The Northlands Saga (Inactive)

Game Master Divinitus


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Sorry my post wasn't very easy to understand, I meant wield in the sense that he is outfitted to the hilt in magic. His hammer Mjölinir, the belt Megingjörð, and his gloves Járngreipr.


Monkeygod, awesome. Now, for the race, the Ravenfolk from Kobold Press's Midgard setting are VERY good picks. They have a distinct Scandinavian/Norse mythology feel to them and get some pretty beastly archetypes, among other things. Read Endzeitgeist's, AKA Thilo Graaf's review on them. Skinwalkers and Were-Kin are also viable options.

Rednal, you're not bound to your initial character concept, so feel free to change it up until the date that recruitment closes.

Mimesyne, you can write up as long or as short of a backstory as you want. I like well-crafted backgrounds, a concept which does not have much correlation with length.


Flyn Rider wrote:
Sorry my post wasn't very easy to understand, I meant wield in the sense that he is outfitted to the hilt in magic. His hammer Mjölinir, the belt Megingjörð, and his gloves Járngreipr.

obviously, using MAGIC, and using magical ITEMS are completely different.


Hmm... my brain is starting to go with a Jotun becoming a Grendel-like figure. Perhaps taking some of the troll abilities in the future. Very much a monstrous sort. He was facing dragon too powerful for him to defeat alone when another hero came up (perhaps a PC, we can work this out later) hunting the creature. Together they slew the wyrm and formed a bond of respect and friendship.


Pathfinder Lost Omens Subscriber

YES, a GM WHO HAS EMBRACED THE SPHERES! i'll put together the basics of my crunch later today.

RPG Superstar 2012 Top 32

Two questions:

- how would you feel about re-fluffing alchemy to be rune magic? The mechanics would be exactly the same only instead of preparing and drinking extracts/mutagens he would prepare and activate runes.

- what are your thought on variant multiclassing?


How would you feel about this Giant-like 3rd party race

He'd be a descendent of Aurgelmir in one way or another, and as such would face some derision. But I'd like to build him as a follower of Baldur/ Donar who strives to deny his evil ancestry and rise to a place fighting beside the Aesir at Ragnarok.

Considering Monk/ Barbarian

Envisioning a grappler of some sort, mechanically.


Moon Papa wrote:

How would you feel about this Giant-like 3rd party race

He'd be a descendent of Aurgelmir in one way or another, and as such would face some derision. But I'd like to build him as a follower of Baldur/ Donar who strives to deny his evil ancestry and rise to a place fighting beside the Aesir at Ragnarok.

Considering Monk/ Barbarian

Envisioning a grappler of some sort, mechanically.

He's already mentioned this race in a previous post:

GM Fimbulvinter wrote:
DekoTheBarbarian, Half-Giants are allowed, as is the Armiger. Better options for the part giant trope, however, are in the Jotunfolk from Storm Bunny Press and the Jottunar race from Rite Publishing. The former comes with a better set of abilities and fluff, while the latter has an extensive fluff write-up and an optional racial class which is fairly awesome and allows you to change size to suit the situation at hand. Regarding feats, that was the goal was for PCs to gain a feat at every level up, plus bonus feats, assuming their class garners any.


Finnally decided on KArthan Sternmason, a troubled man who was once a well respected sage of lore and magic, now a troubled man who followed where no living man should tread. He has seen the rows upon rows of dead men awaiting their time to take vengeance on the gods. He has seen the fate of those who die dishonorably or are forced by disease and circumstance to die in their beds rather than the battlefield.

He escaped from that place on a horse made of cowardice. He brought with him pieces of that place and terrible nightmares.

Harbinger(Ravenlord)/Occultist seems to fit.

Thinking of making him something of an Odin analogue.

Odin too stared too deep into the well of knowledge and found only his doom.


This is oyzar's character.

I'm done with mechanics (except for gear), now to refine fluff. That's one of the most important parts of the character after all :).

@GM Fimbulvinter: What level of ancestry to Donar are you comfortable with? Direct descendant or further removed? As a symbol of fertility I imagine he probably have quite a few descendants. I found quite a nice picture for the character, but sadly this doesn't support custom avatars.

After making this character, I realize how hard it is to actually make throwing work anywhere near as well as melee. Though I did spend a lot of feats in order to be able to throw warhammers. It's almost a shame we start at 4th and not 5th level as this character nearly doubles in effectivness at next level when he starts picking warlord levels.


Mmm, I was thinking of going for the Bronze dragon. I quite like Magma Dragons but I can't really justify it here. I was also considering possibly going for the Dracomancer instead, which is similar to the Dragonrider but more spell based (It has six levels of spells from the Summoner/Magus spell lists) and some special abilities but only has 1/2 BAB...which isn't much of an issue for Gestalt.

I can let you see the rules via PM if you wish.


Here's Thorgrim! I'm still working through his backstory, but I'm fairly settled on him being a closet worshiper of Loki. What I have so far, and feel free to correct me on any of my assumptions, is that he was never a particularly well off individual. His family did well enough to get by, but they were only wealthy in love for one another. A family of smiths that were unfortunately not the best in their village were hardly in high demand. Even so, they did what they could for who would accept their business, usually for farmers that needed new horseshoes, door hinges, or buckles. Though no one would ever admit it to their faces, a part of the lack of business may have been racial prejudice against his orcish father.

Thorgrim grew up full of mischief and curiosity, ever eager to learn all that he could. He took to his father's trade well, though it was never enough and he always wanted more. Rather than squelch their son's dreams, they managed to work out an arrangement with the local priest so that he might apprentice under him. The boy learned much during his tutelage, but his favorite deity was always the trickster despite the bad name given to Loki. He felt a kinship with the god, at least in how much the both of them enjoyed their practical jokes. As he started to come of age, he grew tired of the regimented study of the priest and took to self-tutelage. All the better that he might have some time of his own to hone his burgeoning skills.

The arts of stealth and deception came easily to Thorgrim, to say nothing of the latent magical spark within. Falling in with a less than wholesome group of new friends, he learned many things in his teenage years that his mother may not have approved of. Fortunately, what he learned made it that much easier to keep her in the dark about all of his doings. Between "borrowing" tomes of arcane knowledge, slipping into restricted locales, and taking advantage of conveniently unprotected defenses, not many of Thorgrim's deeds could be considered noble. Yet, even as he toed the line of propriety, he was careful never to push too far or too hard. Loki's tale was one of caution, he knew, so he was in no haste to follow in the god's footsteps. Tricks and jokes were enough for him, so long as there was more to be learned.

When he had finally plumbed the depths of all that his village could provide, a tearful goodbye was shared with his mother and father as he resolved to set off into the world. After all, there was so much more to learn and do out there!


Philo Pharynx wrote:
Moon Papa wrote:

How would you feel about this Giant-like 3rd party race

He'd be a descendent of Aurgelmir in one way or another, and as such would face some derision. But I'd like to build him as a follower of Baldur/ Donar who strives to deny his evil ancestry and rise to a place fighting beside the Aesir at Ragnarok.

Considering Monk/ Barbarian

Envisioning a grappler of some sort, mechanically.

He's already mentioned this race in a previous post:

GM Fimbulvinter wrote:
DekoTheBarbarian, Half-Giants are allowed, as is the Armiger. Better options for the part giant trope, however, are in the Jotunfolk from Storm Bunny Press and the Jottunar race from Rite Publishing. The former comes with a better set of abilities and fluff, while the latter has an extensive fluff write-up and an optional racial class which is fairly awesome and allows you to change size to suit the situation at hand. Regarding feats, that was the goal was for PCs to gain a feat at every level up, plus bonus feats, assuming their class garners any.

Ah, missed that one, I did,

Thanks Philo!


GM Fimbulvinter, I wish to introduce you to Gudbrand Torgrimrson. He's a young farmer who lives on the outskirts of Halfstead with his father. As far as I know, his jarl has not conscripted him into service, so I think he's available for your campaign. :)


All right, here's Version 2 of Neve! If selected, I plan to format everything properly, but this should suffice for the moment. XD She's now relatively decent at punching things (that 1d3+5 gets a lot scarier when augmented with an Energy Blade AND a Fire Wielder), but I kept to a strong nature theme for her.

Neve Version 2:
Neve
Female human druid (arctic druid, storm lord) 4 / Incanter 4 / Gestalt 4
NG Medium humanoid (human)
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 44 (4d8+12)
Fort +7, Ref +6, Will +7; +2 trait bonus vs. charm and compulson
Immune dazzled
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +8 (1d3+5)
Druid Spell-Like Abilities (CL 4th; concentration +7)
. . 1/day—storm mastery i (faerie fire or obscuring mist)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 16, Int 12, Wis 17, Cha 12
Base Atk +3; CMB +3; CMD 18
Feats Combat Casting, Deadly Agility, Improved Unarmed Strike, Persistent Spell[APG], Point-blank Shot, Precise Shot, Quicken Spell, Weapon Finesse
Traits birthmark, talented
Skills Acrobatics +6, Fly +9, Handle Animal +5, Heal +7, Knowledge (geography) +6 (+8 in cold or icy terrain), Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +10, Perception +10 (+12 in cold or icy terrain), Perform (oratory) +9, Ride +9, Spellcraft +6, Stealth +5 (+7 in cold or icy terrain), Survival +12 (+14 in cold or icy terrain), Use Magic Device +2
Languages Common, Draconic, Druidic
SQ arctic endurance, arctic native, icewalking, nature sense, wild empathy +5
Other Gear leaf armor, masterwork backpack, spell component pouch, 2,445 gp
--------------------
Special Abilities
--------------------
Arctic Endurance (Ex) As per Endure Elements - Cold
Arctic Native (+2) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in aquatic terrain, and cannot be tracked there.
Birthmark +2 save vs. charm & compulsion
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deadly Agility Use Dex for damage with light and finesse weapons
Icewalking (Ex) No penalties to Acrobatics, Climb or Stealth due to snowy or icy terrain or weather, and does not break through snow/ice crusts.
Immunity to Dazzled You are immune to the dazzled condition.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Storm Mastery I (Sp) At 4th level, a storm master gains faerie fire and obscuring mist as spell-like abilities, using his druid level as the caster level for these abilities. Once per day, he may use a spell-like ability, freely choosing which one without preparing it in
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
"Are you lost? Do not be afraid - I know how to get where you want to go. Follow me."

Neve has always been a bit of an outsider in the society of the Northlands - despite her youth, she is regarded by most as a type of wise-woman. The stories say that she can ignite a fire just by waving her hand over a pile of logs, create useful things just by clapping her hands, heal grievous wounds (even those that have damaged a warrior's strength), and even manipulate the weather.

As it happens, the rumors are true. Neve is a druid, in touch with the natural world in a way most people can't even dream of, and she's as comfortable in the middle of a blizzard as she is in a mead hall, telling stories and epics to a gathered crowd. The end result is that most people of the Northlands view her as a Wise Woman - entitled to hospitality anywhere she goes, and not to be trifled with lest she bring calamity down upon someone's household.

Neve is perfectly aware of the ways that people view her, and she does nothing to dissuade this - however, just as a host is obligated to behave in a certain way, so too are guests expected to follow a code of conduct, and Neve works hard to avoid imposing on others. When she seeks hospitality, she usually stays with a Village Chief or other important individual, bringing news from the surrounding areas and offering useful magic to help support the village.

Of course, a few places have learned the hard way that for all of her friendlines, Neve is just like nature in that she can become horrifically dangerous at any moment. In addition to the arctic powers she possesses as a druid, Neve is a kineticist who commands fire and can turn a weak man to ash in but a moment. She honestly tries to avoid doing that, though, finding that life is much easier when others see her as a friend and welcome guest.

A few days ago, Neve arrived in the town of Halfstead, which was just another stop on her journey. She was expecting the local Jarl to be back and was looking forward to catching up with him, but he hasn't shown up and she's getting a bit worried...

-----------------------------------

Druidic Spherecasting:

Neve is a High Caster (Caster Level equal to Class Level), and uses Wisdom as her casting ability modifier.

Spell Pool: 7 (Class Level + Wis Mod)

Magic Talents: 1 per level, +2 talents (starting), folding over to Incanter (Total 6)

Nature's Bond: Weather (Grants Weather Sphere)

--

Incanter Spherecasting:

Spell Pool:

Neve is a High Caster (Caster Level equal to Class Level), and uses Wisdom as her casting ability modifier.

Spell Pool: 7 (Class Level + Wis Mod)

Magic Talents: 2 at odd levels, 1 at even levels, +2 (starting), +6 (Druid talents) - Total 14

Feats: Incanters gain bonus feats at Level 1 and every even level

------

Spheres and Talents

Total Spell Pool: 14 points

-Creation Sphere

-Destruction Sphere
--Energy Blade
--Fire Blast
--Frost Blast

-Fate Sphere
--Truth

-Life Sphere
--Greater Healing

-Nature Sphere (Plantlife)
--Expanded Geomancing (Fire)
--Fire Wielder

-Warp Sphere
-Extradimensional Storage

-Weather


Hope to have this up sooner, but work and children tend to keep me away.

Anywho, this here is Haraldr Volgruff, the Half-Jotun Armiger/Fighter(Armor Master).

Haraldr's Fluffy Bits:
He was sired during a Jotun incursion at a small farming village on the borders of it's Jarl's lands. Shunned for his parentage, only loved by his mother, he knew the only way to live in peace was to prove himself to his people. He and his mother saved every coin they could and journeyed to their Jarl's city, where they stayed for a time before he became of age and enlisted in the military. He was treated harshly by his trainers and fellow recruits, often given the bulk of the chores, but he kept his spirits by believing that it would all be worth it in the end.

While he was not favored, his trainers were also not stupid, and he was trained as a defender and shield-bearer. Taught to wear the heaviest armors and always keep his shield-arm raised, he was quick to show that his father's heritage had no hold over his actions. Pressed into action before he finished training during a fierce invasion of Orcs and Goblins, he was held in high esteem when he found his commanding officer laying on the ground holding the bleeding stump of his right arm. He maneuvered himself over the man's body and kept all enemies at bay, allowing the officer to be carted away by medics and saved.

Haraldr was given a full commission after the battle and assigned to various guard duties, eventually rising in ranks to serve under the Jarl himself. He served with distinction, even receiving a suit of armor from his Jarl, until he as sent to Halfstead with orders to report to the commander of it's military to gain more experience.

Backstory is subject to change, it's all I can come up with right now to explain his class and stuff. As for being a Half-Jotun, it's really just the Half-Giant DSP race with the Cold Acclimated racial train and given a bluish tinge to his skin. Let me know what you think and if I need to fix anything.

RPG Superstar 2012 Top 32

Ok, third question... There's a brawler/magus build I'm looking at for a shieldmaiden but it looks like at some point they changed (well, nerfed) the slashing grace feat and the arcane deed arcana... Would you allow us to use the original versions?


This is my submission for this thread, I'm waiting for answers via PM before I write out my backstory, but I Worship/look to advice from Loki. I tend to try to look at his qualities more positively and that he isn't truly trying to hurt anyone with his tricks.


Okay, since Spheres of Power is allowed, I'm redoing Torfrun's crunch and going with a Fighter (Viking)/Incanter Gestalt. I'll try to have it updated this weekend.

That said, I think I'll be focusing on the Weather and Destruction spheres.


This is the Alias/ Name I'll be going forward with

He's a Jotun Paragon/ Unchained Tetori Monk

Still very much a work in progress but he's turning out to be a real back-breaker!


Ah yes, feel i should mention i'm focusing on alteration, illusion, with sides of divination, weather and nature


Does the DM have any recommendations for favored terrains? And I was also wondering if you'd let me mix and match domains for the Temple Champion archetype. And mix and match gods. There's just a ton of redundancy of powers granted if I say, take the luck domain and blessing. That's a lot of rerolling... Too much... Plus, taking a domain from both Freya & Frejr and the Norns would be thematic for the backstory I have in mind.


Nate Lange, yes and yes. It also makes the 'alchemy is magic' argument less contrived. You may also ignore the errata on Arcane Deed and Slashing Grace. Some of these more recent nerfs were rather pointless.

Moon Papa, those are allowed as player characters.

TarkXT, interesting, especially if you believe in the obscure piece of lore that Yggdrassil the World Tree has a dark shadow that exists in Hel, a Tree of Death.

Tormod Torson, any level that you feel comfortable with.

JonGarrett, it is allowed.

DekoTheBarbarian, so he is part Frost Giant then? I ask because of story purposes. *Finger pyramid*

Mimesyne, for favored terrains? Cold applies to nearly every terrain. Water and Underground are good second and thirds, since those are almost the only terrain types that are not explicitly covered by cold.


question DM, does Destin's background(his humble beginnings) and working as "a blade for hire" fit in/make sense in your setting?


There were historical analogues for lone wolf mercenary Vikings, so that makes sense.


So, given your take on some of the rules, how do you feel about using natural weapons with Spell Combat and Spellstrike without taking the Natural Spell Combat arcana for a magus? Possible, impossible? Love to hear your thoughts on this, as well as my backstory if you've taken a peek at it. No hard feelings if you haven't, really just curious.


GM Fimbulvinter wrote:
DekoTheBarbarian, so he is part Frost Giant then? I ask because of story purposes. *Finger pyramid*

Yes, he is indeed Half-Frost Giant. Let the rotten veggies fly.


would you allow me to take the magus archetype Spire defender as a human?

Sczarni

How much time will we see on boats and ships? Should we be concerned about Profession sailor?


Tjostålf wrote:

This is the Alias/ Name I'll be going forward with

He's a Jotun Paragon/ Unchained Tetori Monk

Still very much a work in progress but he's turning out to be a real back-breaker!

The Unchained Monk isn't backward compatible with archetypes

Which makes sense.


Escheton wrote:
Tjostålf wrote:

This is the Alias/ Name I'll be going forward with

He's a Jotun Paragon/ Unchained Tetori Monk

Still very much a work in progress but he's turning out to be a real back-breaker!

The Unchained Monk isn't backward compatible with archetypes

Which makes sense.

Boo. Well we'll see if he stays a Tetori, If I go with unchained monk on that side, or something else


Wondering_Monster wrote:
How much time will we see on boats and ships? Should we be concerned about Profession sailor?

I wondered the same thing, and considered making a descendant or devout follower of Njord before I got on this Jotun Kick


I was considering having profession(boat construction) but then i changed my backstory. :P


You could go carpender instead. Shipwright is nice, but for making things like impromptu dog-sleds and such carpenter might be more useful overall. And I reckon carpenters would be involved in shipbuilding. Just not in any leadership capacity.

@DMF: What time of year does the story start? I have a fairly nomadic character, who moves with the seasons. So I'd need to know how much I need to shoehorn him in a coastal town this time of year. Or if it fits right in.

Sczarni

My character idea is starting to warp into something similar to the seer (the mystic psychic guy) from the vikings TV show.


Right now, I'm really digging Zealot + Occultist as my primary things.

Battle host occultist does several cool things, but the level five power doesn't fit for me... and what it replaces is something I really like. (Just explaining why I don't have the very fitting archetype in mind before explaining the situation).

The problem I'm having with occultist is that the implements don't feel properly norse (a planchette? Really?). I'm intent on primarily focusing on divination, and grabbing others (probably conjuration and abjuration) as well. Are you alright with me taking implements I feel are more fitting as substitutions? As an example, swapping Runes for Harrow Deck?

Sadly, I'm at a loss for what to choose for conjuration, realistically. Abjuration has a host of good choices, though.

Any suggestions for Norse conjuration implements?

Also, if I'm not mistaken (I haven't played it) skull and shackles lets you use carpentry for shipbuilding.


How is that show? Heard vague things about it being good. Considered watching it a while now. Wanted to start tonight due to this campaign. Should I?

Sczarni

Escheton wrote:
How is that show? Heard vague things about it being good. Considered watching it a while now. Wanted to start tonight due to this campaign. Should I?

I really enjoy it. I know I have heard some real life historians say that it is actually really close to accurate, with some givens. Obvious no TV show is going to be perfect. Its a fun show.


Placeholder profile for Black Dow's Skinwalker Barbarian (Berserkir Rage Path)/Fighter (Savage Warrior)

Crunch and fluff aplenty still be forged and honed :)


Wondering_Monster wrote:
Escheton wrote:
How is that show? Heard vague things about it being good. Considered watching it a while now. Wanted to start tonight due to this campaign. Should I?
I really enjoy it. I know I have heard some real life historians say that it is actually really close to accurate, with some givens. Obvious no TV show is going to be perfect. Its a fun show.

yeah it's based on real world events/stories that come from the start of the viking age and their conquest of england scotland and ireland.


Here's Aurgelmir, my once-feral-but-now-becoming-semi-civilized Troll-blooded Jotun.

(yes it is another Jotun application. But when you muse gets an idea, you have to go with it.)

backstory:

Aurgelmir isn't a big one for remembering the past. Memory isn't his strong suit. His childhood was typical - grow until he learned to hunt for himself and then tossed out by his mother. After that, there was years of hunting and eating and fighting for his life. Most of that blurs together to him.

The biggest turning point in his life was meeting (PC or NPC to be worked out after acceptance). Aurgelmir had been found by a young Linnorm, slightly larger than himself. They fought hard, with both wounded. He eventually pinned the dragon, but couldn't do more without breaking the hold. It was then that the hero came onto the scene. The wyrm wriggled free and both the giant and the hero fought together to kill it.

After the beast was dead, the two survivors eyed each other warily. Both were injured, but both were deadly. They watched for long minutes. Eventually Aurgelmir called out, "Do we fight or do we drink?" This was enough for both men to let down their guard and share some mead. Before long, the two began talking. After an hour, they were singing together. By morning, they were fast friends. They returned together to civilization, dragging the corpse of the mighty beast.

It took some talking to convince the others that Aurgelmir wasn't the threat he seemed to be. But the word of a hero and the corpse of a dragon drew respect. Aurgelmir had been promised a great feast, and they ate well. By the end of it, he didn't want to leave. He had been alone all his life, and the camaraderie of the men drew him. He stayed in civilization, learning some of the ways of men. His voice helped the others accept him. While his face and form were ugly, he had a deep, smooth voice that eased the way for him.

adaptation notes:

His soulknife (feral heart) levels don't represent mental power. This is simply another aspect of his racial abilities. His claws aren't mystical force, they are physical retractable claws. The magic in them is just another expression of the nature of the latent magic within him.

future development:

Aurgelmir will probably take the guardian mythic path and focus on defending those around him. I may dual-path into champion, but this will be for movement more than damage. He is part troll and will pick up troll abilities as he advances Jotun paragon.

stats:

Aurgelmir
Jotun jotun paragon 4/soulknife (feral heart) 4/gestalt 4
CG Large humanoid (giant)
Hero Points 3
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 20 (+3 armor, +3 Dex, +8 natural, -1 size)
hp 64 (4d10+24)
Fort +11, Ref +9, Will +8
Resist cold 4
--------------------
Offense
--------------------
Speed 30 ft.
Melee claws +1 (x2) +10 (1d8+7/19-20) or
. . 2 slams +9 (1d8+6)
Ranged rock +9 (2d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks enhanced claws, feral roar, feral transformation, form claws, rock throwing (40 ft.)
--------------------
Statistics
--------------------
Str 23, Dex 16, Con 20, Int 8, Wis 14, Cha 10
Base Atk +4; CMB +11 (+16 grapple); CMD 24 (30 grapple)
Feats Improved Natural attack (claws), Pinning Throw, Power Attack, Power Throw, Reckless Offense, Wild Talent
Traits bloody-minded, poverty-stricken, savant (perform: sing)
Drawback unlearned (all except kn:nature)
Skills Acrobatics +7, Climb +10, Intimidate +11, Perception +9, Perform (sing) +6; Sense Motive +4, Stealth +6, Survival +10, Swim +10; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Common, Giant
SQ elemental affinity (elemental power [water]), elemental powers (energy resistance/immunity, grab), hero points, shape mind blade, throw mind blade
Other Gear mwk hide shirt, rock (3), armbands of the brawler, feather step slippers, backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 491 gp, 8 sp, 1 cp
--------------------
Special Abilities
--------------------
Armbands of the brawler +1 to Escape Artist to break a grapple.
Energy Resistance, Cold (4) You have the specified Energy Resistance against Cold attacks.
Enhanced Claws +1 (Su) You can enhance your claws with a total enhancement bonus of +1.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Feral Roar (Ex): Make an Intimidate check to demoralize n 30 ft. as move action. Can do as part of a charge.
Feral Transformation (Su): Expending psionic focus as a free action, granting
+2 morale to Strength, Dexterity and Intimidate. -2 penalty to Intelligence, Wisdom, and Charisma. Used for a number of rounds per day equal to 10 + Constitution modifier (15). Cannot gain psionic focus or use any ability that requires patience or concentration.
Form Claws (Ex) Turn hands into claws
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pinning Throw (DC 18) You can throw a "rock" to pin an opponent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Throw Use STR instead of DEX for thrown weapons.
Reckless Offense You can shift your focus from defense to offense.
Rock Throwing (40 feet) (Ex) You are an accomplished rock thrower.
Thick Skin, Improved Gain +3 to natural armor
Wild Talent You are a psionic character and gain 2 power points.


I gotta say, Aurgelmir looks like a really cool concept. Definitely could make for some interesting RP, if nothing else. Especially the bit in his backstory where he becomes a bit civilized. I know Thorgrim would be fascinated by him, that's for sure. Here's hoping you get in!


hmmm, my character could work with a jotun fairly easily.

:P, feel like mentioning my background is half finished in a text file, if anyone's looking for it.


Good to hear that people like him. sometimes a concept just pops up and you've gotta go with it. I've been seeing lots of good ideas in this game. Good luck to both of you.


Here is the submission for Johnnycat.

Any feedback/criticism is welcome and appreciated.


Dotting for interest :) I have some ideas for characters, mostly because I love the Saxon Chronicles by Bernard Cornwell! I will submit my ideas soon, of PM the GM with concepts.


Dot.

RPG Superstar 2012 Top 32

Ok, this week has been nuts at work so I'm not nearly as far on my character as I'd like but here's the bones (subject to revision):

Fell Nornlost is the last of a forgotten tribe from the northern mountains. One particularly nasty winter the cold got so bad that his tribesmen were dying off by the hour; within a few days every single one of them succumbed to the frost but him. That was 60 years ago and he doesn't seem to have aged a day since then, leading him (and some others) to conclude that the Norns have forgotten him. Unbeknownst to him he is actually one of the Aesermar (with the scion of humanity racial trait, so everyone thinks he's human) and it was his natural cold resistance that saved him. He had been training as a berserkr before his tribe froze and afterwards he continued to practice those techniques but really devoted himself to the study of the runes. Mechanically, he's a fighter [mutation warrior]/investigator [empiricist] (with all alchemy from both re-flavored as rune magic) and variant multiclassing with barbarian, fighting with a greatsword (or maybe another 2hander if someone else gets picked with a greatsword).

I know that leaves a lot unsaid but I'd love any thoughts/objections/feedback on the concept before I flesh it all out, if possible. Thanks.


Damn, I was thinking of a Harbinger (raven lord) as well. Now I don't know whether to go through with it, or scrap it and start over. Damn sinus infection, clouding my head... grumble grumble...

RPG Superstar 2012 Top 32

If feedback isn't good on Fell I think I finally stumbled on a shieldmaiden build I'm interested in... A paladin/swashbuckler with a buckler and a long sword, or maybe falcata. Dex build, obviously. Is Astrid too cliche (or already in use)?

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