Vindr Skreevarson

**Vindr Skreevarson aka Valindr Ymirsdottir (She, her, hers, he, him, his)**
Male Mongrelman Scout 4/Ranger 12/Cleric 1
**XP** 146955/ 153,000
CN Large humanoid (human, fey, giant)
**Init** +14; **Senses** low-light vision; listen +12, spot +11
**Languages** common, one-god common, giant

**Glaer Character Sheet**

**AC** 28/33(+10 dex, +4 armor, +3 ring, +1 luck, +4 natural), touch 16, flat-footed 24 (Uncanny Dodge); 31 when skirmishing
**HP** 183 (12d8+60)
**Fort** +17, **Ref** +24, **Will** +11 (+2 on spells that target a specific race; +1 vs enchantment and illusion; +1 vs poison)
**Immune** Sleep

**Speed** 50 ft. (40 ft. base)
**Rapid Shot/Full Attack/PBS** +20/+20/+14 (1d8+9/x3)
**Ranged** *Freyr's Longbow* +22 (1d8+9/x3)
**Ranged/Skirmish/PBS** *Freyr's Longbow* +22 (1d8+9+4d6/x3)
**Ranged/Skirmish/PBS/Rapid Shot** *Freyr's Longbow* +29/+24/+17 (1d8+9+6d6/x3)
**Base Atk** +16; **Grapple** +16
**Combat Options** Rapid Shot, Point Blank Shot
**Special Abilities** Improved Skirmish (+6d6, +4AC), Favored Enemy (Human, Elf, Magical Beast I, Giant, Outsiders(evil)), Point Blank Shot, Precise Shot
**Special Actions** Turn Undead 2/day (-1, 2d6, 1st), Travel Devotion 1/day
**Cleric Spells Prepared** (CL 1st):
      0— *detect magic*, *read magic*, *cure minor wounds*
      1st— *Lessor Vigor*, *Lessor Vigor*, *Entropic Shield*D
      Domains: Luck

**Ranger Spells:** 1st LVL:

* **Alarm:** Wards an area for 2 hours/level.
* **Animal Messenger:** Sends a Tiny animal to a specific place.
* **Calm Animals:** Calms (2d4 + level) HD of animals.
* **Charm Animal:** Makes one animal your friend.
* **Delay Poison:** Stops poison from harming subject for 1 hour/level.
* **Detect Animals or Plants:** Detects kinds of animals or plants.
* **Detect Poison:** Detects poison in one creature or object.
* **Detect Snares and Pits:** Reveals natural or primitive traps.
* **Endure Elements:** Exist comfortably in hot or cold environments.
* **Entangle:** Plants entangle everyone in 40-ft.-radius circle.
* **Hide from Animals:** Animals can’t perceive one subject/level.
* **Jump:** Subject gets bonus on Jump checks.
* **Longstrider:** Increases your speed.
* **Magic Fang:** One natural weapon of subject creature gets +1 on attack and damage rolls.
* **Pass without Trace:** One subject/level leaves no tracks.
* **Read Magic:** Read scrolls and spellbooks.
* **Resist Energy:** Ignores 10 (or more) points of damage/attack from specified energy type.
* **Speak with Animals:** You can communicate with animals.
* **Summon Nature’s Ally I:** Calls animal to fight for you.2nd Lvl

* **Barkskin:** Grants +2 (or higher) enhancement to natural armor.
* **Bear’s Endurance:** Subject gains +4 to Con for 1 min./level.
* **Cat’s Grace:** Subject gains +4 to Dex for 1 min./level.
* **Cure Light Wounds:** Cures 1d8 damage +1/level (max +5).
* **Hold Animal:** Paralyzes one animal for 1 round/level.
* **Owl’s Wisdom:** Subject gains +4 to Wis for 1 min./level.
* **Protection from Energy:** Absorb 12 points/level of damage from one kind of energy.
* **Snare:** Creates a magic booby trap.
* **Speak with Plants:** You can talk to normal plants and plant creatures.
* **Spike Growth:** Creatures in area take 1d4 damage, may be slowed.
* **Summon Nature’s Ally II:** Calls animal to fight for you.
* **Wind Wall:** Deflects arrows, smaller creatures, and gases

**Abilities** Str 24, Dex 22, Con 18, Int 10, Wis 15, Cha 8
**Special Qualities** Emulate Race (Can use magic items tuned to Feys, Giants, and Humans. For other races, they receive a +4 racial bonus on use magic device checks to emulate race.), Trackless Step, Fast Movement (+10 ft.)
**Feats** EnduranceB, Improved InitiativeTemp, Travel Devotion, Luck Of Heroes, Point Blank Shot, TrackB, Precise Shot, Rapid ShotB, Swift Hunter, Evasion, Improved SkirmishB
**Skill Points** See Mythweaver
**Skill Modifiers** See Mythweaver
**Possessions** See Mythweaver
**Gem** See Mythweaver
**Gold** See Mythweaver

**Skirmish** A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
**Trapfinding:** A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.
**Favored Enemy (Human):** At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
**Wild Empathy:** A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier 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 able to study each other, which means that they 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.
**Battle Fortitude**: At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks.
**Uncanny Dodge** At 2nd level, a scout retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
**Combat Style (Rapid Shot)** He is treated as having rapid shot so long as he wears light or no armor.

16 years of age. Tall and lanky. 6’3” 178lbs, shoulder-length Brown/black/blonde mottled, unclean dreaded hair, Brown eyes. Chain Shirt, Mottled fur cape. mottled fur pants. Leather satchel across the chest. Belt with various pouches.
Currently, a Free man that has bough this freedom. Asked by clan elders to track down Yric the Sly. Mother was a slave whore, She bought her freedom by providing the elders with an able-bodied son that would take her place. Conceived from an orgy of clan leaders during the Spring Equinox full moon. She named him Vindr Skreevarsonn after a man that she thought to be her true love. a sailor that betrayed her into becoming a whore.
Likes silence. He is a loner type. Talks so little that people on first meeting him think he is a mute. Feels there are laws that need to be followed whether good or bad.