Ulfen Raider

Sigurd Warborn's page

63 posts. Alias of WarforgedMan.


Race

| HP: {6} 32/35 | AC: 18 (12 Tch, 16 Fl) | CMB: +7 (+8 Overrun), CMD: 19 (20 v.s. Overrun) | F: +6, R: +3, W: +4 | Init: +3 | Perc: +7, SM: +1

Classes/Levels

| Speed 30ft (25ft) | Rounds Of Rage: 6/11 | Active conditions: Rage (+2 on melee, thrown, damage, and Will saves. -2 to AC, 6 Temporary HP)

Gender

Male CG Norden Unchained Barbarian (Armored Hulk) 3

About Sigurd Warborn

Sigurd Warborn
Male Human Unchained Barbarian (Armored Hulk) 3
CG Medium Humanoid (Human)
Init: +3; Senses: Normal Perception: +7
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Defense
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AC 18 FF 16 TAC 12 (+6 Armor, +2 DEX, -4 ACP)
HP 35
Fort +6 Ref +3 Will +4
Special Defenses:
Indomitable Stance: +1 Reflex Save v.s. Trample
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Offense
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Speed 30ft (25ft in armor)
Melee
. . unarmed strike +7 (1d3+4 nonlethal/x2)
. . mwk greatsword +9 (2d6+6/19-20z2)
. . mwk dagger +8 (1d4+4/19/20)
Ranged
. . mwk longbow +6 (1d8/x3)
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Statistics
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Str 18 (+4) Dex 14 (+2) Con 16 (+3) Int 8 (-1) Wis 12 (+1) Cha 10 (+0)
Base Atk +3; CMB +7 (+8 to Overrun) CMD 19 (20 v.s. Overrun)
Feats WF: Greatsword, Power Attack, Iron Will
Skills Perception +7 (3), Climb +8 (1), Handle Animal +6 (+3), Ride +6 (1), Swim +9 (2), Survival +7 (3), Acrobatics +6 (2), Intimidate +6 (3), Perform: Oratory +6 (2). Linguistics +0 (1)
Languages: Nordic, Imperial
Traits: Veteran of Battle, Axe To Grind
Combat Gear:mwk dagger, mwk greatsword, mwk longbow, mwk chainmail
Magical Gear: potion of cure light wounds x 2, potion of cure moderate wounds
Mundane Gear:explorer's outfit, a masterwork backpack, furs, cold weather gear, blanket, tent, cooking kit, empty waterskin, full wineskin, rations (7 days), 4 pints of oil, lantern
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Special Abilities
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Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.

Powerful Stance (Ex): The barbarian can focus her ferocity. She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Indomitable Stance: An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.

Armored Swiftness: At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed.

Resilience of Steel: At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level).

Background Stuff:
History:

Sigurd was born in the city of Smithhold, one of the last sons of a dying clan. The Warborn were once a prestigious name, carrying weight through the holds, but the Imperial Conquest brought an end to their glory. Too many sons died, too many ventures were burned by Imperial torches, monstrous tribes sensing weakness in their human rivals, and greedy nobles hungry for more land and power. Debts accumulated, alliances fell apart, and the Warborn fell from favor. Yet Sigurd wasn’t raised with a shame over his head, instead he was raised that they would someday rise again from their burned homes and retake what was theirs!

Like his father and his father’s father, Sigurd was trained in the ways of war and the tactics of the berserkers. He was a proud Norden son, born with a stout frame and a strong arm, he took to the instinctive fury that dwelled within his veins quite naturally and joined his family on raids for their Jarl, Jarl Olav Graystone. They were not trained in how to adjust the hides of animals the best, instead relying on Smithhold’s specialty of crafting heavier armor and weapons. The clanging of Smithhold armor brought fear to the hearts of their enemies, the armored hordes attacking and razing those that would not pay the tribute.

Things went poorly for the ill-fated clan when Sigurd’s father, Bjorn, began to think too highly of himself. He desperately tried to maneuver himself into the Jarl’s court, failing every chance and instead earning the ire of the Jarl’s courtiers. An assassination and falsified evidence later, the clan was exiled and his father beheaded. It was only through a small strain of luck that Sigurd survived with his head intact and could flee from that hold to the others.

Work as a mercenary paid well and Sigurd began to earn a reputation as a powerful man, capable of cutting down Imperials and Norden alike with one swing of his heavy blade. Coin began to roll in and Sigurd found himself once more upon the lucky path. It would’ve went swimmingly if it was not for those Imperial dogs. One night, at the tavern which Sigurd fancied, he realized the girl that he had fancied was not in that night. Irritated and drunk, he went outside only to hear a cry for help. There was Freydis, her clothing torn as she struggled against the sloppy hands of Imperial soldiers that were accompanying an Imperial caravan. Rage soaked through his very being and Sigurd only saw red those next few moments, the gods guiding his hand to bring vengeance upon them.

It was only with the men slain, the guards circling him, and the Imperial captain threatening young Freydis’s life, that Sigurd surrendered and let himself be taken in. Hooded and captured, he was beaten and dragged away to this dark and awful place to await execution. He smiles in the dark though, he was certain that Freydis had to look of a woman in love before he was beaten down. Not a terrible way for the last of the Warborn to die off, standing up for honor.

Personality:

Sigurd is a man who is angered quickly and forgives quickly, who laughs first and last, and who can be as calm as the gentle spring or as fierce and as cold as the most terrible blizzards. He values the independence of his trade as a mercenary but not as much as his pride at being a Nord. He harbors a deep resentment of the Imperials and sees them as invaders still rather than conquerors and never misses a chance to poke or prod at one if he feels he can get away with it. Those that had stayed behind after the conquerors came have earned a begrudging amount of respect, at least they could stand the rough nature of Nordhelm.

While a mercenary, he still has his own morals that he follows. Sigurd would never kill an honorable foe who challenges him with underhanded methods, nor does he harm the weak or the innocent. Despite his personal biases, those who fight beside him are his brothers and sisters and he will fight to the death to protect those that earn his trust and respect. He prefers to hunt bandits and monsters for coin rather than fight in wars, proving himself against the monsters in the world. When confronted by an injustice though, especially one committed by the Imperials, he seethes and boils and will quickly explode. It was what got him locked away awaiting execution after all.

Otherwise, he enjoys the simple things in life; good food, good friends, beautiful women, potent alcohol. An uneducated and simple man, he is wise enough to know that he knows very little and isn’t afraid to speak to the more intellectually minded for advice. His hope and goals is, to one day, become a Jarl himself and begin his own dynasty.

Appearance:

Standing at 6’5 and weighing over 250lbs, Sigurd is a muscular man with light brain hair that is usually oily and kept at shoulder length. A simple brown beard extends from his face, hiding the chiseled jawline of his. His eyes are a clear and soft blue that appear to become grey and stormy when Sigurd is riled up in anger. Massive in height for a human and stronger than most orcs, his body is scarred from years of harsh living, warfare, and battle. Tattoos decorate his form as well; a large tattoo covers almost the entire right arm. His other shoulder is covered with iconography of a dragon