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Duke Arvanoff

Vermundr's page

454 posts. Alias of Feral.


Race

Resources:
Rage 13/13 | Spells: 1st 2/2

Gender

Male Ulfen Bloodrager 4 | 44/44 HP (10 nonlethal) | AC 16 T 10 FF 16 | Fort +8 Ref +2 Will +4 | Initiative +4 | Perception +9, Sense Motive +0

About Vermundr

Before you stands an imposing Ulfen man with the build and look of the classic viking sea reaver: hirsute, tall, broad-shouldered, and brawny. His rugged features are prematurely aged by a life of hard living and exposure to the elements and framed by the northerner's long pale blonde hair and shaggy matching beard. Dense thatches of slightly darker hair are visible on his forearms and chest and presumably elsewhere on his powerful thickly muscled frame.

He's clad in a breastplate of rough blackened iron and tight doeskin leggings and armed with a deadly-sharp two-handed sword which is strapped to his back. A frighteningly large wasp with a black and yellow striped thorax buzzes calmly over his head.

Background:

Born with one of the lesser strains of lycanthropy common among the northern peoples, Vermundr learned from his father at a young age the importance of avoiding the greater world of Man. Within his home, and the rest of the Land of the Linnorm Kings, such a condition was respected but the greater world often viewed such a bestial heritage as a curse and its bearer a dangerous monster. Beyond this caution, his father, huscarl to the hold's jarl, trained Vermundr in the warrior's ways, including how to battle with sword, axe, and fist; how to wear and tend a suit of armor; how to take a life; and how to honor a death. His mother, a talented Wind Rider, taught him how to survive in the harsh northern climes, how to influence wild beasts, and helped him hone his minor talent for magic.

But the Land of the Linnorm Kings can be treacherous, even for the mighty, and one cold day one of the jarl's rivals launched a bloody coup in which both of Vermundr's parents were killed. Even though he was barely old enough to call himself a man, as the son of one of the previous regime's supporters the young ulfen's life was in danger as well. He had to choose: risk death himself should the usurper decide that he was a loose end that was better off tied up or flee his home and see his parents' deaths go unanswered. Faced with this difficult decision, shamefully, young Vermundr fled.

His first refuge was the neighboring village. It was smaller than the hold he was raised in but similar enough and he even had a few cousins there to help him settle in but Vermundr found that it reminded him too much of what he'd lost, what he'd fled from, and the shame of doing so. So he traveled further east, through the witch-haunted lands of Irrisen and across the primeval Realm of the Mammoth Lords. Eventually he made his way south, ending up in Ustalav.

The Nation that Was turned out to be a good fit for the displaced young northerner. It was full of wild isolated places and her people were a good deal smaller and leaner than his kin but they were also grim, pale, and superstitious in a way that was familiar enough to be a comfort. Over the course of several years, he scratched out a simple but comfortable life for himself as a hunter and trapper at the edges of the Lorzeri woods.

Though he rarely ventured far from his little corner of the woods and the cabin he'd built for himself in it, he did travel to the nearby town for supplies he couldn't scavenge from the wild and to sell the stacks of hides and furs he'd collected over the past few months. During one such trip he encountered the traveling troupe of circus performers known as the Crooked Kin. Even though they were considered freaks or monsters by most, Vermundr couldn't help but feel some kind of connection with the group of mottled oddities. After all, he too was a monster without a home.

It paid little more than a few coppers and three square meals a day but, after a short meeting with the Crooked Kin's ringmaster, Vermundr had a job as the troupe's bouncer.

Vermundr
Werewolf-kin skinwalker bloodrager (metamagic rager, primalist) 4
CN Medium humanoid (shapechanger, skinwalker)
Init +4; Senses low-light vision; Perception +9
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 44 (4d10+16)
Fort +8, Ref +2, Will +4; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, uncanny dodge
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee dagger +8 (1d4+4/19-20) (+1 damage on first hit) or
. . mwk greatsword +9 (2d6+6/19-20) (+1 damage on first hit)
Special Attacks blood casting, bloodrage (13 rounds/day)
Bloodrager (Metamagic Rager, Primalist) Spells Known (CL 4th; concentration +5)
. . 1st (2/day)—shield, true strike
. . Bloodline Abyssal
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Statistics
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Str 18, Dex 10, Con 16, Int 8, Wis 10, Cha 12
Base Atk +4; CMB +9 (+10 grapple); CMD 18
Feats Eschew Materials, Extra Feature, Wasp Familiar
Traits bred for war, indomitable faith
Skills Climb +3, Escape Artist -5 (-4 competence to break a grapple), Handle Animal +8, Intimidate +6, Perception +9, Profession (trapper) +4, Spellcraft +3, Survival +7 (+9 to avoid becoming lost), Swim +3; Racial Modifiers +2 Perception
Languages Common
SQ change shape, change shape (+2 to all saves), change shape (bite), change shape (claws), change shape (darkvision), bestial bulk, fast movement
Combat Gear oil of bless weapon (2), barbarian chew (4), rager's aid[ACG] (2); Other Gear mwk breastplate, light wooden quickdraw shield[APG], dagger, mwk greatsword, armbands of the brawler[UE], cape of free will +1/+2[MA], talisman of warrior's courage, lesser[OA], wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, whetstone, 37 gp, 9 sp, 8 cp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (13 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bestial Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Change Shape (Su) Shapeshift into bestial form gaining +2 wisdom and two animal-like powers.

Change Shape Options:
Change Shape (+2 to all saves) (Su) You can choose to gain a +2 racial bonus to all saves when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form.

Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Familiar:

Wasp familiar (protector)
CN Tiny magical beast
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 22 (1d8)
Fort +4, Ref +4, Will +2
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee sting +9 (1d3-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
Base Atk +4; CMB +5; CMD 11 (23 vs. trip)
Feats Additional Traits, Bodyguard[APG], Combat Reflexes
Traits indomitable faith, kin guardian
Skills Acrobatics +3 (-5 to jump), Climb +7, Fly +11, Handle Animal +0, Intimidate -3, Perception +11, Spellcraft +0, Stealth +15, Survival +4, Swim +7; Racial Modifiers +4 Perception, +4 Stealth
SQ loyal bodyguard
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (40 feet, Average) You can fly!
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Poison: Sting - Injury (DC 12) (Ex) Sting—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.


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