Sveinn Blood-Eagle

Einar Gunnarson's page

25 posts. Alias of Ashe.


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Backstory:

“Come, sit, and listen. You, old man, be quiet. I will tell you of the humble beginnings of the great Einar Gunnarson. Now you all know of Einar and that he has been prophesized to unite the land. You may also have heard of his noble friend and ally, Tyr Olafson. Well, that’s me.” He smiles. “Let me tell you of Einar’s past. To know Einar, you have to understand and know his family. His line has had great warriors, shaman, and healers over the years. You see, Einar is truly blessed by the gods. Not only does he have celestial blood in his veins, he is bound to a celestial spirit that protects and strengthens him. This is his family’s secret magic and the source of his power.”
“The binding ritual is done within the first few years of life. Sometimes it takes; sometimes it does not. It was Gunnar that decided that the ritual be done on Einar on the day of his birth. This had not been done before, but Gunnar had a powerful vision from his dreams: his son would become a Linorm King and unite the lands. Gunnar knew their family magic would be needed for Einar to fulfill the legacy foretold in the vision. This would also protect Einar from any who would seek to harm the boy, should his destiny be discovered. The ritual took, as Gunnar knew it would. Gunnarthen presented Einar to Sveinn Blood Eagle. Sveinn saw the boy and listened to Gunnar talk of his vision. Sveinn believed there would be one to rise and unite the lands one day. Many came before him with this claim, but all had failed. But something happened when the great king looked into the baby’s eyes. He saw hope in Einar. Sveinn gave his blessing this day and looked forward to the days ahead, and what would become of Einar.

Even as a boy Einar possessed great power. I became friends with him then, and have been by his side for all his trials and tribulations since. Now his first was not unlike what many of you may go through in a few years. Einar proved to be of warrior spirit and as is tradition with our tribe, he was sent on a hunt. Many beasts dwell in the Stormspear Mountains, so young warriors were not sent deeper than the foothills on their first hunt. But Einar was special and was tasked with a special hunt. The Stormspear Mountains are known to be home to the much feared Yeti. Some call them Abominable Snowmen, because they prey on those that explore the highest mountains. Einar’s first hunt was for yeti. He accepted his task and journeyed into the mountain pass.
Gunnar was proud and gave the boy his sword. Though the blade had no magical properties it was a reprsentation of Einars family line. He took the blade and told his father he would do him proud.

Einar spent days camping, hunting and living off the land in solitude. The mountains themselves, though full of terrifying creatures, were not abundant of food. Because of this Einar would have to venture back down to the hills to hunt day to day. On the fourth day, Einar killed a young boar, which would provide enough food for the next few days if he still had not succeeded in his ultimate task. As he hiked back up the mountain with his kill, he noticed he was being stalked. He kept an eye out but carried on with the cleaning and preparation of his meal as normal. As the smell of charred meat perfumed the mountainside, his stalker attacked. Einar was prepared. He stood and drew his spear readying for the creature. He had trained and now would be the test not only for him, but also for the spirit empowering him. The Ogre charged in and impaled itself on Einar's spear and swung wildly over his head. Einar took advantage drawing his sword and cutting a deep gash into the muscular chest of the ogre. The beast roared out in pain and slumped to the ground calling out for mercy. Einar knew he had bested the creature and learned that it was only attacking because it was hungry.

Einar understood this. He treated the wounds of the beast and asked it to join him in his meal. Einar was curious about this beast. The two rested and feasted together, learning of one another. Einar, always looking to the future, asked the beast to take him to meet its tribe. After resting a day, the two unlikely companions set out to venture deeper into the mountains. A few hours later, they arrived at a cave. The ogre had Einar wait outside as he went in to gather his tribe. All together their tribe numbered ten. There were only two other males; the rest were females and young. It seemed the males did the hunting. The ogre introduced Einar around and told his people of the mercy and hospitality he was given. The tribe, though joyed to have one of their hunters return, were worried of their home now being known to man. Einar, thinking as a leader at even such a young age, seized the situation and forged an alliance with the ogres.

Many days had passed now, and Gunnar started to fear the worst for his son. The morning of the sixth day had come. Gunnar determined to set out and find his son, dead or alive. Just as he was packing, he heard a commotion from outside. It started with screams. Gunnar took up his arms and ran out to see the cause of all this. He came upon Einar, standing with the still wounded ogre, in the middle of the village. Einar embraced his father and told him to lower his sword. He went on to explain that not only did he best the beast in battle but he also forged a relationship between their tribes. The ogres would act as watchers of the mountains and pass and provide protection to the north. They could also be called on for aid if needed. In return, the village needed only to safeguard the location of the cave and provide the ogres protection form would-be hunters if needed. Gunnar could not believe this, but he respected his son’s compact with the ogres. He spent the next few years training in the mountains with the dwarves. He learned to combat their ancient foes. He knew slaying the Linorm would not be enough. There would be resistance from many barbaric tribes of giants and orc so this training too would aid him. It was this day that Einar’s legend began."

I don't have the book, but I will get Spheres of Power if selected. Einar will be a Ranger/Mageknight I believe. Warpriest may still be an option if mageknight doesn't fit. Will need to read through it.


crunch is in profile but posting here for ease for you :)

Einar Gunnarson, Son of Gunnar , Son of Alrik:

Image of Einar
Half-Ogre
Mighty Godling 1
CG Medium Humanoid
Init +0, Perception +6, Senses darkvision 60

Defense
AC 14, Touch 8, Flat Footed 14
(+6 Armor, -2dex)
HP 15
Fort +5, Reflex +0, Will +1
FCB +1/2 Divine Rank
Defensive Abilities

Offense
Speed 30ft (20ft in armor)

Melee: w/Desperate Battler
Great Sword +7 (2d6+9 19-20x2)
Long Spear +7 (1d8+9 x3)
Cestus +7 (1d4+7 19-20x2)

Statistics
Str 20, Dex 7, Con 17, Int 12, Wis 12, Cha 12
Base Atk +1, CMB +6, CMD 14
Feats: Desperate Battler
Traits Blood of Giants, Reactionary, Adopted (Dwarf) Zest for Battle
Skills: 3 Ranks Perception +6, Diplomacy +5, Survival +5
Racial/Template Modifiers +4str, +2con, -2int, -2wis
LanguagesCommon, Giant, Ulfen
Special Qualities
Darkvison 60ft
+2 racial bonus to Intimidate
Other Gear Scale Mail, Armored Kilt, Great Sword, Cestus, Long Spear, Pathfinder Kit, Cold Weather Gear

Wealth 0gp

Special Abilities
Lineage Domain: Animal (Feather): +1/2 level to perception


yep the 8gp cold weather outfit is all Einar has.


Thanks, I was playing a Mighty Godling in a modern setting but the GM had to stop running. It was pretty cool so I wanted to try it again. Looking forward to picks. If posting history matters I'm very active on here. I post multiple times a day as long as the story allows for it.


Rogue needs all the help it can get. I'm fine giving the kukri's the thumbs up.


Backstory:

“Come, sit, and listen. You, old man, be quiet. I will tell you of the humble beginnings of the great Einar Gunnarson. Now you all know of Einar and that he has been prophesized to unite the land. You may also have heard of his noble friend and ally, Tyr Olafson. Well, that’s me.” He smiles. “Let me tell you of Einar’s past. To know Einar, you have to understand and know his family. His line has had great warriors, shaman, and healers over the years. You see, Einar is truly blessed by the gods. Not only does he have celestial blood in his veins, he is bound to a celestial spirit that protects and strengthens him. This is his family’s secret magic and the source of his power.”

“The binding ritual is done within the first few years of life. Sometimes it takes; sometimes it does not. It was Gunnar that decided that the ritual be done on Einar on the day of his birth. This had not been done before, but Gunnar had a powerful vision from his dreams: his son would become a Linorm King and unite the lands. Gunnar knew their family magic would be needed for Einar to fulfill the legacy foretold in the vision. This would also protect Einar from any who would seek to harm the boy, should his destiny be discovered. The ritual took, as Gunnar knew it would. Gunnarthen presented Einar to Sveinn Blood Eagle. Sveinn saw the boy and listened to Gunnar talk of his vision. Sveinn believed there would be one to rise and unite the lands one day. Many came before him with this claim, but all had failed. But something happened when the great king looked into the baby’s eyes. He saw hope in Einar. Sveinn gave his blessing this day and looked forward to the days ahead, and what would become of Einar.

Even as a boy Einar possessed great power. I became friends with him then, and have been by his side for all his trials and tribulations since. Now his first was not unlike what many of you may go through in a few years. Einar proved to be of warrior spirit and as is tradition with our tribe, he was sent on a hunt. Many beasts dwell in the Stormspear Mountains, so young warriors were not sent deeper than the foothills on their first hunt. But Einar was special and was tasked with a special hunt. The Stormspear Mountains are known to be home to the much feared Yeti. Some call them Abominable Snowmen, because they prey on those that explore the highest mountains. Einar’s first hunt was for yeti. He accepted his task and journeyed into the mountain pass.
Gunnar was proud and gave the boy his sword. Though the blade had no magical properties it was a reprsentation of Einars family line. He took the blade and told his father he would do him proud.

Einar spent days camping, hunting and living off the land in solitude. The mountains themselves, though full of terrifying creatures, were not abundant of food. Because of this Einar would have to venture back down to the hills to hunt day to day. On the fourth day, Einar killed a young boar, which would provide enough food for the next few days if he still had not succeeded in his ultimate task. As he hiked back up the mountain with his kill, he noticed he was being stalked. He kept an eye out but carried on with the cleaning and preparation of his meal as normal. As the smell of charred meat perfumed the mountainside, his stalker attacked. Einar was prepared. He stood and drew his spear readying for the creature. He had trained and now would be the test not only for him, but also for the spirit empowering him. The Ogre charged in and impaled itself on Einar's spear and swung wildly over his head. Einar took advantage drawing his sword and cutting a deep gash into the muscular chest of the ogre. The beast roared out in pain and slumped to the ground calling out for mercy. Einar knew he had bested the creature and learned that it was only attacking because it was hungry.

Einar understood this. He treated the wounds of the beast and asked it to join him in his meal. Einar was curious about this beast. The two rested and feasted together, learning of one another. Einar, always looking to the future, asked the beast to take him to meet its tribe. After resting a day, the two unlikely companions set out to venture deeper into the mountains. A few hours later, they arrived at a cave. The ogre had Einar wait outside as he went in to gather his tribe. All together their tribe numbered ten. There were only two other males; the rest were females and young. It seemed the males did the hunting. The ogre introduced Einar around and told his people of the mercy and hospitality he was given. The tribe, though joyed to have one of their hunters return, were worried of their home now being known to man. Einar, thinking as a leader at even such a young age, seized the situation and forged an alliance with the ogres.

Many days had passed now, and Gunnar started to fear the worst for his son. The morning of the sixth day had come. Gunnar determined to set out and find his son, dead or alive. Just as he was packing, he heard a commotion from outside. It started with screams. Gunnar took up his arms and ran out to see the cause of all this. He came upon Einar, standing with the still wounded ogre, in the middle of the village. Einar embraced his father and told him to lower his sword. He went on to explain that not only did he best the beast in battle but he also forged a relationship between their tribes. The ogres would act as watchers of the mountains and pass and provide protection to the north. They could also be called on for aid if needed. In return, the village needed only to safeguard the location of the cave and provide the ogres protection form would-be hunters if needed. Gunnar could not believe this, but he respected his son’s compact with the ogres. He spent the next few years training in the mountains with the dwarves. He learned to combat their ancient foes. He knew slaying the Linorm would not be enough. There would be resistance from many barbaric tribes of giants and orc so this training too would aid him. It was this day that Einar’s legend began."

Einar is destined to unite the land of the linorm kings by defeating Fafnheir. So this AP is right up his ally. Einar will me a Mighty Godling if you are ok with it. Also would like to use the Half ogre race thanks for the consideration. Einar fits in any Ulfen village so Heldren is fine. I went ahead and purchased cold weather gear since he is from Heldren and would of had it for the winter anyways. Crunch is in the profile. Einars AC will be horrible until level 2. Thanks again.


Einar is ready to start his path to Greatness :)


Were you providing feedback? I am curious as to what you think of Einar. Here is link to his submission post. If your not giving feedback thats cool too. Just curious. Thanks for the consideration.


added to the above post as I forgot to put in all you wanted. Crunch is easy I will throw it up today or wait to be selected just depends if I'm board at work this afternoon :)


Advanced Human:

Humanoid (0RP)
Medium (0RP)
Speed Normal (0RP)
Advanced (4RP) +4Str, =2Dex, +2 Mentals
Language Standard (0RP)
Defensive Training Lesser (1RP) Giant
Hardy (3RP)
Flexible Bonus Feat (4RP)
Lucky, Lesser (2RP)

Hatred (1RP) Giant, Orc

Einar's Beginings:

“Come, sit, and listen. You, old man, be quiet. I will tell you of the humble beginnings of the great Einar Gunnarson. Now you all know of Einar and that he has been prophesized to unite the land. You may also have heard of his noble friend and ally, Tyr Olafson. Well, that’s me.” He smiles. “Let me tell you of Einar’s past. To know Einar, you have to understand and know his family. His line has had great warriors, shaman, and healers over the years. You see, Einar is truly blessed by the gods. Not only does he have celestial blood in his veins, he is bound to a celestial spirit that protects and strengthens him. This is his family’s secret magic and the source of his power.”

“The binding ritual is done within the first few years of life. Sometimes it takes; sometimes it does not. It was Gunnar that decided that the ritual be done on Einar on the day of his birth. This had not been done before, but Gunnar had a powerful vision from his dreams: his son would become a Linorm King and unite the lands. Gunnar knew their family magic would be needed for Einar to fulfill the legacy foretold in the vision. This would also protect Einar from any who would seek to harm the boy, should his destiny be discovered. The ritual took, as Gunnar knew it would. Gunnarthen presented Einar to Sveinn Blood Eagle. Sveinn saw the boy and listened to Gunnar talk of his vision. Sveinn believed there would be one to rise and unite the lands one day. Many came before him with this claim, but all had failed. But something happened when the great king looked into the baby’s eyes. He saw hope in Einar. Sveinn gave his blessing this day and looked forward to the days ahead, and what would become of Einar.

Even as a boy Einar possessed great power. I became friends with him then, and have been by his side for all his trials and tribulations since. Now his first was not unlike what many of you may go through in a few years. Einar proved to be of warrior spirit and as is tradition with our tribe, he was sent on a hunt. Many beasts dwell in the Stormspear Mountains, so young warriors were not sent deeper than the foothills on their first hunt. But Einar was special and was tasked with a special hunt. The Stormspear Mountains are known to be home to the much feared Yeti. Some call them Abominable Snowmen, because they prey on those that explore the highest mountains. Einar’s first hunt was for yeti. He accepted his task and journeyed into the mountain pass.
Gunnar was proud and gave the boy his sword. Though the blade had no magical properties it was a reprsentation of Einars family line. He took the blade and told his father he would do him proud.

Einar spent days camping, hunting and living off the land in solitude. The mountains themselves, though full of terrifying creatures, were not abundant of food. Because of this Einar would have to venture back down to the hills to hunt day to day. On the fourth day, Einar killed a young boar, which would provide enough food for the next few days if he still had not succeeded in his ultimate task. As he hiked back up the mountain with his kill, he noticed he was being stalked. He kept an eye out but carried on with the cleaning and preparation of his meal as normal. As the smell of charred meat perfumed the mountainside, his stalker attacked. Einar was prepared. He stood and drew his father’s sword. He had trained and now would be the test not only for him, but also for the spirit empowered him. The great white beast charged in, swinging wildly over Einar’s head. Einar took advantage and cut a deep gash into the muscular chest of the yeti. The beast roared out in pain as it clawed furiously toward our hero. One of its claws struck true and ripped the flesh off Einar from chest to belly. Coldness seeped in from the blow, but Einar proved to be resilient to its effects. He repositioned and struck the beast again. This time he cleaved into the shoulder, nearly severing the arm. The beast howled in pain again, reeling and falling to the ground. It started to speak and beg. Now I know what you’re asking yourselves. Can yetis talk? Well it would seem so, and somehow, Einar understood it and spoke back in its language.

You see, the yeti was only attacking for food. Einar understood this. He treated the wounds of the beast and asked it to join him in his meal. Einar was curious about this beast. The two rested and feasted together, learning of one another. Einar, always looking to the future, asked the beast to take him to meet its tribe. After resting a day, the two unlikely companions set out to venture deeper into the mountains. A few hours later, they arrived at a cave. The yeti bid Einar wait outside as he went in to gather his tribe. All together their tribe numbered ten. There were only two other males; the rest were females and young. It seemed the males did the hunting. The yeti introduced Einar around and told his people of the mercy and hospitality he was given. The tribe, though joyed to have one of their hunters return, were worried of their home now being known to man. Einar, thinking as a leader at even such a young age, seized the situation and forged an alliance with the yeti.

Many days had passed now, and Gunnar started to fear the worst for his son. The morning of the sixth day had come. Gunnar determined to set out and find his son, dead or alive. Just as he was packing, he heard a commotion from outside. It started with screams. Gunnar took up his arms and ran out to see the cause of all this. He came upon Einar, standing with the still wounded yeti, in the middle of the village. Einar embraced his father and told him to lower his sword. He went on to explain that not only did he best the beast in battle but he also forged a relationship between their tribes. The yeti would act as watchers of the mountains and pass and provide protection to the north. They could also be called on for aid if needed. In return, the village needed only to safeguard the location of the cave and provide the yeti protection form would-be hunters if needed. Gunnar could not believe this, but he respected his son’s compact with the abominable snowmen. It was this day that Einar’s legend began.

He spent the next years training in the mountains with the dwarves. He learned to combat their ancient foes. He know slaying the Linorm would not be enough. There would be resistance from mayn barbaric tribes of giants and orc so this training too would aid him. In fact when he returned to his village a letter had come to his father. Einars uncle Sigmar had moved away. Being second born he wanted to find his own path since Gunnar was in line to be chief. Sigmar had made home in the village of Trunau to the south east. This letter was a request for aid. Tunau was a human settlement in the Hold Belkzen. This area was overran with orc tribes and Sigmar feared for the village and his families life. Einar saw this a a chance to secure a distant ally. If he helped his uncle and saw him to power perhaps he could help against the orcs later on. He told his father he would go and aid his uncle, but that is a story for another time my friends."

Einar will be a Synth Summoner if thats cool with you and stay with the class. If that scares you off I'm fine doing him as a bloodrager, maybe even a warpriest. If selected will work on the build.

Driving Forces:

Einar is destined to kill Fafnheir, the father of all Linorms. This is his end goal and Tyr is his friend and Ally, His backstory is being told as if this has happened.

Fame: Einar desires to be known. He wishes to use this in his end game to unite the lands and bring a era of peace.

Devotion: Einar is devoted to people. Not just the Ulfen as he desires a greater peace than that of the lands of the Linorm Kings. Because of this he gives his all to help people and cares what they think of him.

Einar Post:

After a long journey Einar kicks and wipes the mud from his boots before knocking on the door of the house he was directed too. We knocks twice and awaits a reply. As the door opens a stout man looks out to him, looking up to meet his gaze. What can I do for you son? The man ask. You do not know me uncle I was born after you left. Your brother Gunnar sends his love and the aid of his son. I am Einar son of Gunnar, son of Alric. May I come in uncle so that we can talk of the orc surround this place? Sigmund surprised and joyed embraces the boy and then steps back. Of course son come in. I see it now. It can't be mistaken, you are your fathers son. The two step inside. Einar pulls the large blade from his back wrapped in furs and leans it agains the wall. He then takes the bearskin cloak from his shoulders and drapes it over the chair before sitting. Uncle I saw patrols on my way here. I avoided them at all cost. I had to kill a scout or two but there should be no word of me coming here. I am here to help however I can. May I stay with you for the time? His uncle comes back and sits a mug of ale in front of the young man. Of course my boy. My home is yours. The orcs have us surrounded, but lets talk on that later. Tell me how your father and family are. The two sit and drink catching up on stories and telling tales.

PBP EXP:
Been playing for 3 years. Currently in 7 games I think. Longes one is 2 years old. I post very often and lots during the week. I check in on the weekends but don't post much as it seems to sit there most of time, though I will if thins seem to keep moving. My active Alias's have around 1400 post.


no problem at all, just happy i finally came through a bit on one of your crazy game ideas. i was worried about my power level. i could defeat a linorm now no prob and with a little effort come close to taking the big guy. yeah the yeti thing was a stretch but you know as well as me a synth can be low 20's ac and a crit with a x3 weapon you never know but yeah the aklo thing was a stretch like the rest. but yep no hard feelings i'm sure i will try for another one of your games. good luck to the rest of you. as said i'm not sure if my writing was strong enough anyways. sorry for no capitalization in this. stupid shift keys are broken on the laptop.


Einar's First Steps, Told by Tyr:

“Come, sit, and listen. You, old man, be quiet. I will tell you of the humble beginnings of the great Einar Gunnarson. Now you all know of Einar and that he has been prophesized to unite the land. You may also have heard of his noble friend and ally, Tyr Olafson. Well, that’s me.” He smiles. “Let me tell you of Einar’s past. To know Einar, you have to understand and know his family. His line has had great warriors, shaman, and healers over the years. You see, Einar is truly blessed by the gods. Not only does he have celestial blood in his veins, he is bound to a celestial spirit that protects and strengthens him. This is his family’s secret magic and the source of his power.”

“The binding ritual is done within the first few years of life. Sometimes it takes; sometimes it does not. It was Gunnar that decided that the ritual be done on Einar on the day of his birth. This had not been done before, but Gunnar had a powerful vision from his dreams: his son would become a Linorm King and unite the lands. Gunnar knew their family magic would be needed for Einar to fulfill the legacy foretold in the vision. This would also protect Einar from any who would seek to harm the boy, should his destiny be discovered. The ritual took, as Gunnar knew it would. Gunnarthen presented Einar to Sveinn Blood Eagle. Sveinn saw the boy and listened to Gunnar talk of his vision. Sveinn believed there would be one to rise and unite the lands one day. Many came before him with this claim, but all had failed. But something happened when the great king looked into the baby’s eyes. He saw hope in Einar. Sveinn gave his blessing this day and looked forward to the days ahead, and what would become of Einar.

Even as a boy Einar possessed great power. I became friends with him then, and have been by his side for all his trials and tribulations since. Now his first was not unlike what many of you may go through in a few years. Einar proved to be of warrior spirit and as is tradition with our tribe, he was sent on a hunt. Many beasts dwell in the Stormspear Mountains, so young warriors were not sent deeper than the foothills on their first hunt. But Einar was special and was tasked with a special hunt. The Stormspear Mountains are known to be home to the much feared Yeti. Some call them Abominable Snowmen, because they prey on those that explore the highest mountains. Einar’s first hunt was for yeti. He accepted his task and journeyed into the mountain pass.

Einar spent days camping, hunting and living off the land in solitude. The mountains themselves, though full of terrifying creatures, were not abundant of food. Because of this Einar would have to venture back down to the hills to hunt day to day. On the fourth day, Einar killed a young boar, which would provide enough food for the next few days if he still had not succeeded in his ultimate task. As he hiked back up the mountain with his kill, he noticed he was being stalked. He kept an eye out but carried on with the cleaning and preparation of his meal as normal. As the smell of charred meat perfumed the mountainside, his stalker attacked. Einar was prepared. He stood and drew his father’s sword. He had trained and now would be the test not only for him, but also for the spirit empowered him. The great white beast charged in, swinging wildly over Einar’s head. Einar took advantage and cut a deep gash into the muscular chest of the yeti. The beast roared out in pain as it clawed furiously toward our hero. One of its claws struck true and ripped the flesh off Einar from chest to belly. Coldness seeped in from the blow, but Einar proved to be resilient to its effects. He repositioned and struck the beast again. This time he cleaved into the shoulder, nearly severing the arm. The beast howled in pain again, reeling and falling to the ground. It started to speak and beg. Now I know what you’re asking yourselves. Can yetis talk? Well it would seem so, and somehow, Einar understood it and spoke back in its language.

You see, the yeti was only attacking for food. Einar understood this. He treated the wounds of the beast and asked it to join him in his meal. Einar was curious about this beast. The two rested and feasted together, learning of one another. Einar, always looking to the future, asked the beast to take him to meet its tribe. After resting a day, the two unlikely companions set out to venture deeper into the mountains. A few hours later, they arrived at a cave. The yeti bid Einar wait outside as he went in to gather his tribe. All together their tribe numbered ten. There were only two other males; the rest were females and young. It seemed the males did the hunting. The yeti introduced Einar around and told his people of the mercy and hospitality he was given. The tribe, though joyed to have one of their hunters return, were worried of their home now being known to man. Einar, thinking as a leader at even such a young age, seized the situation and forged an alliance with the yeti.

Many days had passed now, and Gunnar started to fear the worst for his son. The morning of the sixth day had come. Gunnar determined to set out and find his son, dead or alive. Just as he was packing, he heard a commotion from outside. It started with screams. Gunnar took up his arms and ran out to see the cause of all this. He came upon Einar, standing with the still wounded yeti, in the middle of the village. Einar embraced his father and told him to lower his sword. He went on to explain that not only did he best the beast in battle but he also forged a relationship between their tribes. The yeti would act as watchers of the mountains and pass and provide protection to the north. They could also be called on for aid if needed. In return, the village needed only to safeguard the location of the cave and provide the yeti protection form would-be hunters if needed. Gunnar could not believe this, but he respected his son’s compact with the abominable snowmen. It was this day that Einar’s legend began.

I hope you like :)


yep should have the draft done today and will review over the weekend


So where we at with this Jelani? What do you want to see next?


I can take him now. Just let me get 50 of my level 1 followers trained as Freebooter Rangers. Everyone else can have bows readied. I stroll into the lair talk some big game and get him to chase me out. 50 targets of freebooters bane other 100 guys shoot and arrow and 5000+ damage = profit :) I kid of course but how silly is it that this ability is untyped I don't know why there are not murder squads of these guys.


Jelani, How will we level in this? Just wondering where it may go. Should we expect more class levels, mythic ones or none ?


I have no idea why Personality and Description are in different spoilers. I fooled with it for 10 mins and can't get it. Hope its ok glad to be done looking forward to next part.


I think and hope I finished Here he is Einar Gunnarson and his bard buddy Tyr

Spoiler:

Advancement Choices:

1st : Bard (Sound Stricker)
2nd : Bard (Sound Stricker)
3rd : Bard (Sound Stricker)
4th : Bard (Sound Stricker) +1cha
5th : Bard (Sound Stricker)
6th : Bard (Sound Stricker)
7th : Bard (Sound Stricker)
8th : Bard (Sound Stricker) +1cha
9th : Bard (Sound Stricker)
10th: Bard (Sound Stricker)

Tyr Olafson, Son of Olaf, Son of Steinn

Male Aasimar (Ulfen) Bard (Sound Striker) Age: 80

CG Medium Outsider (Native)

Current Honnor 28

Init +17; Senses: Darkvision 60' ; Perception +1

--------------------
DEFENSE
--------------------

AC 19, touch 13, flat-footed 16 (+ 3dex, +6 armor)

HP: 63 (10d8+10)

Fort +4, Ref +10, Will +6

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee
MW Cold Iron Long Spear +9/+4 1d8+1 x3
w/ Inprie Courage +13/+8 1d8+5 x3

Ranged
Weird Words 10 Ranged Touch Attacks all at +12 to hit 1d8+6 damage/each fort save DC 21 for half 30ft Range

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Bardic Music 31 rnds/Day

Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performances
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

This performance replaces inspire competence.

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

This performance replaces suggestion.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Versatile Perfromance Sing, Dance, Keyboards

Well Versed At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Jack of All Trades At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Arcane Bond Scorpion Familiar

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STATISTICS
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Str8 , Dex16 , Con12 , Int12 , Wis8 , Cha22

Base Atk +7/+2; CMB +6 ; CMD 19

Traits:

Reactionary--Maestro of the Society

Feats:
Flagbearer, Improved Initiative, Skill Focus (K. Arcana)Eldritch Heritage (Arcane), Lingering Performance

Skills: 70pts
Kno. Arcana +16 (4rank, 1Int, 8class,3feat)
Kno. Dungeoneering +13 (4rank, 1Int, 8class)
Kno. Engineering +13 (4rank, 1Int, 8class)
Kno. Geography +13 (4rank, 1Int, 8class)
Kno. History +13 (4rank, 1Int, 8class)
Kno. Local +13 (4rank, 1Int, 8class)
Kno. Nature +13 (4rank, 1Int, 8class)
Kno. Nobility +13 (4rank, 1Int, 8class)
Kno. Planes +13 (4rank, 1Int, 8class)
Kno. Religion +13 (4rank, 1Int, 8class)
Perform Dance +21 (10rank, 6cha, 3class, 2race]
Perform Sing +21 (10rank, 6cha, 3class, 2race]
Perform Keyboard +21 (10rank, 6cha, 3class, 2race]

Racial Modifiers:
Ability Increase: +2 Dex, +2 Cha

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Spell-Like Ability (Sp): Muse Touched Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Languages: Common, Skald, Celestial

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Spells
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Spells Known
Orisons: Detect Magic, Lullaby, Ghost Sound, Know Direction, Prestidigitation, Message
1st: Charm Person, Detect Secret Door, Hideous Laughter, Vanish, Feather Fall
2nd: Blindness/Deafness, Gallant Inspiration, Mirror Image, Glitterdust, Silence
3rd: Haste, See Invisibility, Charm Monster, Blink
4th: Freedom of Movement, Heroic Finale

Spells Per Day
1st 7
2nd 6
3rd 4
4th 2

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GEAR/POSSESSIONS
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Location: On Persons

Carrying Capacity Light: 76 lbs. Medium: 77-153 lbs. Heavy: 154-230 lbs.

MW Cold Iron Long Spear Carried with Banner 14lbs 310gp
+2 Mithri Shirt Worn 10lbs 5100gp
Headband of charisma +2 Worn 1lb 4000gp
Muleback Cords Worn 1/4lb 1000gp

Pathfinders Kit Worn 22lbs 12gp
Wand Cure light Wonds 50/50 chgs 1lb 750gp

Money: GP 1578

Total Weight: 47 1/4 lbs.
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[spoiler=Background]
To come

Personality:

Friendly, Cheerful, Creative, Energetic, Gracious, Honest, Kind;

Tyr is the happy go lucky sort. He has looked up to his childhood friend Einar forever. He loves to be by his side to recount first hand at his deeds. Tyr is not well suited for combat but knows Einar will get him through whatever they get in. He is boastfull of Einars abilities and talks little of himself. He loves to help others when not adventuring.

Description:

Ht: 6'1''
Wt: 200 lbs
Age: 78
Hair: Black
Eyes: Blue
Skin: A bit Pale

Reference Image
Tyr is small for an Ulfen, must be the celestial blood. He has dark hair and deep dark blue eyes. He is normally smiling. He wears enough furs over his armor to keep warm. He is charismatic and charming. He loves to drink, sing, and dance in whatever order the night decides that they happen in.


So no luck on this one taking off then?


I post as much as possible between 7am-4pm eastern time. I work in IT and refresh and post all the time. After work I usually check in and do a post at night if somthing needs attention.


Still hear ready to crush some souls :)


Yeah think the DM was waiting to start on Monday.


It just works realy well for Scarred Witch Doctor. A bump to Con and all. Never played a witch before, but it is my friends favorite class.


Short Background:
Kaxus was born a city orc. Like most his monstrous presence offended the people of Riverwatch. Kraxus was never ashamed but part of him wanted to fit in. It wasn’t until he ventured out one day to the Applewood Forest that he found his calling. That day he found an old orc shaman. Kraxus was fascinated by the orc. He was scarred from head to toe. The orc had no children and no tribe. Kraxus started to bring the man supplies in exchange for teachings. Before long Kraxus too was able to do witchcraft. He learned of the ritual scarring in order to gain power. Now possessing horrific scars himself the people were even more withdrawn from him. He tried to keep to himself. He lives a very simple life and retreats to the woods typically to practice his magic.


would like to submit Kraxus. Love Runboun played all the expansions. Are you looking for a character background? I will wright one up and finish spending gold later. Thanks for consideration. Kraxus will be taking a level or two of Barbarian. Will stay away from slumber hex unless you are ok with it. even then won't be picking it up till level 3. What level do you see the game going too?