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About This Game

(Norse-themed Pathfinder Game) In the harsh mountains, dark forests and deep fjords of Jarnheim only the most rugged are forged into heroes fit for the sagas. As the great clans vie for power, riches and glory they must also protect their people from giants, wurms and fell beasts that come from the wild places. Many have strived to make a name for themselves in the hall of champions and have the skalds sing their names only to end up littering the ground of a battlefield, pressed in to the mud by the shield wall or sunk to the dark icy depths of the sea. So take up your spear and shield to see what destiny the Norns have woven for you.

Game System

Pathfinder 1e

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04/14/2024

Detailed Description

(Game is currently in progress. We have three active players. I'm looking to add 2-3 more players to round out the group for the next adventure. We currently have a Shifter/Barbarian, a Rogue and a Skald. I'd love to see 1-2 classic viking warriors added to the group, I'd also like to see a seer of some sort. Willing to consider other options as well that flesh out the group. Characters are currently 5th level, so build for that, all other character creation rules apply. Look forward to seeing what you come up with!)

 

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Introduction


I’m using the Pathfinder core rules to tell the saga of Jarnheim. This will not be like a typical D&D fantasy campaign, the setting will be based off of a variety of cultural and literary influences and will resemble the Norse/Viking culture. My list of influences includes Norse Myths, Beowulf, the Nordic sagas, Robert E. Howard’s Conan stories, The Eaters of the Dead/ 13th Warrior, the art of Frank Frazetta, etc. If none of these ring a bell or strike your fancy then this game might not be for you.
The characters will embark on bloody, heroic adventures worthy of songs and tales battling giants and slaying wyrms. There will be plenty of action as befits the setting but the story will be no mere hack and slash dungeon crawl. The characters will be dynamic and real and the story will be living and breathing. I am striving for a mixture of grim and gritty combined with heroic.

 

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The Setting

Jarnheim is a harsh and bitter land of high mountains, dark forests and deep fjords where jarls brood in their mead halls and peasants huddle within their hovels. Humanity’s grasp on the land is tenuous and there are vast tracts of wilderness unclaimed or spoken for in name only, in truth ruled by the beasts and the winter. The people of Jarnheim are prideful and independent admiring strength, courage and steadfastness though not all live up to the ideals, of course.
The setting is low fantasy with magic being uncommon and viewed with awe and suspicion. Jarnheim is a cold and mountainous land that is similar in nature to our world’s Scandinavia but much larger in size. The hospitable lands on the fjords and coast are divided amongst various jarls who represent an ever shifting collection of bitter feuds and tentative alliances. There are other lands to the south across the sea peopled by a myriad of exotic, decadent and weak inhabitants who are ripe for raiding and plundering when the season is right and the weather is fair.

Applications

I am looking for players who are inspired by the setting and theme, and who value character and story above rules and ‘winning.’ I want people who I can collaborate with following a shared vision, instead of feeling like I am constantly being poked and prodded for weaknesses and loop holes. Please find the "Applications" section in the game and follow the instructions there.

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The Details

Number of Players:
3-6

  • Characters start at lvl 4
  • 25 points for ability scores
  • 4500gp starting gold (There will need to be over sight as to how this is spent. Not all items will be a part of this setting)
  • 2 traits. (Please try to find traits that are fitting to your personality and background. If you are having trouble I can give some suggestions)
  • Hitpoints take half+1 of your hit die.
  • Use the special rules for Background Skills


Allowed classes:
Barbarian, Bard, Druid, Fighter, Ranger, Rogue, Witch, Skald, Oracle, Hunter, Slayer, Shifter, Shaman and Brawler. Only archetypes that fit the setting, please.

Allowed Races:
Human (some other races do exist such as elves and dwarves but are rare, reclusive and powerful thus they will be encountered as npc's.)

Allowed Weapons/Armor:
• Simple light: Dagger, spiked gauntlet, sickle
• Simple one handed: club, morningstar, shortspear
• Simple two handed melee: Longspear, Quarterstaff, spear, boar spear
• Simple ranged: Blowgun, javelin, sling
• Martial light: throwing axe, light hammer, Handaxe, light pick, sap, short sword
• Martial one handed: battle axe, flail, longsword, heavy pick, warhammer
• Martial Two handed: heavy flail, glaive, greataxe, great club, greatsword, halberd, Lucerne hammer, pick axe, scythe
• Martial ranged: Long bow, short bow (str. Bonus rules will apply to these bows instead of composite)
• Exotic: bastard sword, dwarven war axe,
• All core armor allowed except that plate type armors are rare and highly valued.

 

Posting Requirements:
Players will be required to post 3 to 5 times a week in non-combat situations. Combat moves to once a day until the scene is resolved.

Will use Roll20 for mapping if needed. We have a discord. You will be expected to use both. Possibility of meeting on discord/roll20 to resolve combat more quickly if we can coordinate it.

  1. What's new in this game
  2. Hjarlof Hornblower Skald of Clan Hvítabiôrning "Hail Sigurd, Son of Leif." Hjarlof bows. "The Ormrung truly have stalwart and worthy leaders. Thank you for the use of your moorage. We accept your gracious offer." Hjarlof takes a step closer to Sigurd and lowers his voice slightly, incoming the gravity of their mission. "The dark tidings I spoke of fearing is that of a lost expedition. A Longship full of skilled navigators, huskarls and supplies, sixty men and women in all, was dispatched from the Raven lands by order of Folknar the Wise. It was sent here to recover items and objects of clan value from the abandoned settlements that had been made long ago. Also to conduct a long overdue investigation into the happenings here. Your Clansmen and Folknars deserve the truth to be known. For their tales to be told. For their songs to be sung." Combat Actions Free: Swift: Move: Standard: Full Round: OOC:
  3. The young man takes them in one by one, pausing before he answers, "I am Sigurd, son of Leif. I am responsible for this camp in my father's absence. I wonder what your purpose is here in these waters. You are clearly not traders, nor are you pirates. Such a motely band, but poor you are not. I have heard some of your names and of your exploits. You say you sail under Folkvar the Wise and I wonder again, what interest he has here that requires such a well funded party. Knowing more of your purpose would do much to build trust between us." He pauses again and rubs his chin, peering out at the two longships poised just off shore. "Let it not be said that the Ormrung under Leif Grimson are heartless and cruel. You may moor your damaged ship for repairs. Here are my conditions. The other ship remains out of bow shot. No more than half your men may be on land at a time. Should the ship approach or more men come ashore it will be considered an act of war and we will respond in kind. I will provide rowboats to shuttle men and goods. No one is to leave the camp perimeter inland. You will be our guests in camp and share our food and tents, but when your repairs are finished I will bid you farewell from this shore. Do you agree to these terms?" He extends out a hand in a gesture of trust, though his eyes still show his suspicion.
  4. Ulfgrim Ironhide, Warrior from the North - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ For a man of his immense size, Ulfgrim Ironhide gracefully exits the skiff in one simple fluid motion to take his place silently standing several paces behind Hjarlof Hornblower who is acting as the current spokesman for Clan Hvítabiôrning in the beginning of the parley. Not bothering to introduce himself for now, Ulfgrim keeps his focus on the present situation and veracity of the negotiator for the opponents as the tall and wide warrior stands guard, albeit with his weapons stowed but within easy reach should they be needed. However, for now Ulfgrim does not outwardly display any emotions and instead he merely keeps his eyes and ears focused on the surrounding environs watching and listening for the sight or sound of movement or anything unusual, especially paying attention to what is occurring behind those assembled on the pier. Mechanics Free Action: Move Action: Swift Action: Move: Standard Action: Readied Action to move, draw weapon as part of a move action and attack should hostilities break out Continuing Effects: None
  5. 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: It had been sometime since Gray Feather had made that particular prayer and he had forgotten how much fun it was. The outlander came ashore so quickly, that he leapt straight out of the sea, smiling widely, and landed directly into a trot that took him out of the rocky shallows and into a small copse of saplings and tall grass. There, he took a moment to wring out his long hair and sopping furs, as well as possible and set himself straight. The water was cold but invigorating. He hopes he will be able to dry his moccasins by a fire before long. He gathers his bow and nocks and arrow and moves out of the shrubbery just in time to see the strange swan boat drawing near to the shore, in the distance. He had hoped the others would not have felt the need to move so hastily, so he could be in a better position by the time they arrived. But he would make the most of it. He cuts inland and uses the shadows around boulders, and dense shrubbery to make his way closer to the camp. He spies warriors tending to tasks here and there and is careful not to draw too near. He takes a good look at what he can see from the safety of hiding. Eventually he tucks into some shady reeds, within bow shot of the party and keeps an eye out for any signs of an ambush. Nixtli circles widely, overhead. OOC Take 10 on Stealth (+15 for distance)(150ft) = 38 Take 10 on Perception = 20 Nixtli Perception = 27 Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny Init +3; Senses low-light vision; +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 , +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Skills +7, +11, +15; Racial Mods +4 , +4 Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round:
  6. Vilrun has seen her share of boat trips, including in choppy seas, so her footing is relatively self-assured when she embarks or disembarks. She hides behind her hand her smile at the antics of the foreigner; her reaction to the conjured boat is more reverent. She lets her hand slide on the smooth white wood, and finds herself whispering ancient prayers used to beseech the gods, out of rote. "You of the wood, grant us plentiful branches and acorns, You of the wind, fill our sail and carry warmth not snow, ..." When they reach their destination and get confronted by the youth, she steps in to support Hjarlof: "We were set upon by raiders, and suffered some damage to our ship and some casualties. We're hoping to take a break here, the closest island we've found." And in the way of priestess, who excel at keeping others off-balance, she abruptly changes the topic: "Do you have a Völva here? I would wish to have a talk with my sister, if so." Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2894029%5D%5BB%5D%5BSIZE%3D%2B1%5DVilrun%20Gr%C3%ADmsd%C3%B3ttir%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AF%20NG%20Human%20Shaman%2C%20%5BB%5DLevel%5B%2FB%5D%205%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2033%2F33%2C%20%5BB%5DSpeed%5B%2FB%5D%2020ft%0A%5BB%5DAC%5B%2FB%5D%2023%2C%20%5BB%5DTouch%5B%2FB%5D%2014%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2021%2C%20%5BB%5DCMD%5B%2Fb%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%204%2C%20%5BB%5DRef%5B%2FB%5D%206%2C%20%5BB%5DWill%5B%2FB%5D%2012%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B2%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%2C%20%20%20%5BB%5DAction%20Points%5B%2FB%5D%203%0A%5BB%5D%20%20MW%20Agile%20Breastplate%20%2B1%5B%2FB%5D%2C%20%5BB%5D%20%20Masterwork%20Buckler%5B%2FB%5D%20(%2B7%20Armor%2C%20%2B1%20Shield%2C%20%2B2%20Dex%2C%20%2B1%20Natural%2C%20%2B1%20Deflect%2C%20%2B1%20Misc)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%20null%2C%20Dex%2014%2C%20Con%2012%2C%20Int%2014%2C%20Wis%20null%2C%20Cha%2014%0A%5BB%5DCondition%5B%2FB%5D%20%0A%0ASpells%20prepared%20typically%3A%0A0%20Arcane%20Mark%2C%20Create%20Water%2C%20Detect%20Magic%2C%20Light%0A1%20%0A%5B%20%5D%20Entangle%0A%5B%20%5D%20Expeditious%20Retreat%0A%5B%20%5D%20Heightened%20Awareness%0A%5B%20%5D%20Monkey%20Fish%0A%5B%20%5D%20Shadow%20Trap%0A%5B%20%5D%20Identify%0A2%0A%5B%20%5D%20Burst%20of%20Radiance%0A%5B%20%5D%20Commune%20with%20Birds%0A%5B%20%5D%20Flame%20Blade%20(refluffed)%0A%5B%20%5D%20Winter's%20Grasp%0A%5B%20%5D%20Tongues%0A3%0A%5B%5D%20Haste%0A%5B%5D%20Stinking%20Cloud%0A%5B%20%5D%20Locate%20Object F NG Human Shaman, Level 5, Init 4, HP 33/33, Speed 20ft AC 23, Touch 14, Flat-footed 21, CMD 16, Fort 4, Ref 6, Will 12, CMB +2, Base Attack Bonus 3, Action Points 3 MW Agile Breastplate +1, Masterwork Buckler (+7 Armor, +1 Shield, +2 Dex, +1 Natural, +1 Deflect, +1 Misc) Abilities Str null, Dex 14, Con 12, Int 14, Wis null, Cha 14 Condition Spells prepared typically: 0 Arcane Mark, Create Water, Detect Magic, Light 1 Entangle Expeditious Retreat Heightened Awareness Monkey Fish Shadow Trap Identify 2 Burst of Radiance Commune with Birds Flame Blade (refluffed) Winter's Grasp Tongues 3 Haste Stinking Cloud Locate Object
  7. - Warpriest of the Æsir 5 HP: 38/38 | AC: 24/14/21With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +10Normal Vision Blind Fight | Fort: +8 | Ref: +5 | Will: +9 Blessings: 5/5Protection: At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level. Warfare: At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. | Fervor: 5/5Healing: A good warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd. Using this ability is a standard action on others or a swift action on self. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. | Sacred Weapon: 5/5This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. Axiomatic: +2 Brilliant Energy: +4 Defending: +1 Disruption: +2 Flaming: +1 Frost: +1 Ghost Touch: +1 Holy: +2 Keen: +1 Merciful: +1 Shock: +1 | Spells Slots: 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 5 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Cleromancy Duration: 1rnd/CL = 5 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in the group. +1 to each die with Fate's Favored. 2Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th. *** Unprepared *** Silence Range: 600' Duration: 1rnd/lvl = 5rnd Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects. 2Ironskin Range: Personal Duration: 1min/lvl = 5min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 5 = +4AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. Active EffectsBuffs: - Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions -Blind Fight benefits | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Blind Fight: re-roll concealment, not flat-footed, no acrobatics to move full speed when blinded Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Bluff: 0/+3 Climb: 1/+9 Diplomacy: 0/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 1/+7 Intimidate: 0/+0 Knowledge (Engineering): 1/+4 Knowledge (History): 1/+1 Knowledge (Religion): 2/+5 Perception: 5/+10 Perform (Wind): 2/+2 Profession (Soldier): 5/+11 Ride: 0/+2 Sense Motive: 1/+7 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+3 Swim: 1/+9 Use Magic Device: 0/0 Sven matches the warriors, stony look for stony look. He takes in the man speaking and weighs his responses as he listens. OOC/Actions Other: Roll Sense Motive Immediate: Swift: Move: Standard: Free: Full Round: Hands: Sword + Shield Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -GungnirdottirCold Iron Giant-Sticker +10, 2d6+8 P/S, 20x3, 10' Reach, Brace PA: +9, 2d6+11 -Silver SwordOne Hand: +9, 1d10+5 P/S, 19-20x2 -PA: +8, 1d10+7 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin
  8. Hjarlof Hornblower Skald of Clan Hvítabiôrning Standing at the prow of the white vessel as it sails up, Hjarlof steps boldly onto the dock, securing the mooring rope to one of the dock posts. "Hail to you as well, my lord. It is good to see you and your men here. We had feared to find only dark tidings." He waved towards the Shield Maiden for it to approach. "I am Hjarlof Hornblower of the Hvítabiôrning Clan. These," Gesturing to Ranulf and Vilrun as they step onto the dock, "are Ranulf and Vilrun of the Hrafning Clan, under who's orders we sail." He paused a moment. "Whom of the great Ormung clan do We have the honor to meet?" Combat Actions Free: Swift: Move: Standard: Full Round: OOC:
  9. The plan is set and the ships are in place. The captured pirate ship drifts just inside longbow range and the Shield Maiden approaches behind the white boat. Upon the makeshift docks stand a wiry young man, well dressed and decorated in elaborate dragon tattoos. He is flanked by four hard looking warriors with stony looks on their faces. Others stand scattered around in mid task but waiting curiously to catch a glimpse of the newcomers. The young man does nothing to hinder (or help) the boat moor or the passengers disembark onto the dock. He eyes them with a shrewd and critical eye that belies a keen wit. Once the party has found it's footing he steps forward and speaks, "Who are you that comes to our camp? Under who's orders do you sail and what is your business here that you come in force?" OOC Some things readily apparent without need of rolls as you approach and disembark: The camp is newly constructed and still a work in progress with little in the way of outward sea-facing defenses at rough first glance the camp seems out manned by the party and their crew, (not by much) though not all is visible from the docks They seem well supplied and in good heath and spirit
  10. Ulfgrim Ironhide, Warrior from the North - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ After the horn signals are arranged, Ulfgrim Ironhide silently nods when Vilrun announces that she will accompany the landing party to shore as he had no wish to interfere with a witch and her machinations. The huge Barbarian further nods his approval when Grey-Feather states that he too will go ashore, but is surprised when the stranger from the West unexpectedly jumps into the choppy lagoon to swim in. However, Ulfgrim is completely shocked when Grey-Feather seems to magically transform into some kind of man-sea-creature which allows the newcomer to traverse the rough waves as easily as his owl navigates the sky. So, it would seem that some of our entourage have more abilities than readily apparent when first met, the hulking warrior thinks quietly to himself as he joins Hjarlof in the white rowboat. After years of trial and error in his younger days, Ulfgrim choses to sit in the middle of the craft so the Barbarian's great weight is evenly distributed and won't negatively affect the small skiff, which will also allow the warrior to fire his bow should the situation expectedly take a turn for the worse! Mechanics Free Action: Speak Move Action: Swift Action: Move: Standard Action: Continuing Effects: None
  11. - Warpriest of the Æsir 5 HP: 38/38 | AC: 24/14/21With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +10Normal Vision Blind Fight | Fort: +8 | Ref: +5 | Will: +9 Blessings: 5/5Protection: At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level. Warfare: At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. | Fervor: 5/5Healing: A good warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd. Using this ability is a standard action on others or a swift action on self. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. | Sacred Weapon: 5/5This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. Axiomatic: +2 Brilliant Energy: +4 Defending: +1 Disruption: +2 Flaming: +1 Frost: +1 Ghost Touch: +1 Holy: +2 Keen: +1 Merciful: +1 Shock: +1 | Spells Slots: 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 5 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Cleromancy Duration: 1rnd/CL = 5 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in the group. +1 to each die with Fate's Favored. 2Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th. *** Unprepared *** Silence Range: 600' Duration: 1rnd/lvl = 5rnd Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects. 2Ironskin Range: Personal Duration: 1min/lvl = 5min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 5 = +4AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. Active EffectsBuffs: - Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions -Blind Fight benefits | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Blind Fight: re-roll concealment, not flat-footed, no acrobatics to move full speed when blinded Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Bluff: 0/+3 Climb: 1/+9 Diplomacy: 0/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 1/+7 Intimidate: 0/+0 Knowledge (Engineering): 1/+4 Knowledge (History): 1/+1 Knowledge (Religion): 2/+5 Perception: 5/+10 Perform (Wind): 2/+2 Profession (Soldier): 5/+11 Ride: 0/+2 Sense Motive: 1/+7 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+3 Swim: 1/+9 Use Magic Device: 0/0 "Mm." Sven grunts, taking the burdens and stepping down into the boat a bit unsteadily. He's found his sea legs by now, but that doesn't make him suddenly some nimble sailor leaping about. He nods at Hjarlof in thanks for the steadying hand on his shoulder. OOC/Actions Other: Immediate: Swift: Move: Standard: Free: Full Round: Hands: Sword + Shield Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -GungnirdottirCold Iron Giant-Sticker +10, 2d6+8 P/S, 20x3, 10' Reach, Brace PA: +9, 2d6+11 -Silver SwordOne Hand: +9, 1d10+5 P/S, 19-20x2 -PA: +8, 1d10+7 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin
  12. Hjarlof Hornblower Skald of Clan Hvítabiôrning Hjarlof steps down into the white rowboat with Ranulf. He had not noticed that they were carrying one, but obviously they had. He offered a hand to Sven and Vilrun as the board, one because of the packages he had been handed, and the other out of caution. "Captain Sigurd," calls Hjarlof, "We will approach ahead of you to secure your landing. Come as you can." With the small boat ready and the other craft informed of the plan, the small group would cast off for the shore. Combat Actions Free: Swift: Move: Standard: Full Round: OOC:
  13. - Warpriest of the Æsir 5 HP: 38/38 | AC: 24/14/21With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +10Normal Vision Blind Fight | Fort: +8 | Ref: +5 | Will: +9 Blessings: 5/5Protection: At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level. Warfare: At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. | Fervor: 5/5Healing: A good warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd. Using this ability is a standard action on others or a swift action on self. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. | Sacred Weapon: 5/5This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. Axiomatic: +2 Brilliant Energy: +4 Defending: +1 Disruption: +2 Flaming: +1 Frost: +1 Ghost Touch: +1 Holy: +2 Keen: +1 Merciful: +1 Shock: +1 | Spells Slots: 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored ***Unprepared*** Shadow Trap Casting Time: 1 standard action Range: close 45' Target: one creature Duration: 5 rnds Saving Throw: Will negates; Spell Resistance yes Description You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination. 1Divine Favor Personal 1 min Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. CL 5: Bonus is 1+1 for Fate's Favored 1Obscuring Mist Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./level (D) The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. 1Protection from Evil Creature Touched 1 min/lvl = 8 min. +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus Immune to any new attempts to possess or exercise mental control Natural weapon attacks of evil summoned creatures fail. 2Cleromancy Duration: 1rnd/CL = 5 Rnds Range: Personal Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in the group. +1 to each die with Fate's Favored. 2Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. Creatures that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining a +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th. *** Unprepared *** Silence Range: 600' Duration: 1rnd/lvl = 5rnd Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects. 2Ironskin Range: Personal Duration: 1min/lvl = 5min. Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. CL 5 = +4AC bonus While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. Active EffectsBuffs: - Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions -Blind Fight benefits | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Blind Fight: re-roll concealment, not flat-footed, no acrobatics to move full speed when blinded Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 0/+2 Bluff: 0/+3 Climb: 1/+9 Diplomacy: 0/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 1/+7 Intimidate: 0/+0 Knowledge (Engineering): 1/+4 Knowledge (History): 1/+1 Knowledge (Religion): 2/+5 Perception: 5/+10 Perform (Wind): 2/+2 Profession (Soldier): 5/+11 Ride: 0/+2 Sense Motive: 1/+7 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+3 Swim: 1/+9 Use Magic Device: 0/0 Sven listens and nods. The stories of the others are interesting to him. Raiders and outlanders and sell-swords. And him a simple huscarl who defends the lands of his jarl. As reclusive as the Stormrjotnrung are, he hasn't even been abroad much at all. "I've fought for the Stormrjotnrung since I was young. Lost my father and my uncle in battle. I have little family of my own beside my sister and hers. My Jarl sent me here because Odin watches out for me, and Týr guides my spear. I am no hero myself, I just do the gods' will." OOC/Actions Other: Immediate: Swift: Move: Standard: Free: Full Round: Hands: Sword + Shield Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -GungnirdottirCold Iron Giant-Sticker +10, 2d6+8 P/S, 20x3, 10' Reach, Brace PA: +9, 2d6+11 -Silver SwordOne Hand: +9, 1d10+5 P/S, 19-20x2 -PA: +8, 1d10+7 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin
  14. Ulfgrim Ironhide, Warrior from the North - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=52/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Since Ulfgrim did not often talk about himself or his family to others outside the tribe, thus the large barbarian was one of the last ones to tell his tale and had instead sat and listened to the stories of others in the Clan entourage. Finally speaking up in a deep voice, the warrior says, "As you know, my name is Ulfgrim Ironhide. I'm the fourth eldest and youngest son of Ulrick Ironhide. I also have a step-mother and three sisters, two of them older and one younger than me." Continuing, the huge man adds in a sincere tone, "Even though I'm trained in carpentry, the past several years I have been on the road making my fortune mostly as a sell-sword participating in the southern raids and also as a caravan guard until I was called to this quest." Pausing for a few moments to collect his thoughts, Ulfgrim matter-of-factly states, "Unlike some here, I'm not famous by any sense of the word. However, I earned my place among the warriors of the Hvítabiôrning Clan by destroying the 'Lion of Satte,' an over-sized wildcat that was a plague to man and beast near my home in the north." "However, when the call came from my Jarl requesting assistance in this matter, I came forward without hesitation as an honor to my family, in representation my tribe and to support our Clan in this dangerous, yet noble deed." Apparently, with nothing more to add, Ulfgrim falls silent once more as he continues to sharpen the edges of his blades with a well-worn whetstone. Mechanics Free Action: Move Action: Swift Action: Move: Standard Action: Continuing Effects: None
  15. 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: Grey Feather's pride is too great to fold his hand to the clever rogue. As the strange boat approaches, the Outlander, kicking in the rough water, turns on his back and whispers a prayer to the spirit of the sea. Immediately his muscles contort and change, lending him agility and strength in strange new ways. He stops kicking his feet separately as he had been and begins kicking them together like a dolphin. At the same time, wide, leathery webbing develops between his fingers. Laughing, Grey Feather nearly leaps out of the water, spinning in the air and slaps the rogue's hand away with one wet fin-like hand. "See you there Rooster!" Grey Feather hollers mirthfully before he dives deep beneath the surf and disappears. He changes direction swiftly and continues down shore away from the camp and the direction of the strange swan boat, relishing in his newfound aquatic grace. OOC Cast Spell (Monkey-Fish) Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny Init +3; Senses low-light vision; +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 , +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Skills +7, +11, +15; Racial Mods +4 , +4 Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round:
  16. Human Raider As Ranulf glances at the water, he winces for a moment, then looks back at Vilrun. "Willing, to be sure. Maybe too willing, our friend is, but neither Hjarlof nor you would befit to be drenched in brine when we talk to your old clan, Vilrun.", he says with a wily smile, before turning his head over the edge of the boat. "Roosters need not, Gray Feather! Neither do most of us, though the enthusiasm is powerful!", Ranulf replies with a laugh as he reaches to his belt and draws out a long black-tipped white feather. With a high pitched whistle to his lips, he casts it at the sea. As the feather touches the water, a white wood boat with an elegant bird's long neck appears. Jumping off from the longship's deck and landing on the boat, he ushers the others to follow him."It should help us move as much as we need on the shore, battle or not, crew included." Reaching towards the boat's side, he extends a hand to Gray Feather. "Let's get your down dry, friend." Stats Ranulf TN Human (URogue 5) Init 5 Speed 30 HP 43/43 FP 3/3 AC 23 Touch 15 Flat-footed 13 CMD 22 Fort 4 Ref 10 Will 3 Base Attack Bonus 3 Primary Weapon: Mwk Boarding Axe (2) (at will) +11(1d6+5/7) Armor: Studded Leather Armour - Light Armor - (+4AC) (+5Dex) (+2 Shield when Weapons drawn) (+1 Combat Expertise, Threatening Defender) (+1 Nat) Abilities: Str 10, Dex 23, Con 14, Int 16, Wis 10, Cha 12 Conditions: None Special Abilities Sneak Attack +3d6 Debilitating Injury (Ex) Minor Magic (Read Magic) Arcane Strike (Sp) Combat Actions Free: Swift: Move: Standard: Full Action: OOC Ranulf is using his Swan Boat Token since I feel this is the most opportune moment for it, and we're all getting landfall anyway. He'd be happy to escort Gray Feather on his scouting mission.
  17. Human Raider Nodding along at the skald's tales, Ranulf mostly remains silent, perching on top of a water barrel as he does so. The notion of introductions makes him wince a little, as he picks a small dagger from his pocket and begins carving piece of dried meat from his pocket and absent-mindedly chewing it. The notion of Hjarlof being orphaned makes him glance at the man, and the long tale of the newcomer has his eyes glow with keen interest. "Hm. Many names. Though not in the same way as a thief or a liar, but of deeds. That I can understand. At least you're open to your mysteries, Gray Feather.", he relays slowly, before chewing down for a few uncomfortable moments longer. "That I can understand. That, and I like your trinkets." He adds, pointing a finger at the collection of feathers from the newcomer with a smile. He takes a moment to see if the silence holds, and steps up, stretching his shoulders. "I am Ranulf. Son of Halfdan, son of Ranulf. I hail from Visavik, a small village in Hrafning lands, and I have one brother. We raised chickens. I've been trying to get out of there since I could remember. I tried my hand at being a skald. The wyrd and the tales, I still remember, but telling a Saga right is beyond me, my mentor said when he kicked me out. Then, I spent three summers going viking on the seas and land." He grins, tapping at his hips where the axes are. "It took some effort to prove myself. First time I went to sea, I started getting called the Rooster as a mockery. Second and third, it was because most I went out with know that there's more than a few wolf carcasses bleaching in the woods from a rooster's spurs." Moving to the centre of the meeting, he places the pouch of meat in the middle and sits down crosslegged. "As for the calling - there are many great Hrafning heroes of note, but most are wise, independent and word-heavy. I suppose the Jarl thought it'd be wise to avoid anyone who'd be more tempted by whatever our task is than a simple axeman." Stats Ranulf TN Human (URogue 5) Init 5 Speed 30 HP 43/43 FP 3/3 AC 23 Touch 15 Flat-footed 13 CMD 22 Fort 4 Ref 10 Will 3 Base Attack Bonus 3 Primary Weapon: Mwk Boarding Axe (2) (at will) +11(1d6+5/7) Armor: Studded Leather Armour - Light Armor - (+4AC) (+5Dex) (+2 Shield when Weapons drawn) (+1 Combat Expertise, Threatening Defender) (+1 Nat) Abilities: Str 10, Dex 23, Con 14, Int 16, Wis 10, Cha 12 Conditions: None Special Abilities Sneak Attack +3d6 Debilitating Injury (Ex) Minor Magic (Read Magic) Arcane Strike (Sp) Combat Actions Free: Swift: Move: Standard: Full Action:
  18. 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: Gray Feather relishes in Hlarlof's tale and his mention of the white bear. He smokes from a long, painted wooden pipe, wrapped in colorful weave, from which hangs three small feathers. He's chosen a calming mixture of sweet aromatic tobacco and various herbs from his pouch that do not dull his senses, nor make him dreary. The lapping of the quiet sea against the hull is a comforting sound and he is glad the ship has moved from rough waters for a spell. "In my homeland, Grey Feather says in a low, accented voice, "we earn many true names. We may receive other names, in accordance with our action and virtue, but they are always second to our true name." "In my tribe, our children receive a sacred true name from the Elder Shaman when we are born, but never called by it. We share this sacred name with no one." "As a young boy, though, I was called Dagad'Asin or 'Skipping Stone', because I was fleet of foot, and loved to run and jump with the wind." Grey Feather draws from the pipe in his hand. He smiles, warmly, and his eyes glow white. He blows out a bouncing line of smoke, that faintly appears to resemble a flat stone, skipping several meters across the ship's deck as though upon a smooth, rippling pond. "When I joined in my first hunt, alongside my father, and earned my first kill, I was given the name Dibik Mogwa or 'Dark Feather', as I was especially skilled with a bow and the people felt I had a strong kinship with the shadows of the forest. Only when my father took his place among the stars, was I considered fully grown and I became Elder Huntmaster for my people. It was only then that the sacred smoke began to speak to me. After that, and to this day, I was called Xota Mogwa or 'Gray Feather'. OOC Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny Init +3; Senses low-light vision; +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 , +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Skills +7, +11, +15; Racial Mods +4 , +4 Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT HEX Feral Speech PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round:
  19. 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: 'I, too, will go ashore," Grey Feather states boldly and matter of fact, shirking any idea that he would remain behind with the other archers. "My weapon is not the arrow from afar. It is the space between the seen and unseen," he says with a very subtle smirk and glance at Sven for the heavy dose of cryptic wording. The outlander had been mostly reserved in both word and action until that moment, but after quickly securing his equipment, he pushes a small scroll box and satchel of herbs into the tall one-eyed warrior's hands, whom he is confident will be both ashore during the meeting and unburdened by a few extra pounds. "I will need those back," he says. Grey Feather whispers a quick word to Nixtli and then sends the owl aloft into the foggy sky. "Look for me in the wind," he says to those nearby as he steps up onto the ship's railing before pausing there for a moment... The enigmatic outlander turns his head half in Ranulf's direction with an inquisitive look. "Do rooster's swim?" he asks, both sincerely and challengingly, before diving out headlong into the choppy sea and disappearing beneath the murky surf, allowing the current to sweep him a short ways down the coast, away from the camp. From there he will pick his way back up the coast, slowly, scouting out the area for potential threats, before observing the pending encounter from a hidden vantage. OOC Take 10 on Swim for 17 DC=15 for "rough" seas Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny Init +3; Senses low-light vision; +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 , +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Skills +7, +11, +15; Racial Mods +4 , +4 Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT HEX Feral Speech WANDERING SPIRIT Battle PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round:
  20. Vilrun meditates on the threads she sees, then pipes up "I will go with you. I am a dragon with raven wings, these days; it may help." She's alluding metaphorically to her Ormrung origins and the fact that she lives and works and breathes Hrafning now. "I may also gather a different perspective by talking to the Völva." And she'll be no use just sitting on the ship, bowless, but she leaves that out. Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2894029%5D%5BB%5D%5BSIZE%3D%2B1%5DVilrun%20Gr%C3%ADmsd%C3%B3ttir%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AF%20NG%20Human%20Shaman%2C%20%5BB%5DLevel%5B%2FB%5D%205%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2033%2F33%2C%20%5BB%5DSpeed%5B%2FB%5D%2020ft%0A%5BB%5DAC%5B%2FB%5D%2023%2C%20%5BB%5DTouch%5B%2FB%5D%2014%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2021%2C%20%5BB%5DCMD%5B%2Fb%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%204%2C%20%5BB%5DRef%5B%2FB%5D%206%2C%20%5BB%5DWill%5B%2FB%5D%2012%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B2%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%203%2C%20%20%20%5BB%5DAction%20Points%5B%2FB%5D%203%0A%5BB%5D%20%20MW%20Agile%20Breastplate%20%2B1%5B%2FB%5D%2C%20%5BB%5D%20%20Masterwork%20Buckler%5B%2FB%5D%20(%2B7%20Armor%2C%20%2B1%20Shield%2C%20%2B2%20Dex%2C%20%2B1%20Natural%2C%20%2B1%20Deflect%2C%20%2B1%20Misc)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%20null%2C%20Dex%2014%2C%20Con%2012%2C%20Int%2014%2C%20Wis%20null%2C%20Cha%2014%0A%5BB%5DCondition%5B%2FB%5D%20%0A%0ASpells%20prepared%20typically%3A%0A0%20Arcane%20Mark%2C%20Create%20Water%2C%20Detect%20Magic%2C%20Light%0A1%20%0A%5B%20%5D%20Entangle%0A%5B%20%5D%20Expeditious%20Retreat%0A%5B%20%5D%20Heightened%20Awareness%0A%5B%20%5D%20Monkey%20Fish%0A%5B%20%5D%20Shadow%20Trap%0A%5B%20%5D%20Identify%0A2%0A%5B%20%5D%20Burst%20of%20Radiance%0A%5B%20%5D%20Commune%20with%20Birds%0A%5B%20%5D%20Flame%20Blade%20(refluffed)%0A%5B%20%5D%20Winter's%20Grasp%0A%5B%20%5D%20Tongues%0A3%0A%5B%5D%20Haste%0A%5B%5D%20Stinking%20Cloud%0A%5B%20%5D%20Locate%20Object F NG Human Shaman, Level 5, Init 4, HP 33/33, Speed 20ft AC 23, Touch 14, Flat-footed 21, CMD 16, Fort 4, Ref 6, Will 12, CMB +2, Base Attack Bonus 3, Action Points 3 MW Agile Breastplate +1, Masterwork Buckler (+7 Armor, +1 Shield, +2 Dex, +1 Natural, +1 Deflect, +1 Misc) Abilities Str null, Dex 14, Con 12, Int 14, Wis null, Cha 14 Condition Spells prepared typically: 0 Arcane Mark, Create Water, Detect Magic, Light 1 Entangle Expeditious Retreat Heightened Awareness Monkey Fish Shadow Trap Identify 2 Burst of Radiance Commune with Birds Flame Blade (refluffed) Winter's Grasp Tongues 3 Haste Stinking Cloud Locate Object
  21. Hjarlof Hornblower Skald of Clan Hvítabiôrning As the sailors split off after his tale, Hjarlof finds himself sitting with some of the others called to the quest. "Friends," he begins in a mild tone, "I fear that with the summons and the preparation for this trip a great lapse has been made. I know something of each of you, for your deeds, save for Grey Feather, have been made the subject of stories as well. However, as a teller of stories myself, I would greatly value knowing of you all first hand." He sips from his flask before continuing. "A name has weight and meaning, and knowing the clan of one adds layers to that name. But to know the person is something... special. From where do you each hail, and how came you to be summoned to this task?" "Myself, I am an orphan of the Hvítabiôrning clan. I took to the work of the Skald early, having a gift for memory and rhythm, but my profession has always been as a messenger. That is where I first met Goran the White Bear. It was the depths of winter, close to eight winters past. Our Jarl had need to send a communication to the Ormrung clan, and it could not wait for the snows to thaw. We trekked for close to a month before making our delivery. During that time was the first I witnessed the fury of a true Bearsark. We fought off a pack of wolves in the deep snow. Fighting back to back with the icon of our clan was both an honor and fearful experience." Combat Actions Free: Swift: Move: Standard: Full Round: OOC:
  22. Hjarlof Hornblower Skald of Clan Hvítabiôrning Stroking his beard while thinking again. Hjarlof makes an offer to the group, "If the group wishes, I can make the contact. As to the question of what our goals are for the upcoming talks, I feel that a gentle probing into the disappearance of the previous expedition, as well as the wellbeing of these Ormrung would be a good start." He paused a moment. "I believe a longbow shot (3-5increments) would be a good distance. Far enough to conceal our numbers and yet close enough to perhaps make a quick landfall... especially if kept bow towards the land. As to the signal, Two long blasts on my horn is attack, One long blast to dock and four short to retreat, would be simple enough." Combat Actions Free: Swift: Move: Standard: Full Round: OOC:
  23. - Oracle of the Stormrjotnrung 5 HP: 41/41 | AC: 24/14/21With Shield: 24/14/21 Without Shield: 22/14/19 10 + 2 (Dex) + 6 (Breastplate) + 2 (Shield) + 1 (Dodge) + 1 (Attunement) + 1 (Deflection) + 1 (Natural) | CMD: 22/19+4 v. Bull Rush +6 v. Trip | Speed: 30/20ft | Hero: 1/3 Initiative: +4+2 (Dex) + 2 (Reactionary trait) | Perception: +8Darkvision, blind beyond 60' | Fort: +5 | Ref: +5 | Will: +6 Surprising Charge: 1/1Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level. | Fortune: 1/1As Immediate action reroll any d20 and take the new result, even if it's worse. You can use this 1/day at level 5, and an additional time at level 11 and 17. | Spells: 1|7/7, 2|5/5 Active EffectsBuffs: - Afflictions: - Constant Effects: -CMD 25 v. Bull Rush, 27 v. Trip -+4 AC v. AoO from movement -No AoO triggered by standing from prone -+2 to Aid attempt for other Stormrjotnrung -+2 to Climb and Acrobatics, ignore slippery conditions | ConsumablesUse/Day Items: -Stagger-Proof Boots (1/1) - move as a immediate action -Claw of the Ice Bear (3/3) - Spider Climb for 1 rnd Potions/Alchemical: -5x Alchemists' Fire -6x Potions of Remove Fear -6x Stillgut Scrolls/Wands: -2x Scrolls of Ashen Path Mundane items: -4x Oil -Mead, 1 gallon -Trail Rations -Animal Feed | SpellsCantrips: -Detect Magic -Enhanced Diplomacy -Guidance -Light -Mending -Spark Level 1: -Bless, 50', 4 min. -Cure Light Wounds, 1d8+4 -Divine Favor, +2/+2, 1 min. -Ill Omen: Force enemy to roll twice and take worse on next two d20 rolls. No Save. -Liberating Command: immediate escape with +10 -Obscuring Mist: 20' radius emanation, 5min. -Touch of Blindness, 4 rnds, 4 targets DC14 Fort -Unbreakable Heart, +4 morale v. negative mental effects. Suppress ongoing conditions. Level 2: -Ironskin: +4 AC 1 min/lvl -Lesser Restoration -Cure Moderate Wounds, 2d8+4 -Oracle's Burden: Give enemy your curse, DC15 Will, 1min/lvl | AbilitiesFate's Favored: +1 to Luck bonuses Heart of the Snows: +2 Fort against cold climate, slips, and trips CMD, +2 to Climb/Acrobatics when slippery. Tribalistic: +2 to aid other members of the Stormrjotnrung Mobility: +4AC v. AoO from movement Power Attack: -1/+2 or +3 dmg Deadly Aim: -1/+2dmg Cleave: Gain extra attacks on successful power attack Combat Reflexes: 3 AoO/rnd Combat Expertise: -1/+1AC Clouded Vision: Darkvision to 60', blindness beyond Revelations: Fortune: Re-roll on self 1/day Surprising Charge: 1/day move as immediate action Weapon Mastery (polearms) Items: Stagger-proof boots: Stand from prone without triggering AoO Claws of the Ice Bear: +2 Competence to climb and acrobatics, ignore the normal penalties on those skills for slippery or icy surfaces. | SkillsSkill: Rank/Modifier Acrobatics: 1/+3 Bluff: 0/+3 Climb: 1/+6 Diplomacy: 4/+10 Disable Device: 0/+0 Disguise: 0/+3 Escape Artist: 0/+2 Fly: 0/+2 Handle Animal: 1/+4 Heal: 0/+0 Intimidate: 5/+11 Knowledge (Religion): 1/+4 Knowledge (Planes): 0/+0 Knowledge (History): 2/+5 Perception: 5/+8 Perform (Wind): 2/+5 Profession (Soldier): 5/+8 Ride: 1/+3 Sense Motive: 1/+4 Spellcraft: 0/0 Stealth: 0/+2 Survival: 0/+0 Swim: 1/+6 Use Magic Device: 0/0 | CursesClouded Vision: You cannot see anything beyond 30 feet, but you can see as if you had darkvision. Darkvision 60' (5th level, Ex): At 5th level, the distance you can see with darkvision only increases to 60 feet. Blindsense 30' (10th level, Ex): At 10th level, you gain blindsense out to a range of 30 feet. Blindsight 15' (15th level, Ex): At 15th level, you gain blindsight out to a range of 15 feet. God-Meddled: Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. d20 Effect 1 - You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity. 2–3 - Your movement speed is halved for 1 round. 4–5 - You are deafened for 1 round. 6–7 - You are knocked prone. 8–10 - You shrink by one size category for 1 round, as reduce person. 11–13 - You grow by one size category for 1 round, as enlarge person. 14–15 - Your caster level is treated as 1 higher for the purpose of spell durations for 1 round. 16–17 - Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy. 18–19 - You are able to understand all languages for 1 round. 20 - You gain the benefits of haste for 1 round. Sven joins in with the sailors in their tasks as the ship heads toward this mysterious island on an unknown quest. Though no seaman himself, anyone can haul a rope or scrub a deck. Too much is shrouded, and he knows it can lead the men to fear, or to the dark places in mens' hearts. So he leads chants and prayers as they work. To the touchstones of Odin, Thor, and Freyr to rouse their hearts. Specific prayers to Tyr or Baldr of Sif for some others to shore their spirits. A stout heart is more important than a sharp heart-stabber any day. A story can be good for that too, so he does enjoy the tale as the ship rolls on through the dark sea. OOC/Actions Other: Swift: Move: Standard: Free: Full Round: Hands: Immediate: Brynhildr - 130lb Brynhildr (130.5/228lb): -Bedroll -Blanket x2 -Fishing Kit -Furs -Mess Kit -Oil x4 -Soap -Alchemists' Fire x3 -Feed x5 -Fishing Net -Mead, 1 gallon -Bit and Bridle -Saddle -Saddlebags -Tent (small) -Tent Cover -Longspear Gear - 86.5lb Worn -+1 Agile Breastplate -Cold Weather Outfit -Eye Patch -ValknutA symbol of divine power worn around the neck, made of cold iron. -Týr's SpearA Cold Iron spear rune of Týr on a leather thong. (Iron holy symbol) -Hip Flask -Boots of MeiliStagger-proof boots, marked with runes of the Æsir god of travel. -Signal Horn Weapons -GungnirdottirCold Iron Giant-Sticker +10, 2d6+8 P/S, 20x3, 10' Reach, Brace PA: +9, 2d6+11 -Silver SwordOne Hand: +9, 1d10+5 P/S, 19-20x2 -PA: +8, 1d10+7 -Dagger+8, 1d4+5, 19-20x2 -Raven ShieldHeavy Darkwood Shield Marked with two ravens in silver on a black field. Huginn and Muninn. -Ice Bear ClawsAs Spiked Gauntlet +8, 1d4+5, 20x2 PA +7, 1d4+7, 20x2 +2 to Climb and Acrobatics checks Ignore penalties for slipper surfaces 3/day Spider Climb for 1 round See: Claws of the Ice Bear Containers Sash -2x Alchemists' Fire -2x Potions CLW -2x Scrolls -Bravery BrewPotion of Remove Fear -Heiðrún's MeadA small flask of mead said to be brewed from the milk of the goat Heiðrún. As stillgut. Belt Pouch -Flint and Steel -MagnetOr Lodestone, if more appropriate -Sewing Needle -Twine -Whetstone -Dice -Thread -548.05gpSplit as 115gp, 47sp, 50cp MW Backpack -Freyr's Rod-A rod of good iron that subtly shifts in form as a hoe, a shovel, a prying bar... -Climber's Kit -2x Sacks -Silk Rope -5x Trail Rations -Waterproof bag -Waterskin
  24. Ulfgrim Ironhide, Warrior from the North - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=55/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ Assuming the majority are in agreement to have the undamaged ship anchor within bow range while Maiden is rowed ashore, Ulfgrim asks the Captain to covertly alert the second vessel about the plan without allowing those on shore to see or hear the tactical preparations. After the preparations have been arranged and the crew of the captured ship know to be ready to attack if necessary, the huge warrior returns to the main group of his clan mates and says in a low voice, "It's arranged." Looking around the group, the barbarian adds, "I'm not qualified for ᛈᚨᚱᛚᛖᚤ, but I can stand directly behind our negotiator to add a physical presence to the proceedings." While there is still time to plan before going ashore, Ulfgrim asks, "What's the plan for disembarking, our tactical formation once on land, who will conduct the parley, and what are our specific goals?" After hearing the advice and opinion of others, the warrior suggests, "Perhaps we should agree on a word and also a signal or gesture that tells everyone to attack if they see or hear the cue, just in case." Mechanics Free Action: Speak Move Action: Swift Action: Move: Standard Action: Continuing Effects: None
  25. 🪶Hunter and Spirit Guide 🪶 Stats Male NG Human (Shaman 2/ Slayer 3) Level 5, Init 4, HP 43/43, Speed 30, AC 21, Touch 15, Flat-footed 17, CMD 22, Fort 7, Ref 9, Will 8, CMB +7, Base Attack Bonus 4 +1 Composite Longbow +11 (1d8+4, x3) Tomahawk (Throwing Axe) 9(1d6+3, x2) Long Spear 9(1d8+3, x3) +1 Mistmail (Chain Shirt) ( +5 Armor, +4 Dex) Abilities Str 16, Dex 18, Con 14, Int 10, Wis 15, Cha 13 Conditions: Gray Feather eventually finds his way to a dry, vacant space of deck. He sits down, cross-legged. As long as no one objects, it will be a fine place to sleep. Encamped among such a host, it is the first time in many long months that the Outlander has felt safe letting his guard down in the evening hours.The soft murmur of conversation around him is welcoming to his ears and when Hjarlof begins singing, Grey Feather finds himself all but enraptured. He tries his best to follow along with the story, but many of the words escape him and at the end when there is a bout of muffled laughter, Grey Feather just smiles and puts his attention back on open sea. The misty dusk makes his gray, smokey eyes appear nearly white. He thinks bout his wife and three sons, far away, across the Great Sea. They might as well be in another world. He thinks about all his people and the struggles they endure in a blighted land and says a silent prayer for them. From high atop the ship's main mast, NIxtli's ghostly call finds a hushed moment to bound out widely through the night. OOC Nixtli and Spirit Magic Nixtli Stats "Ashes" OWL (Adjusted) (Master gains +3 Perception in Dim light and Darkness) Tiny Init +3; Senses low-light vision; +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 , +2 size, NA +1) HP 19 Fort +2, Ref +5, Will +2 OFFENSE Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Skills +7, +11, +15; Racial Mods +4 , +4 Familiar Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim Familiar Feats: Alertness (master), Improved Evasion, Share Spells, Empathic Link Current Spirit Magic Smoke: Constant 20% Concealment (Grey Feather can change his Spirit and Wandering Hex daily. It will be listed here) MINOR SPIRIT HEX Feral Speech PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round:
  26. Ulfgrim Ironhide, Warrior from the North - Northern Barbarian QUICK STATS: AC=20, Touch=13, FF=18 / HP=52/55 / Init=4 / Saves: Fort=9, Reflex=5, Will=6 _________________________________________________________________________ While his kinsman Hjarlof Hornblower regales the group with an amusing tale one night, Ulfgrim Ironhide sits and slowly sharpens each edge of all of his bladed weapons using a whetstone which is so well-worn that it evidences the man's obsession with keeping his blades in razor-sharp condition. "Shring..........................................Shring............................................Shring.....................................Shring!" However, when it's revealed in the story that the fisherman's wife was actually a manatee, the huge barbarian grins ear-to-ear and emits a loud laugh, "Haaruumph," as the warrior from the North openly displays his amusement at the ending of the Skold's story! "Shring..........................................Shring............................................Shring.....................................Shring!" Mechanics Free Action: Move Action: Swift Action: Move: Standard Action: Continuing Effects: None
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