Vsevolod

Eldgrímr Hallgrimsson's page

112 posts. Alias of CampinCarl9127.


Full Name

Eldgrímr Hallgrimsson

Race

Human

Classes/Levels

Skald (Fated Champion) 6 AC 20, Touch 13, FF 18 | HP 38/42 | F +7, R +5, W +5 | Init +10 | Perc +8

Raging Stats:
AC 19, Touch 12, FF 17 | HP 48/48 | F +8, R +5, W +7 | Init +10 | Perc +8
All saves at +2 due to beacon of luck

Gender

Male

Size

Medium

Age

24

Alignment

N

Deity

Norn Sisters

Languages

Nørsk, Runic, Andøvan, Old Uln, Seagestrelander, Nûklander, Ulnat

Strength 17
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Eldgrímr Hallgrimsson

Statistics:
Male Human Skald (Fated Champion) 6
N Medium Humanoid (Human)
Init +10; Senses Perception +8
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DEFENSE
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AC 20, touch 13, flat-footed 18 (+7 armor, +2 dex, +1 deflection)
hp 42
Fort +7, Ref +5, Will +5
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OFFENSE
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Speed 30 ft. (20 ft. in armor)

Melee Greatsword +8 (2d6+5)
Throwing Axe +7 (1d6+3)
Dagger +7 (1d4+3)

Ranged Throwing Axe +5 (1d6+3)
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STATISTICS
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Str 17, Dex 14, Con 12, Int 10, Wis 8, Cha 16
Base Atk +4; CMB +7; CMD 19
Traits Hnefatafl Player, Tale Spinner
Feats Scribe Scroll, Spellsong, Power Attack, Improved Initiative, Arcane Strike, Skald's Vigor
Skills (43 points; 24 skald, 6 human, 12 background, 1 campaign)
ACP -2
(1) Acrobatics* +6
(1) Climb* +7
(0) Diplomacy +14
(1) Handle Animal +7
(2) Knowledge (arcana) +8
(2) Knowledge (geography) +8
(2) Knowledge (history) +8
(2) Knowledge (local) +8
(4) Knowledge (nature) +10
(4) Knowledge (religion) +10
(6) Linguistics +9
(6) Perception +8
(6) Perform (oratory) +13
(1) Perform (sing) +7
(1) Profession (farmer) +3
(1) Profession (sailor) +3
(1) Ride* +6
(0) Sense Motive +13
(1) Spellcraft +4
(1) Swim* +7
*ACP Applies to these skills
Non-Standard Skill Bonuses
+1 Diplomacy (trait)
+1 Perform (oratory) (trait)
+1/2 level knowledges (class)
Languages Nørsk, Runic, Andøvan, Old Uln, Seagestrelander, Nûklander, Ulnat

Raging Statistics:
Male Human Skald (Fated Champion) 6
N Medium Humanoid (Human)
Init +10; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 dex, +1 deflection, -1 rage)
hp 48
Fort +8, Ref +5, Will +7
------------------------------
OFFENSE
------------------------------
Speed 30 ft. (20 ft. in armor)

Melee Greatsword +9 (2d6+7)
Throwing Axe +8 (1d6+4)
Dagger +8 (1d4+4)

Ranged Throwing Axe +5 (1d6+4)
------------------------------
STATISTICS
------------------------------
Str 19, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +4; CMB +8; CMD 20
Traits Hnefatafl Player, Tale Spinner
Feats Scribe Scroll, Spellsong, Power Attack, Improved Initiative, Arcane Strike, Skald's Vigor
Skills (43 points; 24 skald, 6 human, 12 background, 1 campaign)
ACP -2
(1) Acrobatics* +6
(1) Climb* +8
(0) Diplomacy +14
(1) Handle Animal +7
(2) Knowledge (arcana) +8
(2) Knowledge (geography) +8
(2) Knowledge (history) +8
(2) Knowledge (local) +8
(4) Knowledge (nature) +10
(4) Knowledge (religion) +10
(6) Linguistics +9
(6) Perception +8
(6) Perform (oratory) +13
(1) Perform (sing) +7
(1) Profession (farmer) +3
(1) Profession (sailor) +3
(1) Ride* +6
(0) Sense Motive +13
(1) Spellcraft +4
(1) Swim* +8
*ACP Applies to these skills
Non-Standard Skill Bonuses
+1 Diplomacy (trait)
+1 Perform (oratory) (trait)
+1/2 level knowledges (class)
Languages Nørsk, Runic, Andøvan, Old Uln, Seagestrelander, Nûklander, Ulnat

Special Abilities:

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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Hnefatafl Player You have wiled away many long winters playing hnefatafl board games. Furthermore, you have developed some skill with them. This earns you some respect among your peers, for the Northlanders appreciate a quick mind and good game play. You gain a +1 trait bonus to Initiative due to your experience outwitting opponents.

Tale Spinner While you may not be a skald, you are skilled at telling stories and have a broad repertoire to choose from. You are considered an educated person in a society that places great stock in oral communication. Your skills at public speaking also gain you an advantage when speaking before a Thing. You gain a +1 trait bonus to two of the following skills, and one becomes a class skill for you: Diplomacy, Perform (oratory), or Knowledge (history).

Resistance At 3rd level, the character gains a +1 resistance bonus on all saving throws.

Weapon Attunement The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level.

Armor Attunement The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. The attuned suit of armor gains a +1 enhancement bonus at 4th level.

Deflection The character gains a +1 deflection bonus to AC at 5th level.

Mental Prowess (+2 Cha) At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus.

Favored Class Bonus (+3 hp, +3 1st level spells known) Human: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.

Bardic Knowledge A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Raging Song (16/16) At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.

Inspired Rage At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Song of Marching At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

Song of Strength At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald’s level to a Strength check or Strength-based skill check.

Scribe Scroll At 1st level, a skald gains Scribe Scroll as a bonus feat.

Versatile Performance (Oratory: Diplomacy, Sense Motive) At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill.

Watcher of the Weave At 2nd level, a fated champion learns to see the tapestry of events moments before it is woven. He gains an insight bonus on initiative checks equal to 1/2 his skald level.

Rage Powers At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.

If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).

If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).

Lesser Cult Totem While the barbarian is raging, any morale bonuses or bonuses for flanking she gains on attacks rolls are added to her damage rolls instead of her attack rolls. They are still morale bonuses, and they don’t stack with other morale bonuses on damage rolls.

Cult Totem The barbarian can make an attack of opportunity against a creature within her reach who damages an ally of the barbarian with a melee attack. Only the enemy, not the barbarian’s ally, needs to be within the barbarian’s melee reach in order for the barbarian to make this attack of opportunity. Once the barbarian makes an attack of opportunity against a creature with this ability, she can’t use this ability to make an attack of opportunity against the same creature for 24 hours.

Uncanny Dodge At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Spell Kenning (Far Seer) (0/1) At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell. A fated champion learns a method of spell kenning that is especially suited for divining and understanding the future, but not for directly harming opponents. For the purpose of determining what level spell slot he expends when using spell kenning, the skald treats the spell level of spells that predict the future (such as augury and divination) as one spell level lower (minimum spell level 1st), and treats the spell level of spells that deal damage as one spell level higher.

Spells:

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Spells
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0th (at will)
Detect Magic
Grasp
Know Direction
Light
Mage Hand
Read Magic

1st (4/5)
Comprehend Languages
Cure Light Wounds
Dazzling Blade
Feather Fall
Read Weather
Restful Sleep
Saving Finale

2nd (1/4 plus pearl of power)
Ancestral Communion
Heroism
Invisibility
Mirror Image

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 0 lb.

Money 80 HS 0 SP 0 CP
Greatsword (50hs) (8 lb.)
Throwing Axe x2 (16hs) (4 lb.)
Dagger x2 (4hs) (2 lb.)
MWK Breastplate (350hs) (30 lb.)
Boots of the Winterlands (2500hs) (1 lb.)
Shawl of Life Keeping (1000hs) (1 lb.)
Pearl of Power (2nd level) (4000gp)

Background:
It was like a white sea, frozen in time and sparkling with radiance from the sun. Immense in proportion yet made of the tiniest specks of frozen water. Why doesn't it crash down now? The snow clung to the mountaintop like a blanket, it's brilliance being shown by the same heat that would cause it to crack and bury everything underneath it. A beautiful, tragic death. It will make for a beautiful painting. It will make for a terrible story. Would the sisters truly be so cruel?

"Eldgrímr?.." The soft-spoken voice pulls at him and he slowly looks down to the base of the mountain. He closed his eyes, letting the nonsensical thoughts dissipate. The sisters are not cruel. They are not compassionate either. A death is a death.

"Eldgrímr?" Again he is pulled, his gaze shifting away from the mountains and across the landscape. What a silly thing for him to be doing, wondering about something that would come to pass. What will happen will happen, worrying will not change that.

"Eldgrímr." The voice is accompanied by an urgent squeezing of his hands, and his gaze finally snaps back to the moment at hand. Astrid met his gaze with a pleading look. She was so patient and gentle. So loving. So forgiving. But today was her day. She should not have to endure what he knows. Not today.

"It is with this braid I vow our union..." The words roll off of Eldgrímr's tongue like honeyed water, filling the entire valley with his resounding base. Both of their families look on with joy as the final step of the wedding finally takes place. Eldgrímr wrote the words himself and had read it countless times. They were written beautifully and his voice only made them that much more magical. But the words tasted bittersweet as they left his mouth.

"We will build a future together..." Eldgrímr holds her from behind, head resting on her shoulder. The fire crackles in the corner, filling the room with warmth. They both have soft and happy smiles as their hands rest on her bulging belly.

"We shall go forth without reservation..." Eldgrímr and Astrid run, laughter ringing out across the mountains, chasing after a young girl with the same bright green eyes as Astrid. She scrambles through the snow, keeping ahead with peels of joyous laughter.

"We shall be together in our darkest hours..." A crack resonates, and a scream shatters the air. Eldgrímr and Astrid break into a sprint. Eldgrímr's joy slips away while Astrid's changes to fear as they peak the crest of the mountain.

"And our hearth shall find peace..." Astrid was bent over, clawing her hair with her mouth open in a soundless wail of despair. Eldgrímr looked on from atop the hill with a grim sorrow as she grieved. The bloody heap in her arms stained her shirt and the snow, her tears falling onto it and mixing into pink.

"I shall hold nothing from you..." Astrid screamed at him, pounding his chest with both fists and pushing him. Her mouth form the same words over and over again. You knew! You knew it would happen! You knew! Her strikes grow weak as her legs buckle and she collapses to the floor in despair and helplessness.

"Until death due us part." Eldgrímr sits and stares out the window at the sunset. Astrid stands at the door, burdened with the weight of the final bag. The house looks like an empty shell of itself as she stops, gazing at him one final time. She looks like she wants to say something, a single tear rolling down her face as she walks out the door. "Until death due us part..." She says for the last time.

The families cheer and Astrid's radiant smile brightens the whole valley as Eldgrímr finishes his vows. "Until death due us part." She says for the first time. A single tear rolls down Eldgrímr's face. He turns and looks back at the frozen mountaintop in all of it's dangerous and mysterious glory. But by the gods, is it beautiful.

Appearance and Personality:
Eldgrímr is a skald who experiences visions of the future. Some call him blessed of the Norns, others called him cursed of the Norns. Regardless of the truth he has had to make peace with the incredible burden that is his knowledge of wyrd. Our fates are what they are, be they unfair or heroic or just or cruel. But this is the life we have. There is no bargaining that can be done, no amount of struggling to create change, and most importantly no amount of grieving that can lesson the pain. All that can be done is to live well. Take what you have and grip on as tightly as you can, enjoying the brief flash in this mortal coil for as long as we have been given. It is all we have, after all. So you might as well enjoy the hell out of it while you can.