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Fimbulvinter Characters

Started by Steerpike, December 04, 2014, 08:54:35 PM

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Rose-of-Vellum

#1
[ic=Mjorðir "Véogrímr" Brúnnulfson]

Quote from: DescriptionMjorðir 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]

[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[/ic]

Polycarp

#2
[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]

[spoiler=Press to Engage Bear Mode]

Kylfa the Brown Bear (Wild Shaped)
Initiative +0; Senses Perception +11, low-light vision, scent
AC 14, touch 10, flat-footed 14; CMD 20 (22 vs. grapple, 24 vs. trip)
+4 natural
HP 50 (6d8+12+5)
Fort +7, Ref +3, Will +7; +4 vs. fey abilities & plant spells

Speed 40 ft.
Melee Bite +8 (1d6+5) and 2 Claw +9 (1d6+5 plus grab)
BAB +4; CMB +10 (+11 w/claws, +12 w/grapple, +13 w/claw grapple)

Special Abilities Ferocious Strike (+3 melee damage, 5/day)
Special Qualities Wild Empathy (+4 vs. bears and wolverines), Woodland Stride, Trackless Step

Str 21, Dex 10, Con 14, Int 10, Wis 14, Cha 8
Feats Power Attack, Improved Grapple, Weapon Focus (Claws), Natural Spell
Skills Climb +9 (1 rank), Handle Animal +3 (1 rank), Heal +7 (2 ranks), Intimidate +6** (4 ranks), Linguistics +1 (1 rank), Perception +11 (6 ranks), Knowledge (Nature) +11* (6 ranks), Spellcraft +6 (3 ranks), Survival +13* (6 ranks), Swim +14 (1 rank)
ACP 0
*Nature Sense bonus added
Languages Incoherent growling[/spoiler]

[spoiler=Kylfa's Summoned Black Bear]
Summon Nature's Ally III (Totemic)

Black Bear
Medium Animal
Init +3; Senses Perception +6, low-light vision, scent
AC 17, touch 13, flat-footed 14; CMD 19 (23 vs. trip)
+3 Dex, +4 natural
HP 38 (5d8+10+6)
Fort +6, Ref +7, Will +2

Speed 40 ft.
Melee Bite +6 (1d4+3) and 2 Claw +6 (1d4+3 plus grab)
BAB +3; CMB +7 (+11 grapple)

Str 17, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Feats Endurance, Run, Skill Focus (Survival)
Skills Perception +6, Survival +5, Swim +12[/spoiler]

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[/ic]

Possessions (in Wulfheim):
Light Horse
Heavy Horse
Barrow Treasure (~961 gp)
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

HippopotamusDundee

#3
[ic=Tígris Reikalfr]
Quote from: DescriptionTígris 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]

[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)


sparkletwist

#5
[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.[spoiler=Story]Dagny was never particularly charming, but she is appealing in her own way, fairly strong, and quite bright. She would've been a fine wife to some husband who could handle her, a role she would've been quite happy with... but with the coming of Fimbulvinter, she was to be the wife of one of the Dvergar-- a Dwarf-bride-- instead. She was exchanged for enough food to sustain her village, but, after the deal was done, she reasoned her fate was her own. When her repulsive husband tried to consummate their union, she assaulted him with surprising strength and stabbed him with his own dagger, leaving him for dead, and fleeing into the wilderness. She stole several of his prized possessions, including an ancient lore-book written in a variety of strange tongues.

Eventually, she found her way back to the Hrafnii, rejoining civilization at long last-- or at least what passed for it during Fimbulvinter. She found employment and started putting her life back together, and, when she could, she studied the book, slowly but surely making sense of it thanks to her keen intellect and the copious notes made in the margins by her late "husband." It was not long before she developed her first arcane talent: the ability to fling a thrown weapon at a foe with supernatural accuracy and power, and then have it fly back into her hand. Others soon followed, such as blinding flashes of light that sent enemies convulsing to the ground, magical armor that made her all but impervious to blades, and (often with the aid of strong drink) the ability to call magical beasts from other realms to fight by her side. The witch became an arcane warrior, leading the charge against the enemies of her people, but, in a battle with some Hillfolk, her luck again took a turn for the worse. Though she fought valiantly, she was knocked unconscious and left on the battlefield for dead, alone once again. Worse yet, her book of arcana had been looted, leaving her unable to study its mysteries and cast her spells.

Weak and injured, she wandered into the settlement of Wulfheim. There, she recovered her health, but the Jarl also took her remaining artifacts from her, deeming them too dangerous. Despite her considerable talents, she was put to work as little more than a scullery maid. Still, in fits and starts, Dagny's arcane power improved. After helping to defend the settlement, she managed to convince the Jarl to give her back her items-- initially with the provision she doesn't use them within Wulfheim, but she was later released from this oath after proving herself valuable. Later still, after proving herself further, she was appointed the Court Rune-Caller of the Wulfgar Clan.

In the battle against the dragon that attacked Wulfheim, she forged new friendships; these new friends helped her at long last recover the Dvergar lore-book. The closest of her friends is Ragnvaldr, to whom she is now engaged. Yet, a happy marriage is no longer enough for her, not in these times. She has larger dreams... dreams of a life free of the troubles of Fimbulvinter. She has taken one bold step towards this dream by forging a cauldron, vanslind, from which nearly limitless food can be created by arcane means. Is this defiance of Fimbulvinter the first step toward a brighter future, or a supreme act of hubris?[/spoiler]

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)

[spoiler=Spells Known]
(* school spell, ~ opposing spell)

- All Cantrips [DC 15]
- Level 1 [DC 16]: animate rope*, burning hands, charm person*, color spray, command, disguise self, endure elements, enlarge person, expeditious excavation, feather fall, fumbletongue, glue seal, grease, hydraulic push, identify, keep watch, mage armor, mount, obscuring mist, silent image, sleep, summon monster I, unseen servant
- Level 2 [DC 17]: bull's strength, command undead, create pit, flurry of snowballs, fox's cunning, pilfering hand, retrieve item, snow shape, stone call, summon monster II, web*
- Level 3 [DC 18]: animate dead (lesser), fly, lightning bolt~, shrink item, speak with dead, spiked pit, summon monster III, wind wall*

[spoiler=Dvergar Lore-Book]
Level 1: alarm, break, detect metal, detect secret doors, hold portal, jury-rig, magic weapon~, peacebond, shield, technomancy, sundering shards, unerring weapon
Level 2: arcane lock, bestow insight, invisibility, knock, locate object, make whole~, minor image, protection from arrows*, pyrotechnics, unnatural lust
Level 3: dispel magic, explosive runes, heart of the metal, keen edge~, suggestion
Level 4: bestow curse, discern value, fire trap, minor creation*, stone shape, stoneskin~
[/spoiler][spoiler=Wand Spells]
10 expeditious excavation (CL 1)
9 hold portal (CL 1)
9 obscuring mist (CL 1)
9 silent image (CL 1, DC 11)
7 break (CL 1, DC 11)
1 feather fall (CL 1)
[/spoiler]
[/spoiler]

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.

[spoiler=Dagny's Lexicon]
"Beard Man" - Kylfa
"Big" - Borghildr
"Chiefy" - Thrivaldi
"Gert" - Gertrud
"Kid" - Kauko
"King Asshole" - Ivar
"Lord Cock" - Mjorthir
"New Guy" - Egil
"Point-Ears" - Tigris
"Red" - Sigrid
"Shitty Shit Town" - Thrivaldii Village
"Snakey" - Sjack
"Tails" - Hroar
"Your Jarlness" - Hrithik
[/spoiler]

[spoiler=Notes]
- Dagny's bonded item is the weird Dvergar amulet she wears around her neck. It also functions as her "material component" for most spells.
- Dagny's magic ranged attack is fluffed as her throwing a weapon and it flying back to her hand. Mechanically, it doesn't actually require her to throw a weapon. Her axe is enchanted to allow her to apply the effects of Arcane Strike to this attack.
- Rocky is a summoned small earth elemental whose summoning has been made more or less permanent by Nils the Nisse. He is loyal to Dagny, but not under her direct control.
- Chthonic is a language I made up in order to fill out Dagny's language slots. It's guttural and terse, spoken by earth elementals or whatever the equivalent is in this setting, and probably by weird monsters who live deep underground or whatever. Of course, Steerpike can do whatever he wants with it.
- Dagny has, at least for the moment, taken possession of everything Katla had stored at her house.
[/spoiler]
[/ic]


Kindling

#7
[ic=RAGNVALDR]
Quote from: descriptionIron-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.
[spoiler=Family]Ragnvaldr's father was Unnvaldr, a swordsmith. Unnvaldr's father was also called Unnvaldr, and also a swordsmith. The father of the elder Unnvaldr was named Ungar, and was a skilled warrior and berserker, who was said to cleave his foes' shields in half with a single sword-stroke.

Ragnvaldr's father died of a fever when Ragnvaldr was six years old. His mother, Sann, took over the forge but did not have her husband's skill, and so has worked since at simple blacksmithing rather than sword-making.

Ragnvaldr has a sister two years younger than him, Ragna, who he has always been fond of in a distant kind of way. She is married to Tollak, the shipwright's son, a young man who Ragnvaldr sees as gutless, boring and utterly harmless – a weakling in both body and mind.

When Ragnvaldr was newly out of boyhood, he wed a local girl, Gulla. He did so more out of a sense that it was what a man should do than anything, although he liked her well enough. She died the next year in childbirth, and their baby with her. Had he lived, Ragnvaldr would have named the boy Ungar, after his warrior forebear.[/spoiler]

"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[/ic]
all hail the reapers of hope

Ghostman

#8
[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)

[spoiler=Background]
An imposing figure, the tall and sinewy Katla could put many a man to shame with her athletic prowess. She is a shield-maiden, a fiery warrioress determined to win her place in the halls of Valhalla. Strong-willed and stubborn since infancy, she rejected the prospect of a life as a wife and nursing mother, determined that a greater destiny awaited her. Taking up the shield and blade, she embraced the warrior's path. There were many who disapproved of her ambition, but those who dared step in her way quickly found themselves flat on the ground with her boot on their necks.

Being of the tribe of Ægir, Katla naturally took to their practice of raiding. Initially discriminated for her gender, she had to win her right to a place onboard a longship headed for Avalon by taunting the first mate into dueling her. Although the man was a seasoned raider and brawler, he gravely underestimated her, and was humiliatingly defeated before the eyes of the captain, who was quick to invite the fierce warrioress into the crew.

For many summers Katla went-a-viking, seizing plunder and honing her skills. However much she approved of her occupation, she nevertheless came to despise many of her peers. She saw that most of the pirates and robbers were base scum, honorless dogs fighting just to pay for a few days of drinking and whoring, wholly lacking the ambition for greater glory that drove her on. Katla was better than them. She would face giants and sea-trolls without fear in her heart, skalds would praise her glorious deeds in their songs, and in due time she would be drinking mead in Odin's halls, ready to take up the sword at the hour of Ragnarök!

When the Fimbulvinter set upon the lands, Katla was not dismayed as the rest of Midgard. In a strange way, she was thrilled. In her mind the bitter winter merely signaled that the end of times was drawing near. That the weak would be swept from the face of the frostbitten earth, and that the strong would be tested to their utmost ability. What better time for a brash shield-maiden to prove her mettle?
[/spoiler]

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)

[spoiler=Original Fimbulvinter change log]
Acquired a longsword
Acquired 1 riding horse and 1 pack-horse
Found rations for 2 weeks in the saddlebags
Got 600 XP
---
Shot 3 arrows
Got 600 XP
---
Took 9 damage, and 2 dexterity damage
Got 1000 XP
---
Got a moonstone circlet, a bone rattle and a crude scroll made of animal flesh
Took 8 damage
Got 1710 XP
---
Used up a day's rations
recovered 2 HP from rest
took 20 damage
stabilized @ -8 HP
Healed for 13 HP
shot 1 arrow
Got 860 xp
=> Level up to Barbarian 2 / Ranger 1
Rolled for 4 level-up HP
Gained 1 extra HP for taking a level in favored class
Gained Uncanny Dodge and Rage Power (Knockdown)
BAB increased by +1
Fortitude save increased by +1
5 skills increased: Intimidate, Handle Animal, Survival, Perception, Ride
Selected the Quick Draw feat
---
Used up a day's rations
Found 45 masterwork arrows and a shimmering short sword
Paid 2 gp as toll , 2 gp for lodging, and 1 sp for stabling
Healed for 8 HP and recovered 2 HP from rest
Shot 1 arrow
Got 400 XP
---
healed to full health of 26 HP
took 13 + 9 damage
raged for 4 rounds
healed for 8 + 5 HP -> up to 17 HP
received the Jarl Wulfgar's ring as reward
recovered 2x3 HP from rest -> up to 23 HP
took 7 + 6 damage
got 270 + 135 XP
---
healed for 7 hp -> up to 17 hp
shot a masterwork arrow
raged for 3 rounds
[/spoiler]


[spoiler=2014/2015 games change log]
xp reset to 7500
---
gained 1050+200 xp  -->  8750 xp
got the masterwork longsword "Styrkr" from Wulfheim armoury, replacing the looted ordinary longsword I had
1 point of temporary Charisma damage taken
14 damage taken  --> 12/26 hp
got 389 gp worth of loot from the drakkar hoard --> 664 gp
got a masterwork silver dagger from the drakkar hoard
---
gained 1520 XP  --> 10270
charisma damage healed up
healed up 10 hp of damage --> 22/26 hp
+3 more hp gained from resting --> 25/26 hp
5 gp paid to Dagny for safe-keeping of treasure --> 659 gp
---
gained 1020 xp --> 11290 xp
got a +2 masterwork composite longbow, replacing the ordinary shortbow I had
got 62 arrows --> 100 total (I'll limit myself to 100 arrows max)
got a share of the gold and silver from the hof
got 250 gp from Thordis, and donated it to Hlif
---
healed to full health
sold 44 MW arrows
gain 30 silver and 30 cold iron arrows
shot a silver arrow --> 29 total
shot 2 arrows --> 98 total
took 26 damage --> down to 0 hp, +6 from barbarian rage
gained 800 xp --> 12090 xp
---
healed up to 12 hp
got a Ring of Climbing
gained 1400 xp --> 13490 xp
---
healed up --> 26/26 hp
received a +2 STR bonus from swearing an oath to hunt down and kill the remaining drakkar
shot an arrow --> 97 arrows remaining
agreed to pay 50 gold to Egil for buying the thrall Sigrid
received 1460 XP --> 13490+1460 = 14950
=> level up to Ranger level 2

  • +1 to ability score: Dexterity --> DEX 15
  • +5+2 hp --> 33/33 hp
  • +1 to BAB --> BAB +4
  • +1 to fort, +1 to ref
  • Ranger combat style feat: Point-Blank Shot
  • 6 skill points spent thusly: Survival +2, Perception +2, Stealth +2
---
shot 5 arrows --> 92 arrows remaining
picked up a composite longbow +4, masterwork (needing repair)
received 1100xp --> 14950+1100 = 16050
---
received 600 xp --> 16050+600 = 16650
---
received from jarl Hrothik a war-trained heavy horse, saddle and gear, and 200 gold
donated 500 gold to Dagny's project
donated a light horse to Brúnn's planned Disablót
exchanged my chainmail for a masterwork chainmail
used my hemp rope
received 1840 xp --> 17750+1840 = 19590
[/spoiler]
[/ic]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]



Llum

#11
[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)

Xathan

#12
[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.[/ic]

[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]

[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]

[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[/ooc]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

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Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Ghostman

#13


[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

[spoiler=Change log]
Received 1200 xp --> 7500+1200 = 8700 xp
Revised ability scores slightly because I had initially miscalculated the point buy costs: charisma is changed from 10 to 11.
---
6 damage taken --> 18/24 hp
10 damage taken --> 8/24 hp
healed for 12 hp --> 20/24 hp
received 400 aurar
received 1200 xp --> 8700+1200 = 9900 xp
---
received 2160 xp --> 9900+2160 = 12060 xp
---
* cast magic weapon
* received 3200 xp --> 12060+3200 = 15260 => level up as Shaman
---
* looted a masterwork greatsword
* looted a strange foreigner sword (magical, unidentified)
* looted a magical pelt that can cast Call Animal, and another pelt that can charm an animal, and a pelt (scroll) of Charm Animal
* looted a masterwork throwing axe
---
* cast Entangle
* threw the throwing axe
* used hex:fury
* received 6600 xp --> 15260+6600 = 21860 xp
---
* prepared new spells
* took 6 hp of nonlethal damage from cold
* healed said damage
* received 1460 xp --> 21860+1460 = 23320 xp => level up as Bloodrager
* looted share worth of 961 gp, currently stored in the jarl's keep
---
* took 7 damage
* received 1500 xp --> 23320+1500 = 24820 xp
---
* took 10 damage --> 18/35 hp
* cast Cure Moderate Wounds
* healed 12 --> 30/35 hp
* cast Guidance
* received 2000 xp --> 24820+2000 = 26820 xp
[/spoiler]
[/ic]

¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Steerpike

#14
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.