Wight

Ragnar Death-Speaker's page

1,196 posts. Alias of Doomed Hero.


Full Name

Ragnar Death-Speaker

Race

Dorn

Classes/Levels

Barbarian 2, Spiritual Channeler 2

Gender

male

Size

6' 5" 275 lbs.

Age

unknown. looks twenty-ish, but grim and prematurely aging.

Alignment

Neutral-Good (but not nice)

Deity

Ancestor Worship

Languages

Norther (fluent, literate), Erenlander (basic), Elven (basic), Orcish (basic), Trader's Tongue (Basic, synergy from Norther and Erenlander), Colonial (Pidgin, synergy from Erenlander)

Occupation

Death-Shaman

Strength 16
Dexterity 7
Constitution 14
Intelligence 14
Wisdom 19
Charisma 10

About Ragnar Death-Speaker

Ragnar Falon, The Death-Speaker, Boneshaker, Namekeeper, Last Scion of Nalford, Herald of the Vigdir.

Muni's Chronicle

Barbarian 2, Spiritual Channeler 2
Haunted Villainous Path
Favored Region: Northlands

AL NG Size Medium
Init -1; Senses; Spirit Sight; Perception +5 (-1 for sound based), passive 15 (9 for sound based)

HP: 41

=====Description=====

Spoiler:
Tall and thickly muscled. Pale skin. Shaved head with a full, forked-and-braided beard with bone beads carved into skulls clasping the ends. Wears a thick canvas coat with a large hood, once black but now faded and frayed. He wears a heavy white bear hide, it's head sitting on his left shoulder. Chain mail is woven into the underside of it and shows through in the occasional rip and tear in the fur. Above the bear's head is the pommel of a mighty bastard sword topped with a bone pommel carved into the shape of a Wolfs's head. On his opposite shoulder fans out a brace of javelins, with fire-hardened bone tips, carved to look like raven's heads, thrusting upwards for ease of rapid throwing. On his left arm is a buckler made from a white bear paw reinforced with leather, wood and iron. Under the coat he is shirtless, despite any chill. He wears only a smooth-worn battle-harness for holding up his armaments, studded with carved bone rivets at the intersections. His skin is traced with pale blue lines running in bands and runes across his body. He wears a wide, heavy leather belt studded with bone, thick black leather pants and heavy, white fur-lined leather boots. Sitting on the bear's-head pauldron is a sinister looking raven. Another circles overhead. At his side stalks a pack of wolves. The air around him is filled with whispers and faint wails, and four flickering spectral lights dance around him, lighting his way with eerie luminance. Around him, dozens of small faint glowing lights bob around in pairs, like tiny eyes.

Scar Record

Spoiler:

Fingernail marks on arms and shoulders- Children in celler
Curved claw mark across left ribs running down to hip bone- Giant Undead Rat Mother
Claw mark across left thigh- Giant Undead Rat Mother
Sword cut on outside of right thigh- Black Blood Dwarves
Sword cut on right forearm- Black Blood Dwarves
Claw marks on left flank running from back to stomach- Giant Undead Rat Father
Gash on left leg from Zafina's Axeman.
five sets of pincher bites on legs from bug swarm in cavern.
Ragged hole in the center of the chest and out the back from the Librarian's lightning.

Rewards

Spoiler:

XP: 9000

1850 xp converted to FP's

FP # 1 (activating the Elthadar stone)
FP # 2 (Muni's Journal)
FP # 3 (Eyvindr's funeral)
FP # 4 (xp trade)
FP # 5 (xp trade)
FP # 6 (xp trade)
FP # 7 (Underdark)
FP # 8 (Progenitor)
FP# 9 (Librarian)

=====Defense=====

Spoiler:

===== Defense =====
AC 10, Buckler (+1), -0 Dex (bear-hide sark and thick canvas coat, leather pants, thick gloves and fur lined heavy leather boots)

Uncanny Dodge: cannot be caught flat-footed, does not lose her Dex bonus to AC if the attacker is invisible. still loses Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose their Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

CMD 14 (BaB+3, Str+3, Dex-2)

HP 41

Fort +7, Ref -1, Will +8 (+2 vs. Mind effects)
+1 racial saving throw bonus to Fort saves, +5 vs. cold weather effects and exposure. 1/2 damage from non-lethal cold damage. +4 vs. cold effects and weather.
+1 from Resistance spell (assumed to be always up)
Concentration +8 (wis+caster level)

=====Offense=====

Spoiler:

Spd 40 ft. (snow is never difficult terrain)

Pike, +8 to hit (+3 Str. +3 BaB, +1 Racial, +1 MW) d8+ STRx1.5

Sorrow, +8 to hit (+3 Str. +3 BaB, +1 Racial, +1 MW) D10+ STRx1.5.

-----Ranged-----

Javelin +2 (-2 Dex, +3 BaB, +1 Masterwork) D6+str, 30' range x2 crit

=====Statistics=====

Spoiler:

Str 16 (3), Dex 7 (-2), Con 14 (2), Int 14 (2), Wis 18 (4), Cha 10 (0)
Base Atk +3; CMB +6

=====Traits=====

Spoiler:

Gaze of Measure: Use Wisdom instead of Charisma for intimidate. Intimidate is always a class skill.

Child of Magic: +2 Knowledge Arcana, +2 Spellcraft, Infernal Glower: +4 Intimidate

Child of North Wind (bonus trait) You gain a +4 bonus on all saves against cold effects. You treat heavy snow as normal terrain rather than difficult terrain. You gain a +2 bonus on Survival checks and can use that skill trained, even if you lack ranks in it, while traveling through snowy areas. Ice Water Veins: You remain stoic even in the face of danger. After surviving howling blizzards and spending months at a time inside your clan home, you have developed mental toughness. You enjoy a +2 bonus on saves against mind-affecting effects.

=====Feats=====

Spoiler:

Martial weapon Proficiency: Bastard Sword (bonus, race)
Exotic Wp: Dornish lance (Bonus, Race)
Endurance (bonus, barbarian)
Magecraft (Spiritual) (bonus, 1st level human)
Spellcasting (Necromancy) (from channeler 1)
Spellcasting (Abjuration) (from Channeler 2)
Extra Familiar (3rd level)
Corpsecrafter (bonus, post count) Prerequisite: Necromancer level 1st, Death domain, or Bones mystery.
Benefit: Each time you raise undead or create them by means of a necromancy spell, you can choose to imbue them with the Advanced simple template (+4 to all attributes, +2 to natural armor, and +1 to CR).
Source: This feat subsumes the feat of the same name, and also the Hardened Flesh feat, from Libris Mortis.
Spellcasting Prodigy (1st level) (Forgotten Realms, your primary casting attribute is considered 2 points higher for the purpose of casting related checks and calculations),
Ghost Sight (bonus, backstory) [spoiler]You can see creatures in the Near Ethereal.
Since ghosts make up the majority of creatures in
the Near Ethereal, folklore views this as
the ability to see the dead.
Prerequisite: You must have had a brush with
death (been reduced to —1 hit points or lower, or
slain and then brought back to life).
Benefit: You can see creatures that are ethe-
real as if they were normally visible. Unlike the
see invisible spell, this capacity does not reveal
illusions or allow you to see invisible or astral
creatures. Your ability to see ethereal creatures is
limited only by your own visual range. You are
vulnerable to gaze attacks from ethereal creatures.
You have no special ability to hear or physically
affect ethereal creatures. This is a supernatural
ability.
Special: You are strangely attuned to the
Ethereal Plane. Ethereal creatures can see you
unusually clearly and must succeed at a Spot
check at DC 15 to realize that you are not actually
in the Near Ethereal as well. These creatures may
even be drawn to you out of curiosity, desperation,
or malice.

=====Skills=====

Spoiler:

Skill points: Class +Int(2)xlevel+ 1 per level (race), +1 (favored class Barbarian)
22 points total

+9 Knowledge: Arcana (2 Rank, +2 int, +3 class, +2 trait)
+9 Craft: Scrimshaw (4 Rank, +2 int, +3 class)
+4 Knowledge: History (2 Rank, +2 int,)
+9 Knowledge: Spirits (4 Rank, +2 int, +3 class)
+8 Handle Animal (1 Rank, +4 Wis, +3 class,)
+15 Intimidate (4 Rank, +3 class, +4 Wis, +4 trait)
+10 Survival (1 Rank, +3 class, +4 wis, +2 trait)
+12 Craft: Weaponsmith (4 Rank, +3 Str, +3 class, +2 tools)
+11 Sense Motive (4 rank, +4 wis, +3 class,)
+6 Search (1 rank, +2 int, +3 class
+8 Spellcraft (1 rank, +2 int, +3 class, +2 trait)
+8 Appraise (+3 familiar, +3 familiar, +2 int)

+4/-3 Perception (+4 wis, -7 if sound based)
-10 Stealth (-2 dex, -8 path)
+3 Climb (+3 Str)
+2 Knowledge: Local (+2 Int)
+3 Linguistics (2 Int, +1 synergy)

===== Racial Abilities=====

Spoiler:

Dorn
+2 Strength,
1 extra feat at 1st level.
1 extra skill point per level.
Weapon Familiarity: Dorns may treat bastard swords and Dornish horse spears as martial weapons, rather than as exotic weapons.
Favored Region: Northlands.
+1 racial bonus on Fortitude saving throws. This bonus increases to +5 when the Dorn makes Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, Dorns suffer only half the normal damage (rounded down) from the nonlethal cold damage caused by these effects.
+1 racial bonus on attack rolls when fighting in groups of five or more Dorns.
+1 racial bonus on attack rolls when using a melee weapon two-handed.
Automatic Languages: Erenlander and Norther. Bonus Languages: Colonial, High Elven, Orcish, and Trader's Tongue.
Favored Class: Any

=====Class Abilities=====

Spoiler:

Barbarian

Fast Movement +10 feet

Rage: Enter Rage as free action 9 (4+con+2 per level beyond 1st) rounds per day. +4 Str and Con, +2 to Will saves, -2 AC. When rage ends, fatigued for 2x the number of rounds raged.

Thick Skinned: Energy Resistance 2 vs. Fire and Cold (midnight barbarian trait, 1st level)

Lesser Elemental Rage: As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (cold) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage. (Granted by Aboleth rune around right eye.)

Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

Uncanny Dodge: cannot be caught flat-footed, does not lose her Dex bonus to AC if the attacker is invisible. still loses Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose their Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

Stamina (Requires Thick Skinned): When affected by a harmful spell that allows a fortitude save, the duration of the spell is halved (unless instantaneous or permanent) and any damage is halved. This reduction only applies to the barbarian, area spells still have their full duration and do full damage to surrounding targets.

Channeler

-- Bonus Spell Energy (Ex): The channeler’s maximum
spell energy increases by one point for every level of channeler
he gains.

-- Art of Magic (Ex): The channeler focuses on the art,
science, or philosophy of magic above all else. As such, he
may master spells more quickly than a mere dabbler. Usually,
a character may only know or cast spells of a level equal to or
less than one-half his character level (rounded down). Acharacter
with more channeler levels than levels in other classes
adds +1 to his character level for this purpose (see page 128
for more details).

-- Summon Familiar

-- Bonus Spells

Spells

Spoiler:

=====Spells Known =====

Schools known- Necromancy, Divination

Spell Energy Points: 7 total (4 Wis, +1 Spellcasting Prodigy, +2 Channeler

0-level (DC 15): Detect Magic, Mending, Open/Close, Resistance, Disrupt Undead, Preserve Flesh

1st Level (DC 16): Woeful Speech, Summon Undead 1 (Skeletons), Deathwatch, Doom, Cause Fear, Endure Elements, Protection From Evil.

2nd Level (DC 17): Command Undead, Summon Undead 2, Healing Sting (spell comp.), Fell Forbiddance,

=====Path Abilities=====

Spoiler:

Haunted Villainous Path (abilities in bold are ones that the character has access too.)

Unnatural Presence (Su): At 1st level a haunted character
gives off a sense of something unnatural; animals and people have
their reactions moved one step less favorably, plants and foodstuffs
touched begin to spoil or die, the air noticeably chills, and so forth.

Never Alone (Su): Also at 1st level all haunted characters
become constantly surrounded by minor spirits and their ilk. These
spirits take the form of four small wisps of ethereal lights that faintly
glow and drift and dart around the character, never any further than
10 feet away unless the character directs them, in which case they
can move up to 100 feet per round to a maximum of 100ft
+10ft/level. These spirits give off light equal to a torch and create
eerie sounds like whispers, screams, shrills, rattling chains, and the
like, producing enough sound to make those within earshot believe
the character is actually more than just one person. In fact, they
make the character sound as if he is in fact four more people +1 per
character level. These spirits cannot be silenced, and therefore cause
a circumstance penalty on all of the character’s Listen, Hide, and
Move Silently checks equal to the number of beings they sound like
(i.e. if they sound like 10 people then he suffers a –10 penalty).

Poltergeists (Su): From 2nd level a haunted character is
surrounded by invisible entities known as poltergeists. These
malicious spirits take great pleasure in moving and breaking things,
and such things occur around the character frequently. However, the
character can direct these spirits to do his bidding, effectively
granting him the equivalent of the mage hand spell as a free action
once per round.

Phantasms (Sp): Beginning at 3rd level a haunted character begins to attract more malevolent fell spirits to him. These spirits,
although incapable of causing physical harm or being harmed, are so
horrendously terrifying in appearance that all within the listed radius
must make a Will save or be affected as if by a cause fear spell cast
at the character’s level. Those within the area need only make one
check each time they enter the radius, and need not check every
round. At 6th level the radius becomes 20 feet, and at 9th level it
becomes 30 feet.

Baleful Gaze (Sp): Starting at 4th level a haunted character can
gaze upon a target within view with the look of the damned. This
gaze is so chilling to those who meet it that they instantly must
make a Will save (DC 10+1/2 character level + Wis modifier) or be struck with such
terror that they can do nothing but cower for 1 round per level, being
able to take no actions, suffering a +2 chance to hit, and losing any
Dexterity bonus to AC. The haunted gains an additional use of this
power per day at 8th, 12th, and 16th level.

Fading (Su): From 5th level a haunted character’s grasp on the
material plane begins to falter, and the grave begins to take hold of
him. As such, should he ever fail a saving throw against a
necromancy effect, he immediately becomes incorporeal for one
round per level. During this time he is immune to all non-magical
attack forms. He can be harmed only by other incorporeal creatures,
ghost touch weapons, or spells, spell-like effects, or
supernatural effects that normally effect incorporial creatures. For more information on the incorporeal special quality see the Core Rules.
By 10th level the character becomes incorporeal any time he is
struck by a critical hit, with a duration of 1 round for every 2 points of damage taken.
At 15th level the call of the grave has become so strong that the
character is incorporeal during the daylight hours. At night he can
still become incorporeal exactly as mentioned above.
Finally, at 20th level the call of the grave is unavoidable, and the
character becomes permanently incorporeal, and his type changes to
undead.

Death Focus (Sp): A haunted character’s most alarming feature
begins at 7th level, when he becomes a focal point for spirits
everywhere; wherever he goes he causes the dead to rise. This
ability is something the character has no control over nor ability to
suppress, not that he would if he could. Once per day at midnight,
provided there are enough remains within 100 feet per level of the
character, the dead rise from the ground, clawing their way into the
world to serve the character. The character’s presence can call forth
up to twice his level in hit dice of Fell (skeletons or zombies), who
immediately move to the character and obey his commands.
At 13th level the power of his death focus becomes enhanced,
increasing the limit of Fell called to three times the character’s level.
These can now include ghouls and ghasts.
Finally, at 18th level the haunted character’s pull to the afterlife
is such that he can now call up to four times his level in hit dice of
Fell, and these can include shadows and wraiths.
Any Fell slain is replaced on the following midnight, provided
there are sufficient remains nearby to warrant them. This makes the
haunted character the bane of any settlement whose graveyard lies
nearby.

Unhallowed Presence (Su): From 11th level a haunted
character’s very presence is such a blight to the natural order of the
world that everything within 40 feet of him is considered to be
unhallowed ground as per the unhallow spell of the same name.

Unholy Aura (Sp): At 14th level a haunted can cast unholy
aura as per the spell of the same name once per day.

Malevolence (Su): At 17th level the haunted can once per day
become incorporeal (if not already) and merge with another
creature. This ability is for all intents and purposes like a magic jar
spell cast by a character of his level, except that it does not require a
receptacle. The target is allowed a Will save (DC 15 + Cha mod) to
resist the effect. Any creature that succeeds the save may not be
subjected to the same haunted character’s malevolence for 24 hours.
If the target fails the save, the incorporeal haunted vanishes into the
target’s body. Regardless of events, a haunted cannot control a
target for longer than he can remain incorporeal. Therefore, whenthe duration of his incorporeality runs out, he is ejected forcibly
from the target.

=====Equipment=====

Spoiler:

Carbed Bone Item: A sturdy old hourglass, ancient, and made with carved bone and fine glass, worked with a motif of the Vigdiri. An hour's worth of grey powder made from burned and ground bone.

Worn or carried:

. Pike, clouded steel haft, masterwork two foot long leaf-bladed spear point, tattered pennant of Nalford.
. Sorrow, intelligent masterwork clouded steel Bastard Sword.
. Short Oaken Club studded with broken bits of silver jewelry and cold iron cookware, looped and hooked against the small of his back.
. Dagger x2, one straight and thick for work, one weighted for throwing, worn sheathed against the backs of his hips.
. 8 Bone-Tipped Javelins, carried on his right shoulder in a narrow, wide quiver.
. Hide armor, made from a polar bear, scavenged from the corpse of the king himself, reinforced with chain
. Steel wolf's head cloak pin w/ ruby eyes.
. Long canvas coat with large hood.
. Buckler, made from a bear's paw, reinforced with wood, leather and steel.
. 20 feet of chain, doubled up and wrapped once around the waist, held in place with a length of twine through the links.
. an old lock, unlocked, kept inside a leather belt pouch.
. Knucklebones carved from the remains of fallen warriors and wise men, kept in rune-etched belt pouch.
. 20 weights of Erenland Silver, 36 copper.
. Carved bone hourglass, hanging on left hip.
. The Crown of Nalford, worn around left bicep.

Kept in backpack

Eyvindr's skull.
Skinning knife x2
a pound of salt
a week's rations, which will feed him for more than half a year.
bedroll and two blankets, made from the finest wool, rolled inside oilcloth and tarp, kept at top of pack.
2 extra blankets, finely made and dyed in the sygils of Nalford, taken from the kings own bed.
two oilcloth tarps about 6x8 feet.
Heavy canvas tarp, 6x8.
flint and steel x2
fishing hooks and line
well used whetstone x2
a fine silver handled lady's brush, full of wolf fur.
masterwork craftsman's tools
One finger bone from every man, woman and child who died at Nalford, with their name etched on it, including his brother.
A large handful of gems pried from the jewelry of the dead.
2 Silver and 3 Gold ingots (five pounds each)
170 Erenland Platinum Crowns.
450 Gold coins from across the realm
1,076 Silver coins from across the realm.
10 pounds of copper coins. He didn't count them.
. Eyvindr's tafl board finely carved playing pieces shaped like Dorns and orcs (5 lbs.)
Eyvindr's old equipment

=====Sorrow========(broken)

Spoiler:

Intelligent Masterwork Clouded Steel, silvered Bastard Sword. Broken
+1 to hit
4lb
Int 12, Wis 12, Cha 14
Ego 9

1st Level: [Ego 3] Int 12 Wis 12 Cha 10, 6 skill ranks in any skills.

2nd Level: [Ego 7] Fell do not rise when destroyed by the Sorrow; Cha 12

3rd Level: [Ego 9] +2 to Sorrow's Int, Wis or Cha (chose Cha)

a single-edged Dornish bastard sword nearly as large as a greatsword. It's pommel is capped with a bone-carved wolf's head, snarling, ears back. The cross piece curves slightly up in back and down in front, capped with blackened raven's heads. The grip is cast with raised Dornish runes along it's length, and the base of the blade itself is engraved and inlayed with a symbol of the top of a tower, making the blackened grip itself into it's core and base.

The blade seems impossibly well made, colored a deep charcoal, almost black at the thick. blunt spine, and softly changing it's shade to a bright silver along it's edge. It has been folded and tempered so many times that it is nearly impossible to see the lines that ripple along the blade where the shade shifts lighter as it reaches the edge, waving softly like smoke off fire, or mist off frost.

A blood-groove runs along the spine, nearly as wide as a man's pinky finger, also inlayed with silvered runes promising death to those who's blood fills the channel. Along the back of the groove, on both sides of the blade, sit straight rows of tiny rubies which match the amethysts in Ilona's blade. Tiny rubies also wink from the eyes of the ravens and the wolf on the pommel. Most striking of all though, is the gem set in the center of the cross piece, right in the middle of the inlayed tower. A ruby the size of a chicken egg, somehow expertly cut into the shape of a skull.

Sorrow has the personality of young girl with a terrible burden - the knowledge of the ancestors of Dorns. That is represented by the skill points that she gives you. You can role play that as consultations with her. She is lonely and sad and she yearns for company. In a way, she has just gained consciousness, so she does not exactly know how to behave. She doesn't have the knowledge of real people, just of sagas and epics. As you grow in levels, so shall she grow in power (as covenant items do) and she will mature. Until you reach 5th level she will be like your kid sister; between 5th and 10th her personality will be more older, like she has 20 years or so. At levels above 15th she will become more like an older sister and little bossy, perhaps.

Also, she may be both jealous of Ilona and pushing you to beget an heir. She also may demand you give her gifts in the form of magic scabbard or magic rings affixed to her hilt or staff like that. That will happen from time to time, depending on the game.

=====Companions=====

Spoiler:

Hugi and Muni, Awakened Ravens, Familiars
Ravens

Hugi- ]Int: 19 Wis:15 Chr: 8
HP: 19 (3d10-3)
Saves: F: +2, W: +3, R: +5
BaB+3

Darkvision 60' (granted by Awaken)
Low-Light Vision (granted by Awaken)
Improved Evasion
Share Spells, Empathic Link
Deliver Touch Spells
+2 natural Armor

Fly +8 (+2 Dex, +3 class, +3 ranks)
Perception +8/+10 (+2 Wis, +3 class, +3 ranks) +2 when near Ragnar
Knowledge: Shadow+10 (+4 int, +3 ranks, +3 class)
Knowledge: History +10 (+4 int, +3 ranks, +3 class)
Knowledge: Geography +10 (+4 int, +3 ranks, +3 class)
Linguistics: +9 (+4 int, +3 ranks, +2 feat)

Feats:
Alertness (when near Ragnar)
Learned (all knowledge skills are class skills), Polyglot (Kingdoms of Kalamar player's guide- Gives +2 to Decipher script and Innuendo (Converts to Linguistics) and allows the learning of a language for 1 skill point as long as it shares an alphabet with a language you already know.),
Skilled (gain 5 skill points)

Languages:
Norther (fluent, granted by Awaken, literate {2 skill points}),
Erenlander (Fluent, granted by Awaken)
Elven (Fluent, granted by Awaken)
Orcish (Fluent, granted by Awaken)
Trader's Tongue (Fluent, granted by Awaken, synergy from Norther, Colonial, Elven and Erenlander)
Courtier (Fluent for 1 Skill Point, Polyglot)
Colonial (Basic, synergy from Courtier)
Halfling (Basic, synergy from Elven)
Danisil (Pidgin, Synergy from Halfling and Elven)
Old Dwarven (Fluent, synergy from trader's Tongue, 2 skill points)
Sylvan (Basic, 2 skill points)
Black Tongue (Pidgin, 1 skill point)

Muni- Int: 14 Wis:15 Chr:10
HP: 23 (3d10-3)
Saves: F: +2, W: +3, R: +5
BaB+3

Darkvision 60' (granted by Awaken)
Low-Light Vision (granted by Awaken)
Improved Evasion
Share Spells, Empathic Link
Deliver Touch Spells
2 natural Armor

Perception +13/+15 (+2 Wis, +3 class, +3 ranks, +3 feat) +2 when near Ragnar
Fly +8 (+2 Dex, +3 ranks +3 class)
Sense Motive +5 (+2 ranks, +3 Wis)
Stealth +10 (+2 Dex, +3 ranks, +3 class, +2 feat)

Feats:
Alertness (while near Ragnar)
Skill Focus: Perception
Cosmopolitan: Stealth (+2 to stealth checks, Stealth is a class skill)
Eidetic Memory (You may recall anything you have seen with photographic clarity, such as details of something you have seen, a book you have read, a conversation you overheard, or a path you have taken. You receive +5 on checks to recall simple information, and +2 on checks to recall complex information. This only allows for recall of information in a language you know, though for written text you can still recall the shapes of the letters and symbols clearly. The DC of recalling something should be DC 5 (almost impossible to forget), DC 10 (easy to remember), DC 15 (more detailed or obscure), DC 20 (very detailed or obscure), DC 25 (extremely detailed or obscure). This feat may not be used on the text of scrolls or spellbooks.)

Languages:
Norther (Fluent, granted by Awaken)
Orcish (Fluent, granted by Awaken)
Erenlander (Fluent, granted by Awaken)
Black Tongue (Pidgin, 1 skill rank)

Awaken Spell

Freigh, Freigha and Fenri
Wolves

=====Background=====

Read the Fall of Nalford (pg 175, Midnight 2nd ed.) before continuing. (warning, it's long, I kinda got carried away)

Spoiler:
He was too young to fight, they said. He had not been blooded, and besides, no one wants to trust a crazy child to watch their back. His brother gave him a sword and put him inside with the old and the sick and the young and the lame. He was to protect them. The very last line of defense. Through the cracks in the wall he watched it. They had prepared for battle. It was a perfect night for it, clear and quiet with a bright full moon. The ancestors would see them clearly as they fought.

They had prepared for battle. What they got was a nightmare. It started slowly. Prickles at the back of the neck. Spontaneous, small fires without cause. A rising fear without source. Then came the screams on the wind, and the cold in the air. Shrieks that drove men mad. Black flames dancing up from torches to consume flesh, leaping from man to man, unquenched in water or snow. Men hacking at unseen things, or each other, and somehow, a low, mad laughing that carried over the walls on the wind.

No one was spared. No one save Ragnar. He tried to fight, but was to weak, and then too frightened. He did not run, and he did not hide, but somehow he lost his grip on the sword, and then somehow the torches went out. Then the screaming started, and the sounds of tearing flesh. In the darkness, packed unto that cold basement, all he could do was listen and try to decide in a split second whether the grasping hands clawing at him from all around were friend or foe. He fought back against them as well as he could as their nails raked his skin to ribbons. He battered his hands raw on the flesh of those who came near. Eventually he lost consciousness from blood loss and exhaustion. When he awoke, the light from the fires and from the dawn seeped in through the cracks. He was lying tangled in the bodies of the girls and boys he had grown up with. They had torn each other apart.
One's mouth twitched. "Glad that's over with."

The chorus of voices started then.

"Get off me, would'ja."
"I'm not on you."
"Then why can't I move?"
"Because your legs are all busted up. Looks like Gerti chewed through your thigh."
"Yeah, sorry about that."
''s alright. Ragnar, give me a hand."

So he tired. he grabbed her outstretched hand and pulled, and something came free. It was like she peeled in two with a wet rending pop. She stood up, but her mangled body was still on the ground. The one standing was see-through.

"Good job Ragnar."
"Eeewww."
"Can you put her back?"
"Do me next!"
"I don't think that's supposed to happen."
"Help us all up, then lets go look for everyone else."

The door was baracaded still, so he had to climb out and break a hole out of the burned floor of the great hall. There were bodies everywhere. He walked numbly through to the door to the cellar. There he saw his brother, sword still in hand, back to the barricade meant to protect those in the basement, blade pierced through the heart of the Thengil himself, who was twisted by some dark power. His eyes were missing and pouring black bile out the empty sockets, his vile corpse still twitching and spurting.

Finally Ragnar broke. he screamed and fell to his knees, and scrambled along the bloody floor to his brother's body.

"No nonono! Not you too. You're not dead! Get Up!"

He did.

With a gasp and a groan, his brother finally collapsed, and rolled out from under the body of his former lord.

"Hey little brother. You look terrible."

They tried to gather the bodies, but the spirits lashed out in anger, still seemingly locked in the terrible nightmare that had slain them. his brother saw only the fields of corpses. Ragnar saw the fall of Nalford, repeated endlessly in death. His brother thought him mad until the full moon. Then he saw. All the spirits came slowly into focus, eventually solid, and the whole night played out again in terrible perfect clarity. They watched, horrified, as the spirits of their kinsmen attacked them, cursing them, unrecognising, caling them shadow spawn. They ran and hid. back to the cellar through the hole Ragnar had broken. There they listened all night as the corpse of the Eyeless King stood once more and continued it's quest to batter down the baricades and gain entry to the children's sanctuary. As the wet pounding grew closer, the spirits of the children cried out and the battle outside raged. Fianlly, dawn came and the sound faded. Ragnar climed back out the hole and saw the fallen body of his former lord atop the pile of splintered barricades, shredded and claw-like fingers biting into the wood of the door mere feet from where they had been hiding.

A few of the corpses had risen in the night. The Fell stalked them thorough the ruined city. They buried and burned what bodies they could, but it quickly became clear that the spirits were not hindered or tied to their former corpses at all.

The spirit-children were eternally restless, flowing from joyful camaraderie to remembering the horror of that night, to pure rage and hate at the forces that had done such things to them and their families. Ragnar did what he could, but they would only rarely be consoled. Ragnar eventually found that, like most instances dealing with children, it was best just to be patient and calm.

The air was always thick with carrion birds and packs of wolves began drifting in to scavenge. The Fell were savage, but smart enough to avoid a hungry wolf pack.

Months passed. Every full moon the battle raged. The brothers rebuilt the barricades and stayed locked inside their sanctuary with nothing but the ghosts of children, cripples and elders to keep them company, hoping that the door would hold against the onslaught of their king.

After the terrible full moon they would set about gathering new wood for new barricades, trying to bury or burn the endless numbers of bodies, and trying to stay hidden from the ravenous Fell that stalked the city. When they would become caught, they would fight. his brother became an expert at fighting the hungry dead. The spirits kept watch and warned them. Life came to some semblance of routine. The wolves began to get used to the brothers' presence, and the ravens grew bolder. He fed them and spoke with them. Eventually the birds took a liking to Ragnar, beginning to alight on his shoulder and eat from his hand, much to the spirit-children's delight.

Survival and protection were finally becoming things that could be relied on. Next was escape. They had tried to leave, but found that no matter how they seemed to travel, the city walls were always a few streets further on. They always seemed to get lost, twisted around. Directions made no sense and landmarks unreliable. Throw in the ravenous Fell, and there just was no time to spend on really trying to escaped the cursed city.

They came to know every alley, and learned that they were not always where they last left them. The city seemed to rearrange itself. Only the wolves seemed to be able to find thier way in and out.

Ragnar got an idea.

It took time, and patience, but luckily the food stores in the basement were extensive and it had it's own well. His clan had been well prepared. Moreover, his brother no longer seemed to need to eat, and Ragnar only are rarely. He just didn't seem to get hungry often.

He slowly gained their trust. Most hated him. They could sense the spirits that followed him, but a few, those the Cunningfolk would call Spirit-Guides, or the Touched of the Vigdir quickly set themselves apart. he had always liked animals and had a knack. In many cases they made more sense to him than his kin. He had the time in that dead place. Eventually he had a wolf pack looking to him as one of them.

But those wolves wouldn't leave. They seemed to have made the city their home. Ragnar finally gave up. The two of them settled down. Time passed. The wolves mated. The pack grew, and then eventually shrank again. Some had slipped away unseen. They were not seen again. Ragnar began watching their pattern.

It was the Alphas. Those that did not want to submit left the pack. Ragnar began paying attention to the personalities of the next litters, looking for a particular set of traits. Loyalty, independence, fearlessness, intelligence and defiance. Eventually, after many generations, he found the one he was looking for. One of the pups, a male, was sure to grate under the alpha's authority as he got older. That one Ragnar paid special attention to. That one became his constant companion. The one he called Fenrir. Two other wolves seemed drawn to his adolescent pup, a pair born of one litter, he called the Freigh and Freigha. The three of them, plus Ragnar and his brother were almost like another pack. The alpha didn't like that at all. The fight was short, and vicious. Fenrir ran away into the darkness faster than any man could follow. Ragnar gambled and waited. Sure enough, Fenrir came back, silhouetted against the night. The twin wolves perked up at his scent and trotted away from the others. Ragnar and his brother followed.

Ragnar had been right. Fenrir would not leave without them.

The black wolf led them to the ruined gates.

The two Dorns finally walked free of the cursed city of Nalford just as the full moon rose. The clang of battle began to raise behind them, and the parade of ghostly children skipped along next to them.

More than 100 years had passed.

Eyvindr the Pure

Spoiler:

Dornish Wildlander, Fellhunter heroic path

Favoured terrain: Northlands

White bone item: Sharpened clothes pin made from a wolf's rib

XP: 1200

FP: 1 (finding and activating stepping stone)

ESSENTIAL GAME STATS

Hit points: 13 (1d10 + 2 CHA + 1 favoured class)
Current hit points:
Initiative mod.: +7 = +3 Dex + 4 Improved Initiative
Speed: 30' (currently 20', due to medium armour)

AC: 17 (10 + 4 hide armour + 3 Dex)
Touch AC: 13
Flat-footed AC: 14

ARMOUR: Grizzly bear hide armour; +4 AC; +4 max dex; -3 AC check penalty.

SAVING THROWS

Fort: +5 (+9 vs. cold) = +2 base + +2 Cha (undead) +1/+5 Dorn racial trait

Ref: +6 = +2 base + 3 Dex + 1 Deft dodger trait

Will: +2 = +0 (base) + 2 (Wis. mod.)

SPECIAL TRAITS:

Spoiler:
BASE ATTACK BONUS: +1 CMB: +4 CMD:: 17

COMBAT

ALWAYS ADD ADDITIONAL +1 TO HIT IF FIGHTING IN GROUP OF 5 OR MORE DORNS...

Bastard sword: Attack bonus (+5; +6 2-handed; additional +2 vs. Fell); D: 1-10 (+3; +4 2-handed; additional +2 vs. Fell); Crit.: 19-20 (x2); Type: S.

Short bow: Attack bonus (+4; additional +2 vs. Fell); D: 1-6 (+2 vs. Fell); Crit.: 20 (x3); Range: 60'; Type: P. Ammo: 20 arrows.

Sling: Attack bonus (+4; additional +2 vs. Fell)); D: 1-4 + 3 (additional + 2 vs. Fell); Crit: 20 (x2); Range: 50'; Type: B; Ammo: 10 bullets.

Dagger: Attack bonus (+3 melee; +4 thrown; additional +2 vs. Fell); D: 1-4 + 3 (additional +2 vs. Fell); Crit.: 19-20 (x2); Range: 10'; Type: P/S.

LANGUAGES

.Norther (fluent)
. Erenlander (fluent)
. Trader's Tongue (fluent)
. High Elven (fluent)

FEATS, TRAITS AND SKILLS

Spoiler:
FEATS

. Power Attack
. Cleave
. Weapon focus: bastard sword (bonus)
. Improved Initiative (see Rapid Response under class abilities, below)

TRAITS
. World Traveler (from Iron Heroes) -- +2 to Diplomacy and gain two bonus language (Elvish and Trader's Tongue)
. Deft dodger (+1 to reflex saves)

Fellhunter heroic path
Lvl 1: Sense the dead (10 ft.)

CLASS ABILITIES:
. Track
. Wild empathy
. Wildlander trait tier 1: Rapid Response (Improved Initiative)

SKILLS

Acrobatics: +0 = +3 Dex - 3 AC check penalty
Appraise: +0 = +0 INT
Bluff: +2 (+4 vs. Fell) = +2 CHA +2 Vs. Fell
Climb: +0 = [b] +3 STR -3 for armour check penalty)
Craft (bows/arrows): [b]+4 = +0 INT + 1 rank + 3 class skill
Diplomacy: +4 = +2 CHA + 2 trait
Disguise: +2 = +2 CHA
Escape Artist: +0 = +3 Dex [b](-3 for armour check penalty)
Heal: +2 = +2 WIS
Intimidate: +6 = +2 CHA + 1 rank + 3 class skill
Jump: - (-3) = (-3 for armour check penalty)
Knowledge (local: Northlands): +4 = + 1 rank + 3 class skill
Knowledge (nature): +4 (+6 in Northlands) = + 1 rank + 3 class skill + 2 when in Northlands
Perception: +6 (+8 vs. Fell): +2 Wis + 1 rank + 3 class skill +2 vs. Fell
Perform: [b]+2 = +2 CHA
Ride: +0 = +3 DEX -3 AC check penalty
Perform: +2= +2 CHA
Sense Motive: +2 (+4 vs. Fell) = +2 WIS + 2 vs. Fell
Stealth: +4 (+6 vs. Fell): +3 Dex + 1 rank + 3 class skill - 3 AC check penalty + 2 Vs. Fell
Survival: +6 (+8 in Northlands; +2 more vs. Fell) = +2 WIS + 1 rank + 3 class skill +2 in Northlands + 2 vs. Fell
Swim: - (-3) = [b]+3 STR - 6 for armour check penalty)

Fallen Sky [spoiler]Sky'tor Tu'kalet
Male Erunsil Wildlander 1
Lawful Neutral, Age 124, Height 4-9”, Weight 100 lbs.
Eyes: White, Hair: Long White, Skin: Very pale
Abilities

STR-14(+2), DEX-18(+4), CON-14(+2), INT-12(+0), WIS-14(+2), CHA-9(-1)

Initiative +6, CMB +3, CMD +17
Perception: +10
FOR +6, REF +6, WIL +2
AC-17 (+4 Dex, +3 Armor), Studded Leather
Touch – 14
Flat-Footed – 13
Speed 30, Size M, Reach 5’
HP – 13 (d10)

Combat
BAB +1, Melee +3, Ranged +5
Fighting Knfe (Finesse), +5, 1d6+4, 19-20/x3, SL,P
Fighting Knive (Finesse) two weapon fighting - +4/+4
Quarterstaff, +3, 1d6+3, x2, B
Icewood Longbow, +6, 1d8+4, 20/x3, P, 120’ Range

Magic: Natural Channeler/Spiritual (Use at will)
-Purify food and water
-Flare

Feats, Traits and Skills
Feats: Weapon Finesse, Two Weapon fighting(Background bonus feat)

Traits: Lithe Acrobat: (+1) to Acrobatics, and always a class skill, Intuitive Learning: Use Wisdom instead of Intelligence for Languages, and Skills

Heroic Path: Quickened 1)+2 to initiative

Skills :w/ Ranks
Acrobatics +9
Climb +6
Heal +6
Knowledge: Nature +4
Perception +10
Profession: Herbalist +6
Sense Motive +4
Stealth +8
Survival +6

Racial Abilities

+2 Dex, +2 Cha, -2 Con
Medium Creatures: No special bonuses or penalties
Elf Base Land Speed: 30’
All Elves receive longbow and shortbow proficiencies for free. Can buy Icewood bows at 25% of cost and +1 attack bonus when using
Weapon Familiarity: Erunsil treat snow elf fighting knives as martial weapons, and half penalties for fighting with two knives. Stack with Two Weapon fighting feats.
Favored Region: Erethor +2 (+4 in Veradeen)
Natural Channeler: Innate Magic as a bonus feat. (2 bonus Spell Energy points when taking Magecraft feat)
Low Light Vision
+2 racial bonus vs. Enchantment spells and effect
+1 Racial bonus on Fortitude saves (+5) when saving vs. cold effects
+4 on Climb, and Acrobatics checks when climbing trees
Languages: High Elven, Orcish (1), Patrol sign, Black Tongue, Sylvan
Favored Class: Wildlander

Class abilities:
Favored Enemy - Fell
Track
Wild Empathy
Wildlander Trait - Alertness (Bonus feat)

Fallen Sky

Spoiler:

Sky'tor Tu'kalet
Male Erunsil Wildlander 1
Lawful Neutral, Age 124, Height 4-9”, Weight 100 lbs.
Eyes: White, Hair: Long White, Skin: Very pale
Abilities

STR-14(+2), DEX-18(+4), CON-14(+2), INT-12(+0), WIS-14(+2), CHA-9(-1)

Initiative +6, CMB +3, CMD +17
Perception: +10
FOR +6, REF +6, WIL +2
AC-17 (+4 Dex, +3 Armor), Studded Leather
Touch – 14
Flat-Footed – 13
Speed 30, Size M, Reach 5’
HP – 13 (d10)

Combat
BAB +1, Melee +3, Ranged +5
Fighting Knfe (Finesse), +5, 1d6+4, 19-20/x3, SL,P
Fighting Knive (Finesse) two weapon fighting - +4/+4
Quarterstaff, +3, 1d6+3, x2, B
Icewood Longbow, +6, 1d8+4, 20/x3, P, 120’ Range

Magic: Natural Channeler/Spiritual (Use at will)
-Purify food and water
-Flare

Feats, Traits and Skills
Feats: Weapon Finesse, Two Weapon fighting(Background bonus feat)

Traits: Lithe Acrobat: (+1) to Acrobatics, and always a class skill, Intuitive Learning: Use Wisdom instead of Intelligence for Languages, and Skills

Heroic Path: Quickened 1)+2 to initiative

Skills :w/ Ranks
Acrobatics +9
Climb +6
Heal +6
Knowledge: Nature +4
Perception +10
Profession: Herbalist +6
Sense Motive +4
Stealth +8
Survival +6

Racial Abilities

+2 Dex, +2 Cha, -2 Con
Medium Creatures: No special bonuses or penalties
Elf Base Land Speed: 30’
All Elves receive longbow and shortbow proficiencies for free. Can buy Icewood bows at 25% of cost and +1 attack bonus when using
Weapon Familiarity: Erunsil treat snow elf fighting knives as martial weapons, and half penalties for fighting with two knives. Stack with Two Weapon fighting feats.
Favored Region: Erethor +2 (+4 in Veradeen)
Natural Channeler: Innate Magic as a bonus feat. (2 bonus Spell Energy points when taking Magecraft feat)
Low Light Vision
+2 racial bonus vs. Enchantment spells and effect
+1 Racial bonus on Fortitude saves (+5) when saving vs. cold effects
+4 on Climb, and Acrobatics checks when climbing trees
Languages: High Elven, Orcish (1), Patrol sign, Black Tongue, Sylvan
Favored Class: Wildlander

Class abilities:
Favored Enemy - Fell
Track
Wild Empathy
Wildlander Trait - Alertness (Bonus feat)

Anvinder, Lost Dreamer, bitter dornish student of magic

Granddad, Spectral Scholar, unforgiving but knowledgeable teacher of necromancy, abjuration, enchantment and divination.