Ace Bronson Posted April 28 Clone Share Posted April 28 Please use this thread for in character interactions that are outside the main storyline. Don't worry too much about continuity. You can define when the conversation is taking place if it feels necessary, (i.e. during the ship travel to the island) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted April 29 Clone Share Posted April 29 Hjarlof Hornblower Skald of Clan Hvítabiôrning The attack was the morning of day six upon the waves. The chosen crew of the Shieldmaiden had suffered losses both to the sudden storm and the raiders. Hjarlof had assisted where he could to heal with his kits and his voice. Shipmates were close as any family. It would be a scar of loss they would bear, but they were Nothmen. They would bear up under the weight and move forward. That evening, Hjarlof performed for the crew. This Melody was a lighthearted one about an old fisherman who catches himself a wife from the sea. He marries her in secret, knowing that his village would not approve. She lives aboard his vessel, eating her favorite food, dried and roasted kelp, and they are happy together. One day, during a storm, the swing arm for his sail catches him in the back of the head and he is nearly drowned. When he comes too, he finds that his vision is no longer cloudy and the beautiful woman is seen to be what she truly is, a manatee. Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted April 29 Clone Share Posted April 29 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - 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 Edited April 29 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted April 29 Clone Share Posted April 29 (edited) Gray-Feather 🪶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 animal Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +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 Weapon Finesse Skills Fly +7, Perception +11, Stealth +15; Racial Mods +4 Perception, +4 Stealth 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 Smoke HEX Feral Speech PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Edited May 3 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted May 1 Clone Share Posted May 1 ᛋᚢᛖᚾ One-Eye - 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted May 2 Clone Share Posted May 2 (edited) 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: Edited May 5 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted May 5 Clone Share Posted May 5 (edited) Gray-Feather 🪶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 animal Init +3; Senses low-light vision; Perception +10 DEFENSE AC 16, touch 15, flat-footed 12 (+3 Dex, +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 Weapon Finesse Skills Fly +7, Perception +11, Stealth +15; Racial Mods +4 Perception, +4 Stealth 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 Smoke HEX Feral Speech PREPARED SPELLS Cheetah's Sprint Dancing Darkness Monkey Fish SPIRIT MAGIC Obscuring Mist Combat Actions Free: Swift: Move: Standard: Full Round: Edited May 5 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zaathun Posted May 6 Clone Share Posted May 6 Ranulf the Rooster 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: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted May 6 Clone Share Posted May 6 (edited) Ulfgrim Ironhide, Warrior from the North ULFGRIM IRONHIDE - 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 Edited May 6 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted May 6 Clone Share Posted May 6 ᛋᚢᛖᚾ One-Eye - 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Xssisha Posted May 10 Clone Share Posted May 10 (edited) Hjarlof Hornblower Skald of Clan Hvítabiôrning Hjarlof looked from one to the other as they spoke. He nodded and hmm'd appropriately giving each speaker his full attention. The Volva was still quiet and withdrawn from the conversation, perhaps not wishing to become too heavily invested in those who's future she could change. The two last lines of the dirge that had sped them on their way continued to circle in the Skalds mind: But in the east, where dragons fly, The Ormrung's secrets, buried nigh. There lies the truth, beneath the land, In ancient tales of Hugin's hand. The master Skalds composing this must have had some revelations or suspicion to add those lines. Hmmmmmm... Combat Actions Free: Swift: Move: Standard: Full Round: OOC: Edited May 10 by Xssisha (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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