Radosek Pavril

Eirnar Cursedodger's page

263 posts. Alias of David_Bross.


Full Name

Eirnar Cursedodger

Race

| HP 77/77 Koko 38/38 | AC 25, T 10, FF 25 | CMB +3 CMD 14 | F +12 R +8 W +19 | Init +10 | Perc +21, SM +22 | Speed 20ft fly 30ft (armor)|

Classes/Levels

Heals: Channel 3/6, HC 6/6, Succor 4/6, Buff: Fortune 7/7, Prediction 6/7, Knowledge 7/7, ST 0/1 | Active Conditions: ext threefold aspect (elderly), ant ha, Overland Flight, FoM

Gender

Male N Medium Human Shaman 9

About Eirnar Cursedodger

Eirnar Cursedodger
Male Human shaman 9 (Speaker for the Past) VMC: Wizard (Prophecy)
N Medium humanoid (Human)
Init +10; Senses Perception +21

DEFENSE
AC 25, touch 10, flat-footed 25 (+8 armor, +5 Shield, +1 Natural, +1 Deflection, -1 dex)
HP 77 (9d8+29])
Fort +9, Ref +5, Will + 16
Special Defenses

OFFENSE
Speed 30 ft., 40 ft. fly (good) (armored 20 ft/ 30ft fly)
Melee Dagger +5 (1d3–2)

Special Attacks channel positive energy 5d6 6/day (DC 19), hexes [DC 21] (Cackle, evil eye, misfortune, life link)
Shaman Spells Prepared (CL 9th; concentration +16)
5th([1+1]+1) — Overland Flight, Extended Threefold Aspect technically this has a 48 hour duration, so I cast it at the end of each day; Breath of Life
4th([2+1]+1) — Phantom Chariot, Freedom of Movement, Open; Restoration
3rd([3+2]+1)—Magic Vestment 2x, Communal Resist Energy, Heroism, Archon's Aura; Neutralize Poison
2nd([4+2]+1)—Barkskin, Burst of Radiance (DC19) 2x, Open, Cleromancy, Remove Paralysis; Lesser Restoration
1st ([4+2]+1)—Heightened Awareness, Obscuring Mists, Remove Fear, Liberating Command, Ant Haul, Unbreakable Heart; Remove Sickness
0 (4;at will)—Virtue, Detect Magic, Read Magic, Guidance
Spirit
Life(Restoration);

SQ channel positive energy 5d6 6/day (DC 19),Inspiring Prediction 7/day, Diviner’s Fortune 7/day Hexes: Shell of succor [4d6+7] 6/day, Revelations: Knowledge of the Ages 7/day, Temporal Celerity

STATISTICS
Str 6, Dex 8, Con 17, Int 19, Wis 24, Cha 20
Base Atk +6; CMB +5; CMD 14
Feats Noble Scion (War), Extend Spell, Extra Hex, Spirit Talker
Skills Diplomacy +16, Fly +14, Handle Animal +9, Heal +22, Perception +21, Knowledge (Nature, Planes, Religion, Local) +21, Knowledge (Arcana) +18, Knowledge (Dungoneering) +12, Knowledge (History) +16, Lore (Prophecies) +18, Profession Diviner +14, Sense Motive +22, Spellcraft +16, Survival +11
Armor Check Penalty –4
Traits Social: Suspicious, Combat: Accelerated Drinker
Languages Common, Giant, Skald, Draconic, Dwarven, Elven, Sylvan
Gear: cackling hag’s blouse, boots of the earth, breastplate +2 (ABP), sanctified heavy darkwood shield +2 (Magic Vestment), lesser metamagic rod of extend , lesser talisman of freedom, wand of heightened awareness (49 charges), hallowed chalices 6x, masterwork backpack, shaman's kit, dagger, wooden holy symbol of pharasma 3x, spell component pouch 3x, Familiar Satchel, Book of Scyfling, Muleback Cords

SPECIAL ABILITIES
Channel Positive Energy As a standard action, Eirnar can choose to either heal allies or damage undead for 5d6 damage (Will DC 19 for half damage for undead) in a 30-foot burst.
Cackle As a move action, Eirnar can cackle aloud and extend his evil eye and misfortune hexes by 1 round for all targets within 30 feet.
Evil Eye As a standard action, Eirnar can give an enemy with a mind within 30 feet a –4 penalty on attack rolls, AC, saving throws, or skill checks for 10 rounds (Will DC 21 reduces the duration to 1 round).
Misfortune As a standard action, Eirnar can force an enemy within 30 feet to roll twice on all ability checks, attack rolls, saving throws, and skill checks and take the lower roll for 1 round (Will DC 21 negates). He can’t use misfortune on the same target again for 24 hours.
Diviner’s Fortune As a standard action 7 times a day, Eirnar can touch a creature to give her a +4 insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws for 1 round.
Inspiring Prediction As a swift action 7 times per day Eirnar can shout an inspiring prediction, granting each ally within 50 feet who can hear him a +4 luck bonus on her next attack roll, saving throw, or skill check.
Temporal Celerity: Whenever Eirnar rolls for initiative, he can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of his initiative result (he acts in the normal order in following rounds).
Knowledge of the Ages: 7 times per day, Eirnar can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to his wisdom (+7) modifier.

Physical Description: Eirnar is a relatively small man who appears to be elderly with a short beard wearing furs and a breastplate. He carries a shield and has a small dagger at his side, but no other weapon. He is not overly strong nor fast, but has made up for this from the favors of fate he has received.

Backstory:Eirnar Cursedodger was one of two to survive that hunt, and the only one that is still of use as an adventurer. Various clans in the Land of Linnorm Kings will, on occasion, organize a hunting party to bring down one of the beasts, as doing so entitles the one who slew the beast to become a King. He was on a ‘successful’ hunt, in that the Linnorm was slain, but the ones who slew it perished from the terrible curse shortly afterwards. He had read the fates wrong that day, having seen they’d kill it, but unaware of the price.

Eirnar, son of Alec, followed his family’s long tradition and became a witchdoctor. The Scyflings, the clan he was born into, actually has a council of elders that rules, rather than norm among Ulfens of being ruled the strong warrior at that particular time. The Scyflings history goes back several hundred years, and is remarkably well preserved, thanks in large part to his families tradition of a written history. His ancestors, as long as they had been with the tribe, had been skaldic wayfarers, heralds of prophecy and history. Using their magics they helped prognosticate when and where to move the group. When Aroden fell, prophecies all over Golarion failed, and due to the clans reliance on following the fates they similarly fell on harder times. Vowing to learn from the past, and not repeat it, His great grandfather began writing the families history into a single organized tome, with useful information about all sorts of things. The clan managed to persevere, and their traditions continued, handed down from father to son, all the way to Eirnar.

The first 20 years of Eirnar’s life were not dissimilar from his fathers, or the first male ancestor for whom they have a recorded account for that matter. Alec was the tribes witchdoctor, and he taught Eirnar the skills he’d need. As the eldest, it was his responsibility to learn these skills, and practice them one day. While his brothers and sisters did more standard Ulfen fare such as brawling and hunting, Eirnrar learned how to divine the fates and channel the spirits of his ancestors. After he came of age and passed the test of the ancestors, Eirnar was ready to begin shamanistic activities, but with his father still ruling on the council, its as time for him to make his own name. He began joining these hunts, using his ability to read the fates to enable their success. Earlier hunts on wildlife, even dangerous magical beasts proved successful. The group he’d joined up with, led by Erik, eventually became too ambitious. They went on the ill-fated Linnorm hunt, and everything he’d been building towards came crashing down. His sister Gledrel was the only other survivor of the Linnorm hunt, and she was eternally cursed for it.

Eirnar swore he’d learn magics that would enable him to cure his sister. He vowed to learn from his mistake, and learn not to just rely on his ancestors knowledge, but to seek out more aspects of prophecy. Alec gave him their families book of ancestors, asking him to add tales from the south and return it. Eirnar set out, to learn more lore, more prophecy, and more magic. Down in the river kingdoms, mercenary work is easy to find, and he joined up with a group called the Bloodstone Swords, an honorable group that does what they say they will, rather than extorting those that seek their aid. Eirnar even made friends with a few others in the group. When there was a bounty to find a missing person, they eagerly joined the investigation. Divinations sent them to tent of the All-Seeing Hajek, which was the last thing Eirnar remembers before waking up here.

Rolled States
str 6; 8 -2 (threefold aspect)
dex 8; 10 -2 (threefold aspect)
con 17; 15 +2 enhancement (ABP)
int 19; 15 +4 enhacement (threefold aspect)
wis 24; 17 + 1 level 4 +2 human +4 enhacement (threefold aspect)
cha 20; 17 +1 level 8 +2 Enhancment (ABP)

Feats
1 Noble Scion (War)
Human: Extend Spell
3rd VMC Familiar greensting scorpion named Koko
5 Extra Hex: Evil Eye
7 VMC Prophecy school (Inspiring Prediction, Diviners Fortune) each 3+int/day
9 Spirit Talker

Hexes
2 Misfortune
4 Life Link
8 Shell of Succor
Mysteries
4: Temporal Celerity
6: Knowledge of the Ages

Gold Spent (23000/23000)
[926gp to group fund]
Cackling Hag’s Blouse 6000
Boots of the Earth 5000
Saliharion [reskinned as Book of Scyfling] (3000)
Lesser Rod of Extend 3000
Muleback Cords 1000
Lesser Tailsman of Freedom 900
Wand of Heightened Awareness 750
Sanctified Darkwood Shield 357
Hallowed Chalices (6x) 1200
cracked dusty rose prism 500
Breastplate 200
Masterwork backpack 50
Familiar satchel 25
Spell component pouch 3x 15
wooden holy symbol 3x 3
Dagger 2
Bedroll -

Familiar gives:
Alertness, +4 initiative bonus

Automatic Bonus
Deflection +1
Resistance +2
Physical Prowess +2 (Constitution)
Mental Prowess +2 (Charisma)
Toughening +1 (natural armor +1 enhancement)
Weapon Attainment +2
Armor Attunement +2

Skills (4+4+1+2 [background) 81+18 BG skill points
Diplomacy 8 [+3 class, +5 cha]
Handle Animal 1 [BG] [+3 class, +5 cha]
Heal 1 [+3 class, +7 wis, +4 greater spirit, +7 sacred]
perception 9 [+3 class, +7 wis, +2 alertness]
Knowledge: Nature 7 [+3 class, +4 int, +7 sacred]
Knowledge: Planes 7 [+3 class, +4 int, +7 sacred]
Knowledge: Religion 7 [+3 class, +4 int, +7 sacred]
Knowledge: Arcana 7 [+4 int, +7 sacred]
Knowledge: Local 7 [+3 class, +4 int, +7 sacred]
Knowledge: Dungoneering 1 [+4 int, +7 sacred]
Knowledge History 2BG [+3 class, +4 int]
Lore (Prophecies) 9BG [+3 class, +4 int]
Profession (Diviner) 6BG [+3 class, +7 wis]
Sense Motive 9 [+3 class, +7 wis, +2 alertness, +1 suspicious trait]
Spellcraft 9 [+3 class, +4 int]
Survival 1 [+3 class, +7 wis]
Fly 8 [+3 class, -1 dex, -4 ACP, +4 overland flight, +4 (good fly manuverability)]

saves
[Fort +9 =3 (class) + 3 (con) + 2 (ABP, resistance) ]
[Ref +5 =3 (class) - 1 (dex) + 2 (ABP, resistance) ]
[Fort +16 =6 (class) + 7 (wis) + 2 (ABP, resistance) ]

HP
77=48[8+5*8]class + 27[3(con)*9] + 2 (FCB)

time mystery spells (added to class list)
1st: memory lapse 2nd: gentle repose 3rd: sands of time 4th: threefold aspect 5th: permanency
Ancestor mystery spells (added to class list)
1st: unseen servant, 2nd: spiritual weapon 3rd: heroism 4th: spiritual ally 5th telekinesis

Favored Class Bonus: Shaman:

  • 1st: 1 HP
  • 2nd: 1 HP
  • 3rd Cleric 1st level spell Liberating Command
  • 4th Cleric 1st level spell Ant Haul
  • 5th Cleric 2nd level spell burst of radiance
  • 6th Cleric 2nd level spell cleromancy
  • 7th Cleric 3rd level spell communal resist energy
  • 8th Cleric 3rd level spell archon's aura
  • 9th Cleric 4th level spell freedom of movement

Weight: 77/198 (with ant haul, muleback cords and masterwork backpack) to light encumbered 600 max load
Breastplate 30
Darkwood shield 5
Familiar Satchel 6
Dagger 1
Cackling hag’s blouse 2
Lesser talismans of freedom 1
Spell component pouch 6
masterwork backpack 4
Bedroll 5
Wand –
Hallowed chalices 12
metamagic rod of extend lesser 5
Muleback Cord’s 1/4

writing sample:
Telling a few scenes from a single adventure to give a more complete flavor, but trying to keep it short.
An Ulfen man wearing a mithral breastplate and carrying a shield greets his fellow comrades as the set out seeking quest that is the namesake of the land of Linnorm Kings. " I am Eirnar, a shaman of Pharasma. If you'll accept the lady's blessing upon you. I should be able to keep you out of the boneyard today. She lets me twist the threads of fate to forestall your untimely demise for a short while, but she always gets her due regardless. For the dragon, my fate thread meddling will be far less benign."

They'd managed to make a few solid blows against the creature, but then it grew cautious and stayed in the sky. Eirnar watches as his ally’s arrows and bolts fall flat against the thick hide of the dragon. It finally descended to breaths fire upon them all, he takes the worst of it. Despite his injuries, he refuses to yield, and makes a quick gesture, tugging on his ally’s fate threads. As he does so, the burns on Ven, Erik, Gledrel, and Valros begin to close, and at the same instant he coughs up a large amount of blood.

A cautious man would channel the lady’s gift, heal them all, and wait for another opportunity, but the dragon is still close enough! Eirnar spits the blood as he gives the creature an evil eye, lessening its abilities to ward off the assault of his friends as he says, " Send this thing to the boneyard, quickly!."

His allys take the opportunity afforded to them, unsure of if there will be another. Gledrel charges in her tiger form, and savagely rakes it. Ven mutters a quick incantation and reaches out to touch Valros and Erik. All 3 instantly appear on the other side of the dragon. Erik's axe cuts a mighty swath through the it, and Valros makes a series of blindingly fast cuts against it. As his short sword finishes its final attack, the beast falls limp to the ground. If this were only a dragon, that'd be the end, but this, is a Linnorm...

Eirnar returns from the quest, “successful”. The Linnorm may have died, but so did almost all of them. Only Gledrel and he are left, and she'll spend the rest of her days cursed, a final taunt from the damned beast. Valros could have claimed a throne, as is his right, but succumbed to the curse the same night. As Eirnar beds down, after his prayers his final thought is This will not happen again. Next time, I’ll know what we face. I’ll be prepared!