Jadrenka

Sigrun Wolfrunner's page

546 posts. Organized Play character for Alice Margatroid.


Full Name

Sigrun Wolfrunner

Race

Human (Ulfen)

Classes/Levels

Ranger (Guide) 3

Stats:
HP: 31/31 || AC: 21, touch: 12, flat-footed: 19 || CMD: 18 || Fort: +6, Ref: +6, Will: +3 || Init: +2 (+4 urban) || Perception: +7 (+9 urban)

Gender

Female

Size

Medium

Age

26

Alignment

True Neutral

Deity

Erastil

Languages

Common, Skald

Strength 16
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Sigrun Wolfrunner

Ranger's Focus: 1/1

PFS Number: #10321-5
XP: 8
PP: 7
FP: 16

Chronicles:

(Ask if you'd like to see scans!)

#3-07: Echoes of the Overwatched
#3-00: First Steps Part I: In Service to Lore (GM)
#3-00: First Steps Part II: To Delve the Dungeon Deep (GM)
#5-01: The Glass River Rescue
#4-EX: Siege of the Diamond City
#0-13: The Prince of Augustana
#2-15: Shades of Ice, Part I: Written in Blood
#5-11: Library of the Lion (GM)

Sigrun's ITS

Boons:

Caravan: You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren't required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan's interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan's interests--this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant (correct), you can use Diplomacy to make Day Job rolls.

Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders' expedition pays off, certainly the society will remember your contribution.

Debt of the Kirin: You possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin.

Expanding Trade Network: You befriended Metella Raugar, and in doing so you began to develop a stronger trade network with the Five Kings Mountains. As a member of the Qadira faction, you are able to leverage this connection to your advantage, gaining a +2 bonus on all Day Job checks.

Image

Background:
Sigrun was born in the logging town of Losthome on the edge of the Grungir Forest in the Lands of the Linnorm Kings. Her father, a lorekeeper, raised her on stories—stories of her great grandmother, mighty warrior-hero of the Winter War; stories of Fafnheir, the mighty linnorm that lived in the middle of the Grungir Forest, who his uncle had seen with his own two eyes; stories of her aunt, who inherited the powers of the winter witches of the north; and many more stories of her ancestors at large, all epitomising the ultimate in heroics that the Ulfen people could offer. It was thus from a young age that Sigrun took up the axe, incensed to make her mark in her family's history just as those who had come before her had done.

Friend to the wild and at home beneath the great and ancient pines of the Forest, Sigrun spent many an evening slaying imaginary beasts and discovering the most exquisite of treasures below their shadowed branches. She would be Sigrun Fafnheir-Slayer, next great ruler of Kalsgard! She would be Sigrun Icebreaker, able to fell mountains with one single axe blow! Of course, once she grew a little, she was required to help the rest with the lumberjack duties of the rest of the family, and her time to play make-believe was shaved; but she still desires greatness, even today that her youthful sojourns are little more than a memory.

Her family was large and relatively poor, though there was always enough to eat on the table thanks to her mother's sharp axe and keenly-aimed longbow. Sigrun developed a miserly streak from this time, keenly understanding the importance of every coin when money must stretch thin. The family was rather devout to Erastil, and as a result Sigrun to this day respects the faith, though she is not particularly stringent at doing so. Her mother's enormous dire wolf companion, Ulfarr, prowled their small farmstead and kept an eye on the children almost as much as the adults did, and the townsfolk sighting Sigrun dashing across the fields and through the forest alongside the black-furred wolf gave her the surname she still possesses today. Alas—she has yet to become Fafnheir-Slayer or Icebreaker.

Sigrun would probably have lived her entire life in peace amidst the town and her family if not for her younger brother Kvaran's unfortunate tale. The boy had always looked up to Sigrun, following her on her treks into the woods and emulating her, but he was a clumsy child and made fun of by the other youngsters of the village. He had decided to go off on his own one day to 'prove' himself, but that night when he returned he was wild-eyed and feverish. Thinking he'd simply annoyed some forest fey and was suffering with a brief affliction, the family put him to bed with medicine in the hopes that he would recover overnight. That was perhaps their biggest mistake.

It was the loud, blood-curdling howl that woke Sigrun at midnight, the full moon shining in her window. Her sister Halla was screaming and screaming for help, and then suddenly choked off mid-shriek. Grabbing her axe and rushing into the next room, Sigrun was faced with a tide of blood; Kvaran, morphed into a crazed moon-tainted werewolf, had killed the youngest son of the family Valdi in his sleep, and had now turned on Halla, ripping apart her throat with needle-sharp teeth. Holding back vomit at the sight of it all, Sigrun charged at Kvaran with a roar, forcing him off of the younger girl as best she could. Despite being a young and weedy boy, the moon's powers strengthened him, and Sigrun very nearly sustained a life-changing bite herself. In the end, the only thing she could do to save herself was to wield the axe in her hand with ruthless efficiency—and end her brother's life with it.

Her parents burst into the room after the deed was done, seeing the now dead-eyed Sigrun weeping in a pool of blood, clutching her were-brother's body in her arms and refusing to let go. Valdi and Kvaran were beyond saving, and Halla would never speak again, her vocal cords forever ruined by the werewolf's sharp teeth. Though the family—nay, the entire town—assured Sigrun it was not her fault, the nightmarish scene would never leave her mind... everything about it lingered like a horrible curse, every aspect of life a reminder of the terrible night. In the end, Sigrun decided to leave in the dead of night, seen only by Ulfarr who wisely did not follow. Taking only her weapons and some minor essentials, she left her old life behind, seeking new sights and sounds to purge the horrible memories of that evening.

Sigrun had never intended to be a Pathfinder agent; it wound up simply being a convenient excuse to travel and get paid to do so. However, the training and all the sights and sounds of the world were at her beck and call, and she grew to enjoy the Society much more than she ever thought she would. It was through sheer coincidence she fell into line with the Qadirans, appreciating their forthright nature and their respect of coin. She now uses her skill as a guide to aid in forging trade agreements and exploration of potential new assets, all the while looking out for a bit of profit on the side for herself as well.

And of course Sigrun has never forgotten her childhood dreams of greatness; she still wishes to return home one day, rich and powerful, and slay the linnorm Fafnheir; perhaps then, too, she will be able to slay the nightmares that haunt her nights and face her family with joy once more.

Recent Events...:
(This stuff is based on in-game happenings!)

Sigrun (with the help of her illustrious team-mates) managed to develop an alliance with a dwarven merchant from the Five Kings Mountains, Metella Raugar. In order to further seal the dwarves' support, she decided to invest in one of their mercantile caravans that delivers goods to and from the battlefields of the Worldwound. Of course, she's making sure they take trips back south to Qadiran lands as well...

Stat Block:
Sigrun Wolfrunner
Human (Ulfen) ranger (guide) 3
N Medium humanoid (human)
Init +2*; Senses Perception +7*
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Defense
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AC 21, touch 12, flat-footed 19 (+6 armor, +3 shield, +2 Dex)
hp 31 (3d10+9)
Fort +6, Ref +6, Will +3
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Offense
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Speed 20 ft.
Melee mwk cold iron handaxe +7 (1d6+3/x3) or
... heavy shield bash +6 (1d6+3) or
... mwk silver shortsword +7 (1d6+2/19-20) or
... light mace +6 (1d6+3) or
... mwk cold iron handaxe +5 (1d6+3/x3) and heavy shield bash +4 (1d6+3)
Ranged pilum +5 (1d8+3/x2)
Special Attacks ranger's focus +2 (1/day)
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Statistics
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Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Double Slice, Endurance, Improved Shield Bash, Shield Slam, Two-weapon Fighting
Traits Erastil's Speaker, World Traveler (Knowledge [local])
Skills Diplomacy +7, Knowledge (geography) +6*, Knowledge (local) +7, Knowledge (nature) +6, Perception +7*, Stealth +8*, Survival +7* (+8 to track, +9 to get along in the wild); Armor Check Penalty -4
* = favoured terrain bonus applies
Languages Common, Skald
SQ combat style (weapon and shield), favoured terrain (urban +2), track (+1), wild empathy (+3)

Possessions:
1,428 GP

(See ITS for charges.)
Wand of cure light wounds
Wand of longstrider
Oil of bless weapon
Oil of magic weapon
Potion of darkvision
Scroll of delay poison

Masterwork cold iron handaxe
Masterwork silver shortsword
Light mace
Pilum (5)
Acid
Alchemist's fire
Holy water (2)

Breastplate
+1 darkwood spiked heavy wooden shield
Cloak of resistance +1

Masterwork backpack
Belt pouch
Gear maintenance kit
Silk rope
Masterwork survival kit
Antiplague (2)
Cold weather outfit
Furs