Leglaf Alefsson

Ranger and Acolyte of Jörn


CE Male Human Ranger 5 (CR 4)
Initiative: +2; Perception: +10

AC: 15 (Armor +3, Dex +2) Touch: 12; Flat Footed: 13

Melee: Short Sword (6 1d61, 19-20, x2), Dagger (6 1d41, 19-20 x2) or Short Sword (4) + Dagger (4)
Ranged: Longbow, composite (7 1d8, x3, 110’), Dagger (7 1d4, 19-20 x2, 10’)
Movement: 30’

Skills [7/lvl]: Bluff (5), Climb*(4), Craft* (4), Diplomacy (5), Handle Animal* (5), Heal* (4), Intimidate* (3), Knowledge [dungeoneering]* (5), Knowledge [geography]* (5), Knowledge [nature]* (5), Knowledge [religion] (2), Perception* (10), Ride* (5), Sense Motive (5), Spellcraft* (5), Stealth* (10), Survival* (5), Swim* (5)

Feats: Two-Weapon Fighting, Double Slice, Endurance,

STR 13 (1) DEX 15 (2) CON 14 (2) INT 12 (1) WIS 12 (+1) CHA 8 (-1)
BAB: +5; CMB: +6; CMD: 18
Fort: +6; Ref: +6; Will: +2

Favored Enemy: Wolf, Humanoid (Orc) [+2 Bluff, Knowledge, Perception, Sense Motive, Survival, attack, damage; may make Knowledge rolls untrained to identify]. 1st favored enemy bonus is increased by +2

Track: Ranger adds his level to his Survival skill to track

Wild Empathy: 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.

Combat Style Feat: (Two Weapon Combat)

Favored Terrain: (Mountain—including hills) +2 initiative checks, Knowledge (geography), Perception, Stealth, and Survival in this terrain. Ranger leaves no trail and cannot be tracked.

Hunter’s Bond: Animal Companion = Hawk (“Spyut” [spear])

2 1st Level: Entangle, Pass without Trace (DC 12)

Languages: Tradespeak, Jossian, Urkhani

Short Sword
Dagger (x5): 2 boots, 2 belt, 1 murder weapon
Longbow, composite with 20 arrows (quiver)
Studded Leather (-1 Armor Check)
Climber’s Kit
Backpack (common)
Belt pouch
Flint and steel
Iron pot
Mess kit
Torches (10)
Trail rations (5 days)
Token of Jörn (Perception 20 to find)


Leglaf grew up in the village of Yrda in Jossia where he spent most of his childhood listening to stories of the Yülthn in the longhouse of the All-Father. Enraptured by those stories, when he became a young man, he went on a pilgrimage to the holy site of Saemuniljeim. However, he was apparently waylaid on that journey because when he returned from it, he was not only an embittered man but he murdered the king of Yrda and was found to be an initiate of Jörn. He was caught by a party of adventurers led by Rilka, another prodigal of Yrda, and strapped to a pole in the center of the village and made to confess his crimes. As he was about to reveal the location of the temple of Jörn, he was assassinated by his compatriot, a fellow acolyte who was sent with him to monitor his progress. This compatriot was also captured by the party of adventurers and held in the local temple of Bruni.

Leglaf Alefsson

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