Duke Arvanoff

Eirik Torvaldson's page

6 posts. Alias of French Wolf.


Human Cleric (Tor) 1 ; Hits 10; AC 15/13/12; F+3, R+2, W+3; Perception +1

About Eirik Torvaldson

Early Life
When your mother fills you with fireside tales of the heroism and might of your father, then it is easy to dream of becoming a proud warrior. Blana talked of the battles and duels her man, Hersir Torvald Longaxe, had fought on behalf of the Queen as one of her mortal champions. Eyes shining, Eirik loved every story and acted each one out with the thrall's children. He never spent much time playing with the free children, his mother regarded them as lesser blooded folks. They in turn found the noble family aloof and regal. In fact Blana organised the community with skill and a commanding presence. The shipbuilders and fisherfolk of Haegeld, made and used graceful drakkar and knarr; thanks in part to the highly crafted dwarven tools employed. In those early years, Eirik's memories centred around laughing storm of upheaval caused whenever his father visited. He didn't see the man much, as a father figure he was a ghost.
One such homecoming ended with Eirik sent away to the Ironplaits Mine, as part of a fostering and trade agreement. Meanwhile a dwarf, Boredd, came to Haegeld to learnt all about being a shipwright. Inside the Ironplaits Mine, Eirik found the dverge's love of crafting and magic a wonder but struggled with their ill-concealed condescension. That behaviour acted as a mirror, making the young man realise how badly he had treated his own people. The teenager gradually came to see that he had to earn his own place in society, just as the hardworking dwarves.
Fenrhed or "Wolfsfury", was Eirik's crowning achievement at the forges of the dverge. He laboured for twelve solid hours, never leaving until he lay exhausted with the greathammer forged of iron and steel. Its head carved with runes of wolf and fierce anger. When he awoke, it was the first time that the dwarves had shown Eirik anything close to respect.

When Eirik returned to his family in Haegeld, everyone saw how he had matured. His mighty thews and broad chest testament to the hard work. The powerful Eirik took to raiding in the name of Tor, treating it as an opportunity to test his mettle and gain recognition. He gave half of the wealth earned over to the Cult of Magnus (a famous Jarl of the past). That Cult believed in Tor, bravery, the right of might and sort to foster a deep suspicion where arcane magic was concerned. In time they accepted Eirik into the ranks of the followers of the Stormlord. He has borne their hammer symbol ever since.

In Recent Times
Eirik finished his training under the Torpriest Vallir, set free to raid and set a fine example of honour and protection for his god. The pair split acrimoniously after Vallir would not take on a monstrous large trollkin. Vallir shouted as Eirik left that he was breaking his oath as a follower of Tor but the brash twenty year old ignored him. Luckily Eirik, all alone in the hills, could not find the beast and eventually returned to his mentor, frustrated. That emotion became horror when he found Vallir dead, his head crushed in showing just how over matched they were by the trollkin. Now Eirik seeks the skill and power to one day avenge the death of Vallir and slay the monster.

Tall and muscular, the blond-haired young man, keeps his beard plaited in the style of the Ironplaits with metal rings in the tips.

Although Eirik can be wise and friendly, thanks to his mother, he resorts to behaving like his father and god, Tor, when adventure and action is near. He is driven to succeed as a holy warrior, to test and prove his courage before all. He also wants to rise within the Cult of Magnus.

1. Boredd Ironplaits, the dwarf exchange, enjoyed the Haegeld life and Eirik's family, seeing a great potential in the young man.
2. Maldur Magnusson, is a fellow priest of Tor, with a love of mead and women. He is also a member of the Cult of Magnus.

1. Unknown to Eirik, Vallir, has arisen as an angry ghost, a cunning daugr who cannot see but is determined to strange the boy for his oathbreaking.

Male Cleric (Tor - Strength/Glory) 1
CG medium human
Init +2, Senses Perception +1

AC 18 [+6 armour (mwk chainmail), +2 Dex.)]
touch 12, flat footed 16
Total Hit Points: 1D8+1(con)+1(favored class)
Current hits: 10
Fort +3, Ref +3, Will +3


Speed 20ft.
Melee - Fenrhed mwk earthbreaker +5 (2d6+6/x3)
Melee dagger +4 (1d4+4/19-20)
Ranged spear +2 (20ft., 1d6+4/x3)
Ranged dagger +2 (10ft., 1d4+4/19-20)
Spells (CL1, concn +2, Strength/Glory domains below)
0th - detect magic, guidance, light
1st - cure light wounds, enlarge person*, shield of faith

Str 18, Dex 14, Con 13 Int 12, Wis 13, Cha 14
BAB +0, CMB +4, CMD 16
Languages skald, dwarven
Skills [2+1(human)+1(Int)]
Craft (weapons) +5, Diplomacy +6, Heal +6, Knowledge (religion) +5
Feats Endurance, Power Attack (-1/+3)
Traits Deft dodger, Jarl
Special Qualities Channel Energy (1d6, 4/day)

Combat Gear Total wealth 655gp
Wolfrhed - mwk earthbreaker (Self-crafted, 113gp, 14lbs)
Mwk Chainmail (300gp, 40lbs)
2 Spears (4gp, 12lbs)
2 Daggers (4gp, 2lbs)

Other Gear
Backpack (2gp)
Bedroll (1sp)
Winter Blanket (5sp)
Flint and Steel (1gp)
Waterskin (1gp)
Trail rations 6 (3gp, 6lbs)
Grappling Hook (1gp, 4lbs)
hemp rope, 50ft. (1gp, 10lbs)
healers kit (50gp, 1lb)

Gold 160
Hacksilver 94

Strength Domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
4/Day 4,

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Glory Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
4/Day 4,

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.