Author Topic: Fimbulvinter Characters  (Read 8344 times)


Rose-of-Vellum

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Re: Fimbulvinter Characters
« Reply #1 on: December 04, 2014, 09:13:23 PM »
IC: Mjorðir “Véogrímr” Brúnnulfson
Quote from: Description
Mjorðir stands lean and sharp as a spear, a man made of taut sinews and long bones. His pallid skin, ice-chipped eyes, and bleached locks mark his ancestry as Blothbard, while his round-shield, bone-sewn armor, and valkyrie-carved axe reveal him as a child of war. A swarm of sinuous tattoos crawl across his exposed skin, mingling with scars both old and new. Elaborate glass beads and runic talismans adorn his intricately braided forelock and thrice-split mustache. A blood-stained mantle hangs loosely from his shoulders, its wolf-pelt knotted by a skein of troll-gut that holds the raven-worried head of a slain criminal.

Mjorðir “Véogrímr” Brúnnulfson
Male human skald 1/paladin (oathbound; Týr) 2; xp 8,220
Medium humanoid (human [Blóðbard])
Init +0; Senses Perception +4
Languages North-Speech
Aura good
____________________________________________________________

AC 19, touch 10, flat-footed 19; CMD 14
(armor +6, shield +3)
hp 12/26 (1d8+2d10+6)
Resistance cold 2
Fort +11*, Ref +4*, Will +11* (with resistance); +16 vs cold weather exposure
____________________________________________________________

Speed 20 ft. (30 ft. without armor)
Melee Randgríð (shield-hungry) +6 (1d8+2, x3)
Melee large shield bash +4 (1d4+2)
Ranged javelin +2 (1d6+2)
Base Atk +2; CMB +4
Special Actions lay on hands 4/day (1d6), raging song 6/day (inspired rage (+2 Str & Con, +1 Will, -1 AC)), smite chaos 1/day (+3 atk & AC, +2 dmg)
Combat Gear javelin (x2)
____________________________________________________________

Skald Spells Known (CL 1st; Concentration +4)
1st (2/day)—cause fear (DC 14), saving finale
0thdancing lights, daze (DC 14), open/close, resistance
____________________________________________________________

SQ bardic knowledge +1, bird companion, divine grace,
Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Feats Iron Will, Shield Focus, Weapon Focus (battleaxe)B
Skills Climb +1 (+6 without armor), Diplomacy +9, Handle Animal +7, Heal +4, Intimidate +7, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +4, Perform (oratory) +7, Perform (singing) +7, Ride -3 (+4 without armor), Sense Motive +4; ACP -7 (-5 without shield)
Possessions combat gear plus Draupnisdóttir (Draupnir's Daughter; ring of sustenance), Randgríð (masterwork skeggöx (battleaxe)), Hrôgarnautr (Hrôg's gift; troll-bone lamellar), cold weather outfit, Langlif (long-life; heavy wooden shield), holy symbols (Bragi, Forseti, & Týr), manacles, 5 gp worth of braid-beads, 5 sp.

IC: Gyllhani, the Víðópnisson
Male rooster
Small animal (bird companion)
Init +2; Senses Perception +12; low-light vision
____________________________________________________________

AC 14, touch 13, flat-footed 11; CMD 13
(Dex +2, natural armor +1, size +1)
hp 6 ((2d8+2)/2)
Resistance cold 2
Fort +4, Ref +5, Will +2
____________________________________________________________

Speed 10 ft., fly 80 ft. (average)
Melee bite +1 (1d4), 2 talons +1 (1d4)
Base Atk +1; CMB +0
____________________________________________________________

SQ link, tricks (aid, roam)
Str 10, Dex 15, Con 12, Int 2, Wis 16, Cha 6
Feats Skill Focus (Perception)
Skills Fly +11, Perception +12
« Last Edit: January 03, 2015, 06:42:46 PM by Rose-of-Vellum »

Polycarp

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Re: Fimbulvinter Characters
« Reply #2 on: December 05, 2014, 02:32:53 AM »
IC: Kylfa the Kvenlander
Quote from: Description

(But with dark brown hair instead of white)

Kylfa is a large man, great in height and breadth, but is often slightly stooped.  His face is wind-beaten and his brow craggy, but his brown eyes are soft and calm-looking.  His hair is dark brown, nearly black, and is tied in a ponytail behind his head, though this is rarely seen beneath the face of the bearskin that he wears like a hood.  His beard is long, unkempt, and typically matted with twigs and leaves.

Male Human Druid (Bear Shaman) 6

Initiative +1; Senses Perception +11
AC 19, touch 11, flat-footed 18; CMD 18 (20 vs. grapple)
+1 Dex, +6 Dragonhide Breastplate, +2 Masterwork Large Shield
HP 50 (6d8+12+5)
Fort +7, Ref +3, Will +7; +5 vs cold weather exposure, +4 vs. fey abilities & plant spells

Speed 20 ft.
Melee Masterwork Club +8 (1d6+3) [with Shillelagh +8 (2d6+4)]
Melee Bite +7 (1d6+3) and 2 Claw +8 (1d4+3) [transformed only]
Ranged Sling +5 (1d4+3) 50 ft.
Ranged Club +5 (1d6+3) 10 ft.
BAB +4; CMB +7 (+8 w/claws, +9 w/grapple, +10 w/claw grapple)

Special Abilities Ferocious Strike (+3 melee damage, 5/day), Totem Transformation (6 mins/day), Wild Shape (3/day, 2/day must be bear; bear 8 hours, other 4 hours), Beast Shape into Grizzly Bear (1/day, 7 minutes), Bless (1/day)
Special Qualities Wild Empathy (+4 vs. bears and wolverines), Woodland Stride, Trackless Step, Speak with Animals (while transformed)

Str 17, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Feats Power Attack, Improved Grapple, Weapon Focus (Claws), Natural Spell
Skills Climb +7 (1 rank), Handle Animal +3 (1 rank), Heal +7 (2 ranks), Intimidate +5** (4 ranks), Linguistics +1 (1 rank), Perception +11 (6 ranks), Knowledge (Nature) +11* (6 ranks), Spellcraft +6 (3 ranks), Survival +13* (6 ranks), Swim +12 (1 rank)
ACP -4 (-3 mwk breastplate, -1 mwk large shield)
*Nature Sense bonus added
**Bonus from magic item added
Languages Common (North-Speech), Alfari, Shamanic
XP 35,740/35,000

Spells per day 4/4/4/2 plus domain (CL 6th, Concentration +8)
Domain Spells (Ferocity): Enlarge Person (1st), Bull's Strength (2nd), Heroism (3rd)

Currently Prepared
Orisons: Light, Mending, Spark, Purify Food and Drink
1st: Cure Light Wounds, Longstrider, Shillelagh, Ant Haul, [Enlarge Person]
2nd: (Blank), (Blank), Barkskin, Frigid Touch, [Bull’s Strength]
3rd: (Blank), (Blank), [Heroism]

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Possessions (on person):
Dragonscale Breastplate (masterwork)
Large wooden shield (masterwork)
Club (masterwork)
Cold-weather outfit
Furs (bearskin cloak)
Bear Pelt of the Bonebreaker
Draupnir Ring (+5 Swim)
Necklace of various animal teeth
Spell component pouch
Potion of Cure Moderate Wounds (2d8+4)

Possessions (in sack):
Winter blanket
Clay jug
Signal horn
Engraved comb made from reindeer antler
Knife

Possessions (in Wulfheim):
Light Horse
Heavy Horse
Barrow Treasure (~961 gp)
« Last Edit: February 08, 2016, 02:24:41 AM by Polycarp »
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HippopotamusDundee

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Re: Fimbulvinter Characters
« Reply #3 on: December 06, 2014, 08:49:57 AM »
IC: Tígris Reikalfr
Quote from: Description
Tígris stands taller than most men and moves with an unsettling grace – long-limbed, lean, and lithe, his bearing has as much resemblance to a great cat as it does to a civilized man. His skin betrays his inhuman nature, pearl-white and almost glowing under full sun, as does his hair, fine and pale as spun silver, though both are visible only in tiny glimpses beneath the layers of mud and plant dyes that have stained him the colours of the forest – brown, grey, and green. His eyes are a tawny gold with slitted pupils like the stocky sabre-toothed cat that stalks beside him, and his ears elongated and pointed. He carries a great ash longbow and a club cut from a bramble-stem, thick as his upper arm and dotted with brutal thumb-length tearing thorns.

Male Ljósálfar Hunter 3
Medium humanoid (elf)
XP: 9770
Init +11 (+12 with Aspect of the Tiger); Senses Perception +7 (low-light vision)
Languages Álfari, North-Speech
Aura neutral
____________________________________________________________

AC 17, flat-footed 12, touch 15 (Dex +5, armor +2); CMD 17
HP 17 (3d8)
Fort +2, Ref +8 (+9 with Aspect of the Tiger), Will +2
____________________________________________________________

Speed 30ft
Melee Terbutje +1, 1d8-1/19-20
Ranged Longbow +8 (+9 with Aspect of the Tiger), 1d8 (19-20/x3), 100ft
Base Atk +2; CMB +3
Special Actions:
-Animal Focus (assume one as a swift action for a minute 3/day; apply one to animal companion for unlimited duration)
Combat Gear leather armor, longbow, terbutje
____________________________________________________________

Hunter Spells Known (CL 3rd; Concentration +0)
1st (3/day)— blend, faerie fire, flare burst (DC 13), speak with animals, summon nature’s ally
0thcreate water, detect poison, flare, guidance, light, resistance, stabilize
____________________________________________________________

SQ Elven Magic (+2 on checks to overcome SR, +2 to Spellcraft to identify magic items), Fleet-Footed (+2 bonus to Initiative, already factored in), Lightbringer (immune to light-based blindness and dazzle effects, +1 CL when casting light-based spells and spell-like abilities), Track (+2 to Survival checks to track), Wild Empathy (+3, improve attitude of animals as per Diplomacy rules)
Str 11, Dex 20, Con 8, Int 10, Wis 13, Cha 12
Feats Coordinated Shot B, Improved Initiative, Point-Blank Shot, Precise Shot B, Run B
Skills Acrobatics +10, Handle Animal +7 (+11 with Stilke), Heal +7, Knowledge (nature) +4, Linguistics +1, Perception +7 (+10 with the Circlet of Ullr), Spellcraft +2 (+4 to identify magic items), Stealth +11, Survival +7
____________________________________________________________

Possessions carried (37.6lbs):
-Circlet of Ullr (+3 Perception, +1 ranged attack, 19-20 crit range on bows)
-Leather Armor (15lbs)
-Cold Weather Outfit (7lbs)
-Longbow (3lbs)
-Terbutje (2lbs)
-2 days rations (2lbs)
-4 Splintercloud Arrows (.6lbs)
-Camouflage Netting (5lbs)
-20 Masterwork Arrows (3 lbs)

IC: Stilke
Male sabre-tooth cat
Medium animal (cat companion)
Init +4; Senses Perception +7; low-light vision, scent
____________________________________________________________

AC 19, touch 13, flat-footed 14 (+3 natural armor, +4 Dex, +2 armor); CMD 18
HP 17 (3d8+3)
Fort +4, Ref +7, Will +3
____________________________________________________________

Speed 40ft
Melee Bite +4, 1d6+2; 2 claws +4, 1d4+2
Base Atk +2; CMB +4
Special Attacks:
-Rake (2 claws +4, 1d4+2)
____________________________________________________________

SQ evasion, link, share spells, tricks (attack, come)
Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Feats Coordinated Shot, Improved Initiative, Skill Focus (Stealth)
Skills Jump +5, Perception +7, Stealth +10 (+14 with Aspect of the Owl)

____________________________________________________________

Possessions carried (54.5lbs):
-Leather Barding (15lbs)
-Pack Saddle (15lbs)
-Saddlebag (8lbs)
-10 Thistle Arrows (1.5lbs)
-Spider’s Silk Rope (4lbs)
-3 Heatstones (3lbs)
-Bedroll (5lbs)
-20 Arrows (3lbs)
« Last Edit: February 04, 2015, 11:09:04 PM by HippopotamusDundee »

Steerpike

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Re: Fimbulvinter Characters
« Reply #4 on: December 07, 2014, 05:42:26 PM »
Great character Hippo!

I should add that if anyone wants to make more than one character and then pick which of several they'd like to play in a given session, they should feel free.

sparkletwist

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Re: Fimbulvinter Characters
« Reply #5 on: December 10, 2014, 06:24:30 PM »
IC: Dagny Lyrkenja
Quote from: Picture
Quote from: Description
Dagny is generally slovenly in appearance, although she does have a rather comely face, and she is definitely blessed with a bit of the exotic beauty that Hrafnii women are known for. Her hazel eyes that have a touch of magic and mystery to them, and her reddish lips are often curled into a smirk. Her messy black hair is quite long, having not been cut for quite some time. Sometimes she wears it haphazardly put up, with numerous loose strands hanging down. She is a bit taller and more sturdily built than many women, though not exceptionally so. She typically wears a plain dark brown dress; while it would not seem to insulate her very well from the cold, she typically goes around in nothing but it regardless, protected from the elements by witchcraft.
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Female Human Wizard 6 (XP: 36900/53000)

Str 10 (0) (+5 on strength checks to break or lift)
Dex 18 (+4) [16 without Wood bonus]
Con 12 (+1)
Int 20 (+5) [18 before oath, 16 before human +2]
Wis 10 (0)
Cha 7 (-2)

HP: 36
AC: 15 [10 + Dex 4 + 1 Natural(Item)] (Touch 14, FF 11)
BAB +3, CMB +8, CMD 22
Initiative: +6 [Dex 4 + Trait]
Fort +4 [2 + Con 1 + Item]
Reflex +7 [2 + Dex 4 + Item]
Will +6 [5 + Wis 0 + Item]

Class Features:
Arcane School: Wood Element
(Opposition School: Metal)
Make a +10/1d6+7 (+7/1d6+6 beyond 30') ranged attack + inflicts 2hp Bleed, 8/day
+2 enhancement bonus to Dex, Con, or Wis (chose Dex)
Arcane Bond
Scribe Scrolls bonus feat

Skills: (48 ranks)
Appraise +9 [1 + Int 5 + class]
Bluff +10 [5 + Int 5]
Disable Device +5 [1 + Dex 4]
Fly +8 [1 + Dex 4 + class]
Knowledge (Arcana) +10 [2 + Int 5 + class]
Knowledge (Engineering) +9 [1 + Int 5 + class]
Knowledge (Local) +12 [4 + Int 5 + class]
Knowledge (Nature) +9 [1 + Int 5 + class]
Knowledge (Planes) +9 [1 + Int 5 + class]
Knowledge (Religion) +9 [1 + Int 5 + class]
Linguistics +9 [1 + Int 5 + class]
Perception +6 [6 + Wis 0]
Profession (Barmaid) +4 [1 + Wis 0 + class]
Ride +5 [1 + Dex 4]
Sense Motive +6 [6 + Wis 0]
Sleight of Hand +7 [3 + Dex 4]
Spellcraft +14 [6 + Int 5 + class]
Stealth +5 [1 + Dex 4]
Survival +5 [5 + Wis 0]

Languages:
Common (North-Speech), Dvergar, Alfari, Dreki, Giantish, Chthonic, Helmal

Feats:
(W) Scribe Scrolls
(H) "Additional" Traits: Reactionary + Clever Wordplay (Bluff)
(1) Arcane Discovery: Knowledge is Power
(3) Craft Wondrous Item
(5) Craft Magic Arms and Armor
(B) Point Blank Shot

Spells:
Cantrips
Level 1: 5/day + 1 school
Level 2: 4/day + 1 school
Level 3: 3/day + 1 school
(+ Arcane Bonded Item: Cast 1 spell a day)
(+ Spell cunning Ring: Prepare 3 extra levels of spells a day)

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Possessions:
A golden Dvergar amulet, in the shape of some kind of insectoid ammonite thing (Bonded item and holy symbol, has retrieve item cast on it)
A shamanic talisman fashioned from human nails and hair (+1 to saves)
A shamanic amulet (+1 natural armor)
Rune-caller's ring, red gem (Spell cunning, prepare 3 extra levels of spells per day) - Worn
Ragnvaldrök, a masterwork throwing axe with a softly glowing Dvergar rune etched into the blade (Can enhance her attack with Arcane Strike, has retrieve item cast on it, has been sharpened)
A telescoping Dvergar wand covered with numerous ornate runes (Has retrieve item cast on it)
A sharp but otherwise unremarkable dagger of Dvergar design (Has retrieve item cast on it, has been sharpened)
A waterproof travel bag containing a bit of food, night tea leaves, a ball of twine, a whetstone, a small shovel, a bottle containing 18 oz of spirit of wine, and her spellbook: A bundle of vellum pages stitched together in a crude leather binder (Has retrieve item cast on it)
Draupnir's Get (Currently Sustenance; Choose Lies, Larceny, Stealth, Healing, Climbing, Jumping, Swimming, Sustenance) - Worn (Has retrieve item cast on it)
Potion of cure moderate wounds (CL 4)
Elixir of honeytoungue (+10 to bluff), 2 doses left
Horn of Fog (Creates a thick fog)
Wolfslaying arrow
The "Ravenshield", a broken +1 arrow-catching shield
50 gp onyx ring
Pocket full of coins
Animal pelt - scroll of animal aspect
Animal pelt - scroll of summon nature's ally II
(Not yet identified) Wand having something to do with storms and lightning (8 charges left?)

In her home (10 gp/month) in Wulfheim (whose door has an arcane lock on it) Dagny keeps a puzzle box (with retrieve item cast on it) in a hole under the floorboards hidden by a rug, where she stores her valuables: her spellbook when not in use, the Dvergar lore-book (with retrieve item cast on it, of course), a sunstone (able to cast know direction at will), a ring of lore (+3 to knowledge skills in exchange for sacrificing her life force) and 100 gp worth of arcane supplies. She has also stashed away a +1 flaming short sword, potions of bull's strength, darkvision, hide from animals, invisibility and remove fear from Skrikja; and 1628 gp worth of gold, silver, various jewelry, and other wealth. When Dagny is out of town, her home is often guarded by "Rocky," a small earth elemental who has taken up more of a permanent presence in Midgard; otherwise, Rocky is generally searching in the ground for valuables or simply resting somewhere he won't get in the way. She also has a black war horse named Glaer, but due to Dagny's ability to cast mount he is generally left in the stables.

In a back room of the Well of Joy, Dagny has crafted a large arcanely enhanced cauldron adorned with strange mechanisms and Dvergar runes, named vanslind. Up to 15 pounds of snow, dirt, or other mass can be placed into it, and be converted into a hearty and nutritious if somewhat bland green stew. It is secured to its sturdy stone base via an arcane lock, and there is also an alarm trap which will cause the mechanism to blare loudly and unceasingly if it is disturbed. Outside of the Well of Joy, there is a large stone arch under construction, but its enchantment is already in place; it will cast endure elements on anyone walking through it. Dagny has hired two freed female thralls named Sigrid and Borghildr (15 gp/month each) to help run the machine as well as do other odd jobs for her. She has also taken on a young Kvenlander boy with arcane gifts named Kauko as a sort of apprentice.

Ragnvaldr and Kylfa are allowed access to Dagny's home, in order to store their valuables there. Ragnvaldr has also permitted Dagny to use some of the gold he has stored with her for her own purposes.

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« Last Edit: November 16, 2015, 04:58:54 PM by sparkletwist »

Steerpike

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Re: Fimbulvinter Characters
« Reply #6 on: December 10, 2014, 06:58:27 PM »
Sweet, I love Chthonic. It's probably what everything that's not a Dvergar speaks in Svartalfheim.

Great character! I look forward to her snark.

Kindling

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Re: Fimbulvinter Characters
« Reply #7 on: December 10, 2014, 07:05:34 PM »
IC: RAGNVALDR
Quote from: description
Iron-eyed, strong-armed, spear-swift. The Ægirian warrior Ragnvaldr's life was a simple one - mostly a succession of bloody raids across the sea - until he ran afoul of the Blóðbards and fell in with strange companions in escaping from them. Ragnvaldr is used to violence, relishes it even, but is almost easy-going in his own way. Fimbulvinter may have turned the world on its head, but as long as he's still alive he may as well enjoy what he can in life, while he can. Fate is inexorable and inescapable, he reasons, so he goes where it takes him... Which he hopes is in the direction of a fight, a feast, or both.
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"Ragnvaldr of the Ægirians, a spear-reaver, a killer of men, a killer of Trolls, a killer of Vargr, a killer of Drakkar."

Fighter 6
XP: 35330

STR 19 +4
DEX 14 +2
CON 14 +2
INT 10 +0
WIS 10 +0
CHA 10 +0

Max HP: 59
Current HP: 52

BAB +6/+1
AC 19 (+2 DEX +6 masterwork chainmail +1 ring of protection)
CMB +10
CMD 22

FORT +7 (+9 vs cold weather in furs)
REF +4
WILL +2 (+4 with Bravery)

Speed: 30ft
Armour check penalty (DEX/STR): -3 (-4 masterwork chainmail, +1 armour training)
Carrying capacity: 116/117-233/234-350

Melee attacks:
Dagnöskur +13/+8 1d8+8(+10 two-handed) 19-20/x3
Dagger +10/+5 1d4+4 19-20/x2
Unarmed +10/+5 1d3+4 x2 nonlethal

Ranged attacks:
Longbow +9 1d8+1 x3 110ft.
Dagger +8 1d4+4 19-20/x2 10ft.

Skills:
Climb 4 (+4 STR)
Intimidate 9 (+4 STR)
Handle Animal 5
Profession (sailor) 4
Survival 9

Feats & class abilities:
Aegirian Smash: when a Power Attack deals damage, make a free Intimidate check to demoralise the target
Armour Training: -1 to armour check penalty and +1 to maximum DEX bonus when wearing armour, may move at full speed in medium armour
Bravery: +2 to Will saves against fear
Cleave: when a melee attack hits, make an additional melee attack against another target within reach. -2 AC
Furious Focus: no power attack penalty on first attack per round when two-handed
Intimidating Prowess: Add STR bonus to Intimidate checks in addition to CHA
Power Attack: -2 attack for +4 damage or +6 damage when two-handed
Shield of Swings: full attack when two-handed, 1/2 damage for +4 shield bonus
Weapon Focus (battleaxe): +1 to attacks with battleaxes
Weapon Specialisation (battleaxe): +2 to damage with battleaxes
Weapon training (axes): +1 to attack and damage with axes

Equipment:
+1 keen dragonbone battleaxe, “Dagnöskur”
Masterwork composite (+1) longbow
Arrow x38
Dagger x4
Masterwork chainmail
Combat-trained dog, "Aslaug"
Backpack
Bedroll
Winter blanket
Furs
War-trained heavy horse, "Sinir"
Ring of the Healer (+5 to Heal checks)
Dried fish (1 day's trail rations)
Potion of Cure Moderate Wounds (caster level 4th)
Katla's ring of protection +1
Torc x2
Arm ring x3
Miklagard silk outfit x2

Aurar: 2704gp 5sp
« Last Edit: February 17, 2016, 02:26:40 PM by Kindling »
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Ghostman

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Re: Fimbulvinter Characters
« Reply #8 on: December 11, 2014, 11:30:09 AM »
IC: Katla
Katla is sturdy for a woman - some might go so far as to dub her manly (but never to her face...), and she carries her robust frame with all the pride of a seasoned warrior. Her eyes are icy, deep-blue with a disturbingly wolfish air to her stare. Her hair is unremarkable: dull-brown and braided down her back. Her attire is stoic and practical, made up of warm woollen clothes and durable boots suitable for long journeys through the roadless countryside.


(substitute blue eyes and braided hair)

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Level 2 Barbarian (favored) / Level 2 Ranger

Current XP: 19590
Next Level: 23000

STR  16+2 (+4)
DEX  15 (+2)
CON  14 (+2)
INT  10 (+0)
WIS  12 (+1)
CHA  8 (-1)

Max HP:  33  ( 12+2 barbarian + 1 favored class + 10 ranger + 4x2 CON )
Current HP:  33

Initiative:  +2  (+2 DEX)

BAB  +4
AC  19 (21 with shield)  ( 10 + 2 DEX + 1 ring + 6 chainmail + 2 shield )
* AC at -2 penalty when raging

CMB 8  ( +4 BAB + 4 STR + 0 size )
CMD 20  ( 10 base + 4 BAB + 4 STR + 2 DEX + 0 size + 0 misc. modifiers )

FORT  +8  ( 6 base + 2 CON )
REF  +5  ( 3 base + 2 DEX )
WILL  +3  ( 0 base + 1 WIS + 2 Iron Will )

Speed:  40ft  (30ft when wearing chainmail)
Carrying capacity:  76 lbs / 77-153 lbs / 154-230 lbs

Melee attacks:
Dagger  +8 (+10 vs Humans)  1d4+4 (1d4+4+2 vs Humans)  19-20/x2
Masterwork Silver Dagger +9 (+11 vs Humans)  1d4+4-1 (1d4+4+2-1 vs Humans)  19-20/x2
Battleaxe  +8 (+10 vs Humans)  1d8+2 (1d8+4+2 vs Humans)  20/x3
Styrkr  +9 (+11 vs Humans)  1d8+4 (1d8+4+2 vs Humans) 19-20/x2
+1 Flaming Shortsword  +9 (+11 vs Humans)  2d6+5 (2d6+5+2 vs Humans) 19-20/x2

Ranged attacks:
Masterwork Composite Longbow (arrows)  +7 (+9 vs Humans)  1d8+2 (1d8+2+2 vs Humans)  20/x3
Masterwork Composite Longbow (cold iron arrows)  +7 (+9 vs Humans)  1d8+2 (1d8+2+2 vs Humans)  20/x3
Masterwork Composite Longbow (silver arrows)  +7 (+9 vs Humans)  1d8+2-1 (1d8+20+2-1 vs Humans)  20/x3
(masterwork arrows do not gain any bonus when shot with a masterwork bow)

Skills:
Climb  13  (+1 barbarian{human}, +3 class skill, +4 STR, +5 Ring of Climbing)
Intimidate  4  (+2 barbarian, +3 class skill, -1 CHA)
Survival  8 (10 vs Humans)  (+2 barbarian, +3 class skill, +2 ranger, +1 WIS, +2 favored enemy)
Swim  8  (+1 barbarian, +3 class skill, +4 STR)
Ride  9  (+2 barbarian{favored class}, +3 class skill, +4 STR)
Perception  8 (10 vs Humans)  (+2 barbarian, +3 class skill, +2 ranger, +1 WIS, +2 favored enemy)
Profession (Sailor)  5  (+1 ranger{human}, +3 class skill, +1 WIS)
Handle Animal  4  (+1 ranger, +1 barbarian{human}, +3 class skill, -1 CHA)
Heal  5  (+1 ranger, +3 class skill, +1 WIS)
Knowledge (Nature)  4  (+1 ranger, +3 class skill, +0 INT)
Knowledge (Geography)  4  (+1 ranger, +3 class skill, +0 INT)
Stealth  8  (+3 ranger, +3 class skill, +2 DEX)
Sense Motive  2 (4 vs Humans)  (+1 ranger, +1 WIS, +2 favored enemy)

{human} => extra skill point for the human race
{favored class} => extra skill point for taking a level in the favored class (barbarian)

(chainmail applies a -5 armor check penalty to all Dex- and Strength-based skill checks)

Feats:
* Rugged Northerner (1st level)
* Iron Will (human bonus feat)
* Quick Draw (3rd level)
* Point-Blank Shot (ranger combat style feat 2nd level)

Class abilities:
* Fast movement (barbarian 1st level)
* Rage up to 6 rounds/day (barbarian 1st level)
* Favored enemy: humanoid (human) (ranger 1st level)
* Track +1 (ranger 1st level)
* Wild empathy +1 (ranger 1st level)
* Uncanny Dodge (barbarian 2nd level)
* Rage Power: Knockdown (barbarian 2nd level)

Languages:
* Northspeech

Equipment & goods:
Riding horse
War-trained heavy horse w/ saddle and gear (reward from jarl Wulfgar)
Pack-horse
Backpack, common (2 gp, 2 lbs)
Bedroll (-, 1 lb)
Blanket, winter (-, 3 lbs)
Flint & steel (1gp, -)
Rope, hemp 50 ft (1 gp, 10 lbs)
Rations, 22 days (5gp, 22 lbs)
Signal horn (1 gp, 2 lbs)
Clothing, Cold-Weather Outfit (8 gp, 7 lbs)
A moonstone circlet (loot)
A shaman's bone rattler (loot)
Jarl Wulfgar's ring (ring of protection +1, reward)
Ring of Climbing (gift from ODIN!)
Dagger (2 gp, 1 lb)
Masterwork Silver Dagger (looted, 1 lb)
+1 Flaming Shortsword (looted, 2 lbs)
Masterwork Longsword "Styrkr" (from Wulfheim armoury, 4??? lbs)
Battleaxe (10 gp, 6 lbs)
Shortbow (30 gp, 2 lbs)
+2 Masterwork Composite Longbow (looted, 3 lbs)
Arrows x55 (3 gp, 9 lbs)
Arrows x97 (~15 lbs)
Cold Iron Arrows x30 (~6 lbs)
Silver Arrows x29 (~6 lbs)
Masterwork Arrows x44 (looted, 8 lbs)
Chainmail (150 gp, 40 lbs)
Chainmail, masterwork (from Wulfheim armoury, 40 lbs)
Heavy wooden shield (7 gp, 10 lbs)
Masterwork composite longbow +4 (looted, 3 lbs, needing repair)
Total weight carried: 142 lbs

Total money: 509 gp
(most of the money is stored in Dagny's hiding place)

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« Last Edit: February 21, 2015, 12:33:33 PM by Ghostman »
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Steerpike

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Re: Fimbulvinter Characters
« Reply #10 on: January 03, 2015, 06:21:28 PM »
Could I request that TMG and Llum (re)post their characters here? It makes it super easy for me to check stats when I need to when they're all gathered on the same page. Thanks guys!

Llum

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Re: Fimbulvinter Characters
« Reply #11 on: January 11, 2015, 11:55:37 PM »
IC: Egil
Male human Warpriest of Ullr 3 13,610 XP
Medium humanoid (human)
Init +5 (+5 DEX); Senses Perception +6
Languages North-Speech, Jotunn
Aura good
____________________________________________________________

AC 18, touch 15, flat-footed 13; (+5 DEX, +3 Studded Leather)
CMD 19 (+1STR, +5DEX, +3BAB)
HP 27 (4d8+4)
Fort +4 (+1 CON), Ref +6 (+5 DEX), Will +6 (+2 WIS)
____________________________________________________________

Speed 30 ft
Melee
Ranged Composite Longbow +10 (+3 BAB; +5 DEX; +1 WF; +1 SW) 1d8+2 (+1 STR, +1 SW)
Ranged Composite Longbow +11 (+3 BAB; +5 DEX; +1 WF; +1 SW; +1PBS) 1d8+3 (+1 STR; +1PBS, +1 SW)
BAB +2; CMB
Combat Gear Arrows x180
____________________________________________________________

Warpriest Spells Known (CL 3rd; Concentration +1)
3rd - None
2nd - 2/day
1st 4/day - Bless, Divine Favor, Obscuring Mist, Shield of Faith
0th 4/day - Spark, Light, Detect Magic, Resistance
____________________________________________________________

Str 12(+1), Dex 20(+5), Con 12(+1), Int 12(+1), Wis 14(+2), Cha 7(-2)
Class Abilities: Channel Energy, Sacred Weapon +1, Fervor 1d6; Blessings(Minor) 4/day: Air, Travel;
Feats Weapon Focus(Composite Longbow), Point Blank Shot, Precise Shot, Deadly Aim, 1 Feat
Skills Perception: +6; Knowledge(religion) +9; Survival +8; Sense Motive +8, Climb +6, Spellcraft +5, Ride, +9
Possessions Composite Longbow +1, 180 Arrows, Ring of Sustenance(Draupnir Gold), Studded Leather Armor, Signal Horn.  Heavy Warhorse, 600gp, Potion of Cure Moderate Wounds (CL 4th)
« Last Edit: February 28, 2015, 02:49:26 PM by Llum »

Xathan

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Re: Fimbulvinter Characters
« Reply #12 on: February 27, 2015, 03:56:55 PM »
IC: Awakenings
“Get up you beardless wurm!” If the volume hadn't been enough to awaken Sjack, the kick to his ribs would have been more than enough added incentive; he groaned, rising to his feat. The man who stood before him was lean and tall, his pale beard completely caked in dried blood. “You're pathetic enough as it is – and now you add womanly sloth to your failures.” Sjack rose in silence. There was a chance that speaking would earn him a ringing blow to the ear. Silence was less likely to have the same consequence, though it was never sure. The sudden pain that exploded in his head indicated he would have been just as well-served speaking. “You think you can give me that sullen look? You are no true man, you have not the right!” Sjack did his best to look contrite, though he was careful to not look distraught – a fine line, and one that if he failed to walk would result in yet another blow.

“Forgive me, Father.”

As soon as the words were out of his mouth, he knew he had made a mistake – an instant before a massive fist collided with his face. He reeled back, trying to blink through the pain, when another blow landed in his midsection, drawing the breath from him. “You” - a savage blow to the arm caused Sjack to nearly howl in pain - “are” - doubled over, what he thought was a knee rose to his jaw, drawing the taste of blood - “no” - this fist Sjack managed to turn slightly due to his stumbling, taking what would have likely cracked his skull instead of merely blackening his eye - “son” - two fits, back and forth, one to the shoulder and the other to the jaw, took Sjack to a realm of pain he'd never before met - “of” - at this point, the club wooden, stool? Did he grab the stool? that broke across his back was an almost gentle tap, the jagged lances of pain that shot along his back helping to distract from the pain in his head - “mine.” - laying on the ground, another foot to the kidney – much harder than the one that awoke him – was the last straw, and the last sensation that was not pain before he blacked out was of his father's spittle running down his face.

Sleep, or something like it, claimed him for a time. He had thought that being beaten into unconsciousness would spare him the Dream, but that would have been a mercy, and Sjack had only the vaguest concept of the term. He was chained again, in a great feasting hall, vaster than he had ever believed possible. Horrific creatures dined on the flesh of men around him – trolls, Hel-Shades, the twisted and dark Aelfar, great serpents with arms like men. At the head of the table sat a figure – always the same person, though at times a beautiful woman, at times a wizened man, at times a sly warrior with a poisoned blade. They all ignored him, as they always did, but the plates grew emptier, and Sjack knew that when the food ran out he would be noticed. What would happen then only his imagination knew, but there was a small chance it would be anything but painful. A hand reached for him, scaled and clawed, and suddenly he was unchained, held by one of the great serpents. “Thisss one.” Sjack nearly screamed. Never before had one of them touched him, never before had one spoken.

A skinless wolf with the shape of a man looked over at the speaker. “Verjartix, you're serious? Hes a disgrace to his clan, to his people, to our Pact! He was cursed to never grow a beard.” The serpent nodded. “He iss perfect. What say you, beardlesssss? Would you be the vessel of Verjartix?”

“I, I, I”

“You see!” barked the wolf, and Sjack had to bite back hysterical laughter at the phrase, “He is too much of a coward to speak even!” The serpent – Verjartix – nodded. “Yesss. He isss. But there is so much rage in him...tell me, beardlessss, would you wish for a chance to prove you are truly a  Blóðbard?”

Sjack felt it then. Something stirred within him, and he did not see Verjartix as a monster, but as a creature with the deadly beauty of a falcon or a wolf, the beauty of a predator. “Yes.” he whispered.


A blow to the back of the head – softer than he had expected, but still the last thing his throbbing head wanted – shattered the dream. He groaned and rose to get up...only to hear the rattle of chain. “You're awake then.” The voice was not his Fathers. It was smooth, like honey, but sickening, as though it had been left to ferment but drunk before it was truly mead. A woman moved into view, pale and covered in strange tattoos – no clan markings, no family badges, no killscores or slavetakes (not that he expected to see those on a woman). Rings, outlining her arms and drawing the eyes to her breasts – which were bare save for the tattoos that covered her torso, Sjack realized with a start – were the only markings she bore. “Do you know where you are?”

Sjack started to shake his head and instantly regretted it, hit by a wave of nausea he could not contain, heaving all the nothing he had eaten in the last two days, for the first time grateful for his near-starvation. “No.” he croaked instead.

“This is the Feasting Hall of King Ivar.” The Hall of Screams. Oh gods, what happened? The woman laughed. “Isn't it obvious, beardless? Your father sold you, and the Ivar wishes to know the cause of your affliction, to be certain it spreads to no others.”

She walked over to a tray and pulled out a wicked implement. “I intend to find out.”

And once again, Sjack knew only pain.

------------

How long he was chained in that hall, he did not know. Hours, days, weeks, months – time lost all meaning, and the only reprieve he knew was the blessed peace of unconsciousness, until finally he awoke and there was no pain, only lingering soreness. He had been healed, and expertly so. His skin was scarred along his arms, coated in blood, and he was naked, but he was not in pain. He was, however, cold. Standing – noting the absence of chains to bond him – he realized he was outside. Trees surrounded him. The Ironwood. There was something on the tree, and it took his mind a moment to focus. The impaled head of a great wolf leered at him, and with a sickening jolt he realized it was the same blood on his arm. A message had been carved into the tree. RUN

And as soon as he heard the howling of the wolves, he did, like the beardless coward that he was. The wolves had his scent and the scent of their packmate's blood – they were furred and healthy, he was naked and starved – and this was their home. It wasn't even a contest. Soon they had him surrounded, snapping at him, taking their time before going for the kill. Oh please, help me! Spare me this! Anyone! Give me Strenght! You Æsir!” - and a bite on his calf made him realize they were growing bored of the game - “Great Trickster!” - a more aggressive male took his pinky finger, Sjack barely pulling his hand away, and in that flash of pain it was not the wolf, it was not the wolves, it was his father, beating him as he had before, and a name rose to Sjack's lips “Verjartix!

And suddenly he was clothed in the skin of a great serpent, seven lengths from nose to tail. As fast as his new form would allow he lashed out, catching the next wolf mid-air. It barely managed a shocked yip before the bite crushed its neck. Sjack stood over his prey as he let out a screeching roar, sending the wolves fleeing in confusion and fear. We are now whole. And as Sjack feasted on the wolf in the infant form of Verjartix, he knew it to be true.

OOC: Beardless Sjack
Human Summoner 4 (21,350xp)

Ability Scores:
Str 10
Dex 12 (+2 jul vow)
Con 10
Int 14
wis 14
Cha 17

Combat:
Attack: +3 Melee (Light Mace) 1d6, +4 Ranged (Short Bow) 1d6, +4 Spell (Acid Splash) 1d3
AC: 15, 11 touch, 14 flat footed
HP: 26
CMA: +3
CMD: 12

Saves:
Fort +1
Ref +1
Will +5

Skills:
Spellcraft 4 +9
Perception 7 +10
Intimidate 5 +9
Survival 6 +8
Bluff 5 +8
Sense Motive 6 +8
Stealth 5 +5

Feats
Extra Evolution, Weapon Finesse, Augment Summoning

Items:
Chain Shirt
Mace
Short Bow
50 arrows
500 GP
Cold Weather Gear

Class Features:
Fused Eidolon
Simple Weapon Proficiency
Light Armor Proficiency
Light Armor Casting
Fused Link
Summon Monster 1 (6/day)
Shielded Meld

Spells
Level 0: (at will)
Acid Splash
Arcane Mark
Mage Hand
Detect Magic
Message
Daze

Level 1: (4/day)
Expeditious Retreat
Devil's Blood (AKA Infernal Healing)
Shield
Lesser Rejuvenate Eidolon

Level 2: (2/day)
Summon Eidolon
Bull's Strength

OOC: When Bonded With Ediolon
Str 15
Dex 19 (+2 jul vow)
Con 13
Int 14
wis 14
Cha 17

Speed: 30ft, Climb 20ft

Combat:
Attack: Bite +7: 1d6+2 (10ft Reach), 2 Claws +7: 1d4+2, Tail Slap +2: 1d6+2
AC: 24, 14 touch, 21 flat footed
HP: 26+25 Temporary
CMA: +5
CMD: 20

Saves:
Fort +4
Ref +6
Will +7

Skills:
Spellcraft 4 +9
Perception 7 +17
Intimidate 5 +9
Survival 6 +8
Bluff 5 +8
Sense Motive 6 +8
Stealth 5 +15

Feats
Extra Evolution, Weapon Finesse, Augment Summoning

Items:
Chain Shirt
Mace
Short Bow
50 arrows
Cold Weather Gear

Special Qualities/Class Features:
Resist Cold 5
Darkvision 60ft
Evasion
Fused Eidolon
Simple Weapon Proficiency
Light Armor Proficiency
Light Armor Casting
Fused Link
Shielded Meld
Summon Monster 1 (6/day)

Spells
Spells
Level 0: (at will)
Acid Splash
Arcane Mark
Mage Hand
Detect Magic
Message
Daze

Level 1: (4/day)
Expeditious Retreat
Devil's Blood (AKA Infernal Healing)
Shield
Lesser Rejuvenate Eidolon

Level 2: (2/day)
Summon Eidolon
Bull's Strength

OOC: Eidolon (Synthesist)
(Stats not listed are not relevant, Verjartix is only summonable as "skin")

8 evolution points

HP: 25

Str 15
Dex 19
Con 13

+4 Natural Armor
30ft land speed, Climb 20 ft
Evasion
Darkvision 60ft

Serpentine Base Form: (Bite, Climb, Reach (Bite), Tail, Tail Slap)
Evolutions: Claws, Skilled (Perception), Skilled (Stealth), Resistance (cold), Limbs (Legs), Ability Increase (Strenght)

Attacks:
Bite +5: 1d6 (10ft Reach)
2 Claws +5: 1d4 fire
Tail Slap +0: 1d6 fire
« Last Edit: February 07, 2016, 02:00:44 PM by Xathan »
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Ghostman

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Re: Fimbulvinter Characters
« Reply #13 on: February 27, 2015, 04:37:50 PM »


IC: Hróar


Quote from: Description
Hróar is a burly man of rugged features and peculiar countenance. His sinewy, knotted arms seem longer than they ought to be, his face oddly broad and angular. His deep-set eyes are light brown, almost yellowish, and display a hint of animalistic gleam. Above all though, he is conspicuously hairy - a great tangly mane of thick dark hair falls below his bulky shoulders, his coarse beard grows wild reaching almost up to his eyes, his arms and legs are excessively shaggy, and even the palms of his hands bear a thin cover of hair. What actually confirms his inhuman ancestry is the lengthy tail that flails and snakes behind him, although he often attempts to conceal it to try and pass for a trueblooded human. He is clad in heavy woollen cloth and furs and wears a dangling bone-pendant round his neck.

Hróar is a savage warrior-shaman of trollish ancestry, versed in mystical lore and endowed with a feral bloodlust in battle. Despite his barbaric origins and wild appearance he can be surprisingly affable, being possessed of jovial spirits, a quirky sense of humor and a sly roguish demeanor. He was born in the strange and faraway island of Thule, on a dark winter night under the eldritch glow of northern lights. Shunned by most of human society like his half-troll mother, Hróar has always led a nomadic existence, calling no place his home. The onset of the winter without end drove him out of Thule, and he has since been wandering across Midgard without much purpose beyond finding the next meal to fill his belly.

Level 2 Bloodrager / Level 3 Shaman (favored)

Current XP: 26820
Next Level: 34000

STR  15 (+2)
DEX  12 (+1)
CON  12 (+1)
INT  10 (+0)
WIS  16 (+3)
CHA  11 (+0)


Max HP:  35  ( 16 Bloodrager + 13 Shaman + 1 favored class + 5x1 CON )
Current HP:  30

Initiative:  +1  (+1 DEX)

BAB  +4
AC  18  ( 10 + 1 DEX + 1 Stony Skin + 6 Chainmail)
* AC at -2 penalty when raging

CMB 6  ( +4 BAB + 2 STR + 0 size )
CMD 17  ( 10 base + 4 BAB + 2 STR + 1 DEX + 0 size + 0 misc. modifiers )

FORT  +5  ( 4 base + 1 CON )
REF  +2  ( 1 base + 1 DEX )
WILL  +6  ( 3 base + 3 WIS )

Speed:  40 ft (30 ft when wearing chainmail)
Carrying capacity:  66 lbs / 133 lbs / 200 lbs

(Battle Spirit gives +1 morale bonus to attack rolls and weapon damage rolls in 30 ft radius)

Melee attacks:
Dagger  +6+1  1d4+2+1  19-20/x2
Masterwork Greataxe  +6+1+1  1d12+3+1  20/x3

Ranged attacks:
Javelin  +5+1  1d6+2+1  20/x2


Skills:

Acrobatics  4  (+1 Bloodrager, +3 class skill, +1 DEX)
Bluff  3  (+1 Shaman, +2 Sly)
Climb  6  (+1 Bloodrager, +3 class skill, +2 STR)
Diplomacy  5  (+2 Shaman, +3 class skill)
Handle Animal  6  (+1 Bloodrager, +2 Shaman, +3 class skill)
Heal  7  (+1 Shaman, +3 class skill, +3 WIS)
Intimidate  7  (+1 Bloodrager, +1 Shaman, +3 class skill, +2 Intimidating)
Knowledge (arcana)  4  (+1 Bloodrager, +3 class skill)
Knowledge (religion)  5  (+2 Shaman, +3 class skill)
Perception  8  (+2 Bloodrager, +3 class skill, +3 WIS)
Spellcraft  6  (+3 Shaman{favored class}, +3 class skill)
Survival  10  (+1 Bloodrager, +3 Shaman{favored class}, +3 class skill, +3 WIS)

{favored class} => extra skill point for taking a level in the favored class (shaman)

Feats:
* Sly (Trollblood)
* Stony Skin (Trollblood)
* Darkvision (Trollblood)
* Intimidating (Trollblood)
* Troll Blood (Trollblood)
* Illiteracy (Trollblood)
* Light Sensitivity (Trollblood)
* Power Attack (1st level)
* Furious Focus (3rd level)
* Cleave (5th level)

Class abilities:
* Proficient in simple and martial weapons (Bloodrager 1st level)
* Proficient in light armor, medium armor, and shields (except tower shields) (Bloodrager 1st level)
* Bloodline: Elemental (Earth) (Bloodrager 1st level)
* Bloodline power: Elemental Strikes (Bloodrager 1st level)
* Bloodrage 7 rounds/day (Bloodrager 1st level)
* Fast movement (Bloodrager 1st level)
* Orisons (Shaman 1st level)
* Spirit: Battle Spirit (Shaman 1st level)
* Spirit animal: Owl (Shaman 1st level)
* Spirit magic (Shaman 1st level)
* Hex: Fury (Shaman 2nd level)
* Uncanny dodge (Bloodrager 2nd level)


Languages:
* Northspeech
* Giantish (Trollblood race)
* Shamanic (Shaman class)

Shaman Spells:
Orisons:
* Daze
* Detect Magic
* Guidance
* Light
1st level:
* Thorn Javelin
* Entangle
* Magic Weapon
2nd level:
* Cure Moderate Wounds
* Summon Nature's Ally II

Spirit Spells:
* Enlarge Person 1/day

Quote from: Spirit Animal

Varðmaðr (Owl)
N Tiny animal
Init +3; Senses low-light vision; Perception +10
 DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural for spirit animals)
hp 13 (4d8)
Fort +2, Ref +5, Will +5
 OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
 STATISTICS
Str 6, Dex 17, Con 11, Int 7, Wis 15, Cha 6
Base Atk +2; CMB +1; CMD 9
Feats Weapon Finesse, Alertness, improved evasion, share spells, empathic link, Deliver touch spells
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

* Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
* Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A shaman may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
* Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
* Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness    

Equipment & goods:
Backpack, common (2 gp, 2 lbs)
Bedroll (-, 1 lb)
Blanket, winter (-, 3 lbs)
Flint & steel (1gp, -)
Rope, hemp 50 ft (1 gp, 10 lbs)[
Rations, 20 days (10gp, 20 lbs)
Clothing, Cold-Weather Outfit (8 gp, 7 lbs)
Dagger (2 gp, 1 lb)
Masterwork Greataxe (320 gp, 12 lbs)
3 Javelins (3 gp, 6 lbs)
Chainmail (150 gp, 30 lbs)
Masterwork Greatsword
Enchanted foreign sword
Pelt that can call animal
Pelt that can charm animal
Total weight carried: 92 lbs

Total money: 403 gp, +961 gp of loot in jarl's keep

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« Last Edit: February 15, 2016, 11:41:04 AM by Ghostman »
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Steerpike

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Re: Fimbulvinter Characters
« Reply #14 on: February 27, 2015, 06:30:11 PM »
Kylfa and Hróar together is going to be a lotta hair! I get a sort of Caliban vibe from him, and maybe a bit of Grendel. Really cool character concept.

I've house-ruled that Shamans all know Shamanic, which replaces Druidic as the secret language known by those thf Druid class (this is because the base Druid class isn't really that common).

It's possible that Hróar has actually spotted Kylfa's Shamanic marks around, which could be one way to introduce him, but there could be lots of other ways if that doesn't appeal to you. He might have seen the marks and ignored them, too.