Arvid Songstál's page

64 posts. Alias of thunderbeard.

Full Name

Arvid Songstál


Human (Vayangurr)


Skald 3 (Spell Warrior) | HP: 30/30 | AC: 20 / T: 12 / FF: 18 | Fort: +4/+6, Ref: +3/+4, Will: +4/+6 | CMD: 16 | Init: +4, Perception: +6 |






38 (Middle-Aged)






Smith, Herald, Spirit-Caller

Strength 14
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 12
Charisma 19

About Arvid Songstál

Party role:

-skills expert
-combat buffs/debuffs
-wants to learn how to craft masterwork or magic items of legend, precisely because they’re so rare*

Arvid comes from a long line of talented Vayangurr smiths. Trained at the forge from an early age, he learned from traveling poets and village warriors the songs of his people, which he took to with great skill. Eventually, he discovered that, by singing to the forge, he could smelt finer steel, weapons and armor with a certain imperceptible beauty to them.
Renowned as the most promising apprentice metalworker in three villages, a young Arvid was eventually taken prisoner by the Rogue King Elrik, a local warlord who sought to conquer and unite all the Iskurra under a single banner of war. Chained to a portable forge, Arvid was forced to mend and craft swords and spears for Elrik’s raiding parties. Soon, though, by observing the songs of the skalds, Arvid learned how to turn his craft songs into songs of battle. Able to awaken the slumbering craft spirits of the weapons he forged, Arvid could coax them to leap fast and accurately in their wielders’ hands, striking with magical precision and invisible force, a skill that earned him freedom from his chains and his own banner to carry, a proper skald in the Rogue King’s band of warriors.

But despite their grand ambitions, Elrik’s men were little more than a gang of pirates, and their raiding ships eventually ran into an Alodoan fleet, sent to stop the sea raiders who were praying on trade near the Isle of Baylor. Seeing a chance to avoid the wanton violence he had been forced into, leapt overboard, surrendering immediately to the first Alodoan ship. While briefly a prisoner, the ship’s captain recognized that Arvid was less pirate than prisoner, and offered to bring him back with the navy to Alodoa.

For several decades now, Arvid Songstál has worked as a traveling smith and conjurer, crafting masterworks of wrought iron and copper and learning the world’s languages, geography and history. Recently, he has become interested in the Isle of Orimar, and its ancient legends. Specifically, Urandoman lore seems richer than Alodoa in its mentions of magical weapons and divine blessings. Arvid is interested in the bardic traditions of Urandoma, and believes they might be more similar to the songs of his native isles than the magic of Alodoa; and so he has booked passage on a ship to the island, now that trade has opened up, hoping to learn more.


BAB +2, CMB +4 (+5 Flagbearer)

Shortspear +5 (1d6+3 damage)
Spirit Totem +7 (1d4+4 damage)

HP 30 (3d8=24+3+3 favored)
AC 19/20, T 12, FF 18 (Dex +2, Armor +6, Shield +1/+2)
CMD 16
Fort +4, Ref +3, Will +4
(superstition adds +2 vs magic)

Spells Known:
Level 0: Detect Magic, Read Magic, Stabilize, Guidance, Sift, Prestidigitation
Level 1: Grease, Charm Person, Color Spray
Craft Wondrous Item
Improved Counterspell (Archetype bonus)
Wishlist: Shield Bash? Superstition?

Rage Powers:
Spirit Totem, lesser

Traits: Maestro of the Society (reflavored for Skald?), Reactionary

Breastplate armor
Heavy wooden shield
Masterwork smith’s tools

Versatile Performance: Sing

24 points (4 skald + 1 human + 3 int/level)

Bluff +10 (versatile, sing)
Diplomacy +9 (1 point)
Craft (armor) +10 (1 point, masterwork +2)
Craft (jewelry) +10 (1 point, masterwork +2)
Craft (weapons) +10 (1 point, masterwork +2)
Knowledge (all but planes) +8 (1 point, bardic knowledge +1)
Linguistics +10 (3 points)
Perform (sing) +10 (3 points)
Perception +6 (2 points)
Sense motive +10 (versatile, sing)
Spellcraft +9 (3 points)
Swim +2 (1 point, -4 ACP)