Mystic Theurge

Snorri Arnórsson's page

No posts. Alias of MordredofFairy.


Alignment

Neutral Good

Deity

The Norns

Languages

Norsk, Nuklander, Runic

Occupation

Huskarl

Strength 17
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 9
Charisma 10

About Snorri Arnórsson

Background:

Snorri was born as a middle son of a farmer family.
He had 2 older brothers, an older sister, one younger brother and 3 younger sisters, one of which died as an infant. Their parents, as his older siblings, worked hard to keep the family fed. Snorri was a strong and agile child. Finding he was good at it, he challenged himself to climb ever higher trees(climb), and would spend hours doing so. Yet he had no patience for the work of a farmer, and as much as he tried(and his elders tried to teach him), he was not made for this profession...the only thing he was good at as farmer was tending to the animals(handle animal), but that alone would not be sufficient to succeed in this line of work.

One day, his father and older brothers were called upon by their Jarl to serve in the Shieldwall, and went to war. Snorri wished to accompany them, but was still too young to do so. And that was well, for that war was lost, and only one older brother returned from it. With their father and one elder brother dead, their whole family would have been in peril...if not this winter, then the next.

A local hirdman was willing to help them...at a price. His wife had passed on a year ago, and he took a liking to Snorri's elder sister, despite an age difference by which he could have been her grandfather. She was not keen on the union...but desparation drives a hard bargain, and reluctantly, she agreed. The hirdman provided for her family, and in the spring, they celebrated the wedding.

All seemed well for the next few years, and Snorri came of age. Not good at being a farmer, he tried his hand at other jobs...he attempted to become a hunter, to track prey in the wilderness(survival+perception), but he was only moderately successful in that...not bad by any means, but not good enough to provide for a family.
He also attempted to become a woodchuck and craftsman...he definitely had the strenght, and while he was quite good at working with wood(craft(wood)+knowledge(engineering)) and bringing down the trees, he had little knowledge of nature, of how to keep a forest healthy, which trees to pick...and on top of all that, it was BORING work. He may have been good at it, but he found little joy at the repetitive tasks...and there was simply not enough demand for him to only work with wood, having someone else bring it in. But if nothing else, he definitely learned how to use an axe during his season felling the very trees he climbed on as a child.

And that was well, as the very next year, he was called to war. He was to fight with a spear, in a shieldwall, but was bold enough to request permission to use an axe. His wish was granted, on condition of being placed in an exposed unit that would try to circle around and flank the main battle line, but be exposed to a lethal counterattack if anything went wrong. Snorri agreed, and went into battle with a number of seasoned veterans...these people were not farmers fighting in a shield wall, these were warriors...people who lived for battle. Everything went well this day, and when they came clashing into the enemy's rear, exchanging strikes, risking their lives to take their enemies, Snorri very much knew what it was to BE alive. He had never felt so full of life before than in this moment. In a trance, he dodged blows, and brought his axe down on enemies...at the end of the battle, they had won, and he had killed 3 man. He had not known them, and for a moment, he remembered his own father and brother...wondered about the family of these men.
But that feeling he had...he could not forget it. when they celebrated the victory, he felt an urge to ask to join the Huskarls. Their leader, a bear of a man with scars all over, smiled and laughed at him:"Welp, you may have done well enough today...you draw breathe, still. But a Huskarl, you are not. A woodsman's axe, and cheap leather armor? I take it this was your first battle? Don't tempt fate, you will not always be lucky...learn what it means to be a warrior...and if you still want to be one then, be ready to prove it. Now, drink and celebrate!"
Snorri was disappointed, but he would not give up his dream so shortly after having found it. After returning home, he trained...alone, with veterans of fights past, he sparred with his younger brothers when there was time, and eventually with a huskarl in the service of his sisters husband.
While he had wielded the heavy axe quite successfully during his first battle, he found that it was too slow...it was too easy to dodge, and he was wide open. He tried to fight with weapon and shield, but found himself trying to push forward too aggressively, wanting to decide the pace of the battle, and using his shield as a weapon...leaving himself open again. Finally, he attempted to wield two smaller weapons, and it felt just right. While other people had difficulty coordinating, using both hands to attack seemed natural to Snorri. He remained fast enough to dodge, and the fact he could abuse openings from his opponent with either hand meant he could press forward. Another advantage was that these smaller weapons weren't as heavy...he could throw them at a enemy, too.
Snorri learned about all the things he could regarding life as a warrior(profession, heal, intimidate, ride), and eventually, felt ready. He journeyed to his Jarls homestead, and asked to try out as a Huskarl...but he had no need for more retainers, no openings to fill. Determined to make the best of it, Snorri journeyed onwards, to Halfstead, where Jarl Olaf Henriksson ruled.
Again, he expressed his wish to join his household as a Huskarl, and was given a chance to prove himself. Snorri would have to fight against one of his Huskarls in a mock battle, and would be judged. Several volunteered, and Snorri was allowed to choose freely from among those who did. Not wanting to be seen as a craven, he choose the biggest and meanest-looking of the bunch.
As the battle started, he intended to use his speed to his advantage, dart in and out of battle, and bring down this giant. A short half minute later, Snorri found himself face down in the mud, his ears ringing and unable to get up. He was not sure if any of his strikes managed to connect. In fact, he wasn't sure where exactly he was or why, before everything went black.
He was all the more surprised when he woke in a bed, with a elder woman of the household helping him sit up, offered him a skin of mead to drink, and complimenting him:"You choose poorly, but you did well. Young people are so predictable...the last farmer boy who tried to fight against that man didn't last longer than a couple seconds."
After drinking hastily, Snorri was led into a hall by the woman, where the other huskarls he had seen earlier sat at a table and ate dinner. He found himself gestured towards the table, and found a place for him to sit at, with a plate and drinking horn. When he sat, he felt a hand on his shoulder...the scarred man who had lead his unit during his first real battle:"Snorri Arnorsson, it would seem you trained well to make your wish come true. Let today be a lesson that there's plenty in this line of work who are your betters. Be brave, but be on guard. Most of us don't grow old, and that is well. But there is no reason to hurry it up, because death patiently waits for all of us!"

And that is how Snorri became a Huskarl in the service of Olaf...only a few days later...

Personality:

A child of farmers, with family members lost to war and illness, Snorri is familiar with the harsh realities of life. He found his calling in becoming a Huskarl, and takes pride in it. He feels joy in battle, but not in killing, and would help wounded and dying of both sides. Bows are weapons to hunt with for him, not for shooting people...only Cravens would do that.
He had no experiences whatsoever with any form of magic, and would not be very welcoming of it.not to the point of outright causing problems for a casting party member
As newest member of the Huskarls in this household, he seeks to distinguish himself, and finding himself in a line of work that allows him to provide, he may be interested in finding a wife in the near future.

Appearance:

A tall man, but not very broadly built. His normal frame betrays both the strenght he can muster, and the speed with which he can move. His brown hair grows long, and is only braided up if there will be battle. He shaves, because he finds himself unable to grow a proper full beard(some spots on his cheeks don't seem to grow much hair), and no beard looks better than THAT. His shaving is irregular, though, with a few days with stubbles passing easily. He travelled lightly, from home, and usually wears the armor provided for him and the cold weather clothes he brought.

Male Human Slayer 1/Fighter 1/gestalt 1
NG Medium
FCB: 1/6th of a new Slayer Talent

Init Senses

Daily Abilities:

____________________

Defense
____________________
AC 17 +3(Dex)+4(Chain Shirt)
hp 11
Fort 3, Ref 5, Will -1
(+1 trait bonus on all saves vs arcane spells)
____________________

Offense
____________________
Speed 30 ft
Base Attack Bonus: 1, +3 Ranged, +3 Melee

RANGED Throwing Axes +2/+2 1d6+3(20/x2) 1d6+1(20/x2), +1/+1 within 30 feet.
MELEE Throwing Axes +2/+2 1d6+3(20/x2) 1d6+1(20/x2)

Special Attacks Move-Action: Studied Combat - +1/+1

____________________

Statistics
____________________
Str 17, Dex 17, Con 12, Int 14, Wis 9, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats: Point Blank Shot, Two-Weapon Fighting
Traits Huskarl, Superstitious, Tundra Child, Pride
Skills see below(for now)
Languages: Norsk, Nuklander, Runic
SQ
Other Gear

____________________

Special Abilities
____________________

Point Blank Shot: +1 attack/damage within 30 feet range.
Precise Shot: no -4 penalty for ranged attacks into melee.
Studied Target (Ex): +1(+1/5 levels) bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against opponent, and a +1 bonus on weapon attack and damage rolls against it, as well as Slayer Class ability DC's...move action or inmediate via sneak attack
Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Two-Weapon-Fighting: Penalties for fighting with 2 weapons lessened(-2/-2 for throwing axes)
____________________

Special abilities
____________________

=====Feats=====
Level 1: Point Blank Shot
Level 1(Fighter Bonus Feat): Two-Weapon-Fighting

Level 2(Fighter Bonus Feat): Weapon Focus(Throwing Axe)
Level 2(Slayer Combat Style): Quick Draw
Level 3: Precise Shot
Level 4(Fighter Bonus Feat): Weapon Specialization(Throwing Axe)
Level 5: Double Slice
Level 6(Fighter Bonus Feat): Distance Thrower
Level 6(Slayer Combat Style): Improved Two-Weapon Fighting
Level 7: Far Shot
Level 8(Fighter Bonus Feat): Weapon Focus, Greater(Throwing Axe)
Level 9: Improved Critical(Throwing Axe)
Level 10(Fighter Bonus Feat): Sliding Axe Throw
Level 10(Slayer Combat Style): Greater Two-Weapon Fighting
Level 11: Opening Volley
Level 12(Fighter Bonus Feat): Greater Weapon Specialization(Throwing Axe)
Level 13: Hammer the Gap
Level 14(Fighter Bonus Feat):
Level 15:
Level 16(Fighter Bonus Feat):
Level 17:
Level 18(Fighter Bonus Feat):
Level 19: [/i]

=====Slayer Talents=====
Level 2: Ranger Combat Style(Quick Draw)
Level 4:
Level 6: Ranger Combat Style(Improved Two-Weapon Fighting)
Level 8:
Level 10: Ranger Combat Style(Greater Two-Weapon Fighting)
Level 12:
Level 14:
Level 16:
Level 18:
Level 20:

=====Racial Qualities=====

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

=====Skills=====

6(class)+2(int)+2(Background)

Background Skills:
6 Craft(Wood)= 1(ranks)+2(Int)+3(class)
3 Profession(Warrior)= 1(ranks)-1(Wis)+3(class)

Class Skills:

2 Acrobatics= 0(rank)+2(Dex)+3(Class)
7 Climb= 1(rank)+3(Str)+3(class)
1 Disguise= 0(rank)+1(Cha)+3(class)
4 Handle Animal= 1(rank)+0(Cha)+3(class)
3 Heal= 1(rank)-1(Wis)+3(class)
4 Intimidate= 1(rank)+0(Cha)+3(class)
2 Knowledge (dungeoneering)= 0(rank)+2(Int)+3(class)
6 Knowledge (engineering)= 1(rank)+2(Int)+3(class)
2 Knowledge (geography)= 0(rank)+2(Int)+3(class)
2 Knowledge (local)= 0(rank)+2(Int)+3(class)
3 Perception= 1(ranks)-1(Wis)+3(class)
6 Ride= 1(rank)+3(Dex)+3(class)
2 Stealth= 0(rank)+2(Dex)+3(class)
3 Survival= 1(rank)-1(Wis)+3(class)
3 Swim= 0(rank)+3(Str)+3(class)

=====Gear=====
riding horse, a heavy wooden shield, a chain shirt, and a simple or martial weapon of your choice.

=====Traits=====

Campaign:
Huscarl:(Campaign)
You are a household warrior in service to a jarl or higher-ranked personage. As such, you do not need to worry about your daily needs and upkeep as long as you are in the service of your jarl and in his domain.
You begin your adventuring career with a riding horse, a heavy wooden shield, a chain shirt, and a simple or martial weapon of your choice. In return, you must perform services to your jarl as determined by the GM.

Superstitious
You are distrustful of any magic that goes beyond your native shamanic ways.
Benefit: As long as you do not possess any levels in a class that grants arcane spellcasting power, you gain a +1 trait bonus on all saving throws against arcane spells.

Tundra Child (Tundra or Cold Regions)
You were born and raised in the cold wastes of the far north or far south, and are accustomed to low temperatures.
Benefits: You gain a +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.

Drawback: Pride
You can’t abide challenges to your dignity, authority, or honor.
Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

=====Attributes=====:

STR 17=15(Buy)+2(Race)
DEX 17=15(Buy)+2(Race)
CON 12=12(Buy)
INT 14=14(Buy)
WIS 9=9(Buy)
CHA 10=10(Buy)

______________________________________________________________

BACKGROUND / Story and Info.