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Villamar Koth

Sjurd's page

50 posts. Alias of Tanner Nielsen.

Full Name





Human Skald 1 -- HP10 : AC14 CMD14 TAC11 FAC13 : greatsword+3;2d6+4 : PA+2; 2d6+7 : chakram+2;1d8+3 : F+4 R+1 W+2 : INIT+1 Perc+4 CMB+3






Chaotic Good




Kassen, Nirmathas


Common, Skald, Giant

Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 11
Charisma 14

About Sjurd


Hair: Sandy Brown
Eyes: Blue
Height: 6'4"
Weight: 230lb

You see a well-groomed human male with wild, sandy-brown hair hanging to his collar. His eyes are a deep blue, with small flecks of silver near the iris. His skin is tanned and dotted with scars, with high cheek bones, and a strong jaw. He is dressed in metal-studded leathers, with a black cloak. He bears a greatsword strapped across his back, a dagger at his side, and a bundle of curved chakram on the other. He is quite tall, with a muscled frame and straight posture.


Sjurd's family traces its lineage to the Land of the Linnorm Kings, home of the reclusive and brutal northern folk. His forefathers found ready work as mercenaries, campaigning during the harsh winters and returning in the spring with bounties for their family. This established a tradition of sorts, with each passing generation choosing whether to take up the mantle of 'coin-sword.'

Sjurd followed a different route initially, spending his time with the village loremaster rather than sparring with the other children during the long winter months. He absorbed stories and legends of his people, and gained a great deal of practice in reciting and committing to memory the epics of heroes and monsters.

Coming of age as a man, his father decided one spring that it was time for Sjurd to join him on a venture southward. They skirted the coast until they came to southern Varisia, where a trading caravan just outside the Mushfens hired the company to escort them to Nirmathas. After several uneventful weeks, where Sjurd entertained the men with storytelling around the campfires, the caravan was attacked by a band of ettercaps in the western woods. The company was victorious, but Sjurd's father fell in battle along with most of the guards. The merchant caravan made it through the forest, and unceremoniously dropped the boy in the first village they found - Kassen.

Sjurd was taken in by the Silvers family and did odd jobs and manual labor at the Seven Silvers Inn. Asina had just been born when he arrived, and he was an unofficial 'big brother' to the girl. He was content to spend his days as an innkeeper, until Jocyn Elmaran arrived in town. He was enthralled by the bard, and shared with him the legends and epics he remembered from his far-away home. The minstrel took the boy on as an apprentice, and helped him to refine and channel his talents. It did little, however, to calm the brooding anger that festered whenever he thought of his father, and the family he knew he would never see again. In time, he grew into a man, with great height and heft thanks to his northern blood. In battle he is inspired by the tales of heroes of old, and enthusiastically shares them with his comrades.

Racial Abilities:

Bonus feat at 1st level
Extra skill point per level

Equipment and Money:

greatsword (50gp, 8lb), dagger (2gp, 1lb), chakram (5) (5gp, 5lb), studded leather armor (25gp, 20lb), stone holy symbol (5sp, 0.5lb)


Weight: 34.5lb
Load: Light

Combat Statistics:

HP 10 (8+2)
Spd 30ft
Initiative +1
CMB +3 (+0 BAB, +3 Str)
Base Attack +0

greatsword +3, 2d6+4/19-20x2

Power Attack
greatsword +2, 2d6+7/19-20x2

chakram +2, 1d8+3/20x2

AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
CMD 14 (10 base, +0 BAB, +3 Str, +1 Dex, +0 Size)
Fortitude +4 (+2 base, +2 Con)
Reflex +1 (+0 base, +1 Dex)
Will +2 (+2 base, +0 Wis)


[4 class, 1 racial, 1 favored, 1 Int]

Climb +7 (1 ranks, 3 class, 3 Str)
Diplomacy +8 (1 ranks, 3 class, 2 Cha, 2 trait)
Knowledge (history) +6 (1 ranks, 3 class, 1 Int, 1 class)
Knowledge (local) +6 (1 ranks, 3 class, 1 Int, 1 class)
Perception +4 (1 ranks, 3 class, 0 Wis)
Perform (oratory) +8 (1 ranks, 3 class, 2 Cha, 2 trait)
Spellcraft +5 (1 ranks, 3 class, 1 Int)
+3 (1 ranks, 3 class, -1 Str)

Class Abilities:

Bardic Knowledge (Ex) - A skald adds half his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Raging Song (Su) - He can use this ability 3 + his Charisma modifier rounds per day, +1 round every level after 1st. Starting is a standard action, maintained as a free action. A raging song cannot be disrupted, but it ends immediately if killed, paralyzed, stunned, knocked unconscious.

A raging song counts as the bard’s bardic performance for any effect that limits bardic performances. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

At the start of each ally’s turn in which they can hear the raging song, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but also take a –1 penalty to AC. While under the effects of raging song, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

If an ally has its own rage class ability (such as barbarian’s rage or bloodrager’s bloodrage), he may use the Strength, Constitution, and Will saving throw bonuses, and AC penalties from that ability instead of those from the raging song. However, raging song does not allow the ally to activate abilities dependent on other rage class abilities (such as rage powers, blood casting, or bloodrager bloodlines); the ally must activate his own rage class ability in order to use these dependent abilities.

Scribe Scroll - At 1st level, a skald gains Scribe Scroll as a bonus feat.


Spells per Day (--/2)

Spells Known (4/2)
0th-level (DC 12) - detect magic, mage hand, prestidigitation, spark
1st-level (DC 13) - clarion call, cure light wounds


Propitiation - At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Savant - Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.


1 - Power Attack
Class - Scribe Scroll
Race - ???

Current Status:

HP 10/10
Propitiation - Diplomacy
Raging Song 5/5


[dice=greatsword]1d20+3; 2d6+4[/dice]

Power Attack
[dice=greatsword]1d20+2; 2d6+7[/dice]

[dice=chakram]1d20+2; 1d8+3[/dice]

[dice=Knowledge (history)]1d20+6[/dice]
[dice=Knowledge (local)]1d20+6[/dice]

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