About Ragnar Death-SpeakerRagnar Falon, The Death-Speaker, Boneshaker, Namekeeper, Last Scion of Nalford, Herald of the Vigdir. Barbarian 2, Spiritual Channeler 2
AL NG Size Medium
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)
=====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)
=====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)
+9 Knowledge: Arcana (2 Rank, +2 int, +3 class, +2 trait)
+4/-3 Perception (+4 wis, -7 if sound based)
===== Racial Abilities===== Spoiler:
Dorn
=====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
-- Art of Magic (Ex): The channeler focuses on the art,
-- 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
Never Alone (Su): Also at 1st level all haunted characters
Poltergeists (Su): From 2nd level a haunted character is
Phantasms (Sp): Beginning at 3rd level a haunted character begins to attract more malevolent fell spirits to him. These spirits,
Baleful Gaze (Sp): Starting at 4th level a haunted character can
Fading (Su): From 5th level a haunted character’s grasp on the
Death Focus (Sp): A haunted character’s most alarming feature
Unhallowed Presence (Su): From 11th level a haunted
Unholy Aura (Sp): At 14th level a haunted can cast unholy
Malevolence (Su): At 17th level the haunted can once per day
=====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.
Kept in backpack Eyvindr's skull.
=====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
Hugi- ]Int: 19 Wis:15 Chr: 8
Darkvision 60' (granted by Awaken)
Fly +8 (+2 Dex, +3 class, +3 ranks)
Feats:
Languages:
Muni- Int: 14 Wis:15 Chr:10
Darkvision 60' (granted by Awaken)
Perception +13/+15 (+2 Wis, +3 class, +3 ranks, +3 feat) +2 when near Ragnar
Feats:
Languages:
Freigh, Freigha and Fenri
=====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.
The chorus of voices started then. "Get off me, would'ja."
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."
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)
AC: 17 (10 + 4 hide armour + 3 Dex)
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:
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)
FEATS, TRAITS AND SKILLS Spoiler:
. Power Attack
TRAITS
Fellhunter heroic path
CLASS ABILITIES:
SKILLS Acrobatics: +0 = +3 Dex - 3 AC check penalty
Fallen Sky [spoiler]Sky'tor Tu'kalet
STR-14(+2), DEX-18(+4), CON-14(+2), INT-12(+0), WIS-14(+2), CHA-9(-1) Initiative +6, CMB +3, CMD +17
Combat
Magic: Natural Channeler/Spiritual (Use at will)
Feats, Traits and Skills
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
Racial Abilities +2 Dex, +2 Cha, -2 Con
Class abilities:
Fallen Sky Spoiler:
Sky'tor Tu'kalet
STR-14(+2), DEX-18(+4), CON-14(+2), INT-12(+0), WIS-14(+2), CHA-9(-1) Initiative +6, CMB +3, CMD +17
Combat
Magic: Natural Channeler/Spiritual (Use at will)
Feats, Traits and Skills
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
Racial Abilities +2 Dex, +2 Cha, -2 Con
Class abilities:
Anvinder, Lost Dreamer, bitter dornish student of magic Granddad, Spectral Scholar, unforgiving but knowledgeable teacher of necromancy, abjuration, enchantment and divination. |