent Lake), Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +24, Profession (sailor) +8, Profession (soldier) +8, Profession (trapper) +8, Ride +6, Sense Motive +6, Spellcraft +5, Stealth +21, Survival +6 (+11 when tracking), Swim +16; Racial Modifiers +2 Craft (ships), -2 Diplomacy, +2 Intimidate, -2 Ride, +2 Swim
Languages Common, Halfling, Klavekian, Vikmordere
SQ combat style (sarenrae), slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG], trap spotter), stalker, swift tracker, track +3, trapfinding +1, wild empathy +2
Combat Gear hand of glory, headband of unshakeable resolve[UE], jingasa of the fortunate soldier[UE], knight's pennon of honor[APG], longarm bracers[UE], potion of cure light wounds, potion of enlarge person (5), potion of fly (2), potion of magic circle against evil, potion of spider climb (2), quick runner's shirt[UE], scroll of heal, restoration, alchemist's fire, weapon blanch (adamantine)[APG] (2); Other Gear +2 armor spikes mithral breastplate, +1 adaptive called seeking darkwood composite longbow, +1 dueling shrinking silversheen fauchard, amentum[UC] (5), arrows (40), blunt arrows[APG] (20), javelin (5), seax, silver warhammer, belt of physical might +4 (Str, Dex), cloak of resistance +3, cracked pale green prism ioun stone (saves), gloves of dueling[APG], handy haversack, lenses of detection, ring of far strike, ring of maniacal devices[APG], ring of unquenchable passions, robe of infinite twine[UE], stagger-proof boots, steward’s iron key, swarmbane clasp[UE], traveler's any-tool[UE], backpack, bandolier[UE], bedroll, belt pouch, chalk (3), charcoal stick, climber's kit, cold weather outfit, flight grapnel, hot weather outfit[APG], masterwork artisan's tools, masterwork thieves' tools, tent, hanging[ARG], thieves' tool extenders, common, tindertwig (3), trail rations (3), wandermeal[UE] (5), weapon cord[APG] (2), weapon cord[APG], whetstone, wrist sheath, spring loaded, share of staff of healing (worth 7,400 gp), 24 gp, 5 sp
Special Abilities
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Patrol (+10') Full-round action: increase your threatened area by +10' until your next turn.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Critical Focus +4 to confirm critical hits.
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Staggering Critical (DC 24) Critical hit staggers target
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +3 Add the listed bonus to survival checks made to track.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tripping Strike Critical hit's confirmation roll is a Trip maneuver check.
Weapon Training (Pole Arms) +3 (Ex) +3 Attack, Damage, CMB, CMD with Pole Arms
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Worshipper of Storjeger

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