Joran Vhane

Gudleifr Hervardr's page

215 posts. Alias of Decimus Observet.


Full Name

Gudleifr Hervardr

Race

| HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +5, R: +3, W: +3 | Init: +3 | Per: +2, SM: +1

Classes/Levels

| Speed 30ft | No Spells | Cold Resistance 2 | Active conditions: None.

Gender

Male Human (Ulfen) Fighter 2 (Viking)

Deity

Gorum

Languages

Common, Giant, Hallit, Skald

Occupation

Mercenary

Strength 17
Dexterity 17
Constitution 12
Intelligence 15
Wisdom 13
Charisma 12

About Gudleifr Hervardr

Gudleifr Hervardr
Male Human (Ulfen) Fighter 2 (Viking)
True Neutral Medium Humanoid (human)
Init +3; Senses Perception +2

Favoured Class: Fighter

Appearance:

Gudleifr stands 6' 2" and broad with blue eyes, all typical of the Ulfen. His black hair is an oddity, likely the result of some southern blood in his mother's line. He wears this hair in thick braids, both scalp and beard. He is swifter than he appears, both in body and mind.

Personality:

Gudleifr is often quite jovial, and is happy to protect his companions from harm with his quick thinking and reflexes. But he has spells of melancholy where little can cheer him. He is a driven man, and refuses to give up on something once he puts his mind to it.

Background Notes:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

* Discontent. He would not be content simply staying put doing steady work anywhere, even on the family farm with his many siblings.

* Ambition. He wants to return with wealth and glory and not before. He has heard tales of Oppara, the wealth of the Ulfen Guard, and the glories of the raiders of old.

* Shame. There was an incident when he was a teen. He and his youngest brother dared each other to enter an old tomb, with tragic consequences when they encountered a powerful undead. Gudleifr was the only survivor. It has weakened him, but left him with a strange affinity for battling undead.

* Cunning. He has a sharp mind and fights tactically. He wields many weapons, and he has a use for them all.

* Drive. He is determined, not easily giving up on something once he is committed. Whether boating, swordwork, or climbing, he keeps going.

* Black hair. His family all have black hair instead of the lighter colours more common in Ulfen. It is believed that their mother's line have southern ancestry.

2) Two goals that you'd like the character to accomplish in-game.

* For Gudleifr to become renowned for his skill at mercenary work in general, but specifically for keeping his allies and charges alive.

* For Gudleifr to find a way to forgive himself for his brother's death.

3) Two secrets, one the PC keeps to himself, and one kept from the PC.

* Gudleifr has a permanent chillburn on the front of his chest where a powerful undead creature struck him in his youth. It is usually almost invisible. Occasionally, it flares up as a red skeletal handmark, usually when Gudleifr is severely injured or otherwise near death. He hates the idea of anyone seeing it.

* There is a curse upon him, but a subtle one. The chillburn will never truly fade until he forgives himself for his brother's death.

4) Three key memories that define your character as the person they are at the time of submission.

* His first battle, against bandits along with his family and neighbours. He felt joy at his prowess and potential, and for striking down one of the bandits.

* The incident in the tomb. His brother's death, he himself struck, and found outside.

* Making the decision to leave Ulfen lands for the south. Macridi, with its wealth, sounded like a fine place to make a name for himself. And perhaps return one day, his shame overcome.

--------------------
Defense
--------------------
AC 18 (20 with shield), touch 14, flat-footed 15 (17 with shield) [10 +3 Dex +4 Armoured Coat +1 trait +2 Spiked Heavy Shield]
hp 17 (1 HD; 6+1 or 1d10+1 per level after 2nd level)
Fort +5, Ref +3, Will +3

Cold Resistance 2
--------------------
Offense
--------------------
Speed 30 ft., 20ft. with Armoured Coat on

+1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

Melee
Longspear +5 1d8+3 x3 — 9 lbs. P brace, reach
Longsword +5 1d8+4 19-20/x2 — 4 lbs. S
Handaxe +5 1d6+4 x3 — 3 lbs. S
Light Hammer +5 1d4+4 x2 20 ft. 2 lbs. B
Cold Iron Dagger +5 1d4+3 19-20/x2 10 ft. 1 lb. P or S
Silver Dagger +5 1d4+2 19-20/x2 10 ft. 1 lb. P or S
Spiked Heavy Shield +5 1d6+3 x2 — special P

Ranged
Longbow +5 1d8 x3 100 ft. 3 lbs. P

--------------------
Statistics
--------------------
Human, +2 to Str
Str 17, Dex 17, Con 12, Int 15, Wis 13, Cha 12

Base Atk +2; CMB +5; CMD 17

Feats

L1: Additional Traits, Fighter: Combat Reflexes, Racial (Shadowhunter): Iron Will
L2: Power Attack

Additional Traits
You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Iron Will
You are more resistant to mental effects.

Benefit: You get a +2 bonus on all Will saving throws.

Traits
Defender of the Society, Memorable, Northern Ancestry, Shield-Trained, Weapon Training

Defender of the Society (Combat)
Requirement(s): Fighter, Society
Your time spent fighting and studying the greatest warriors of the society has taught you new defensive skills while wearing armor.

Benefit(s): You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Memorable (Social)
Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it.

Benefit(s): When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.

For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Northern Ancestry (Campaign)
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north.

Benefits: You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Shield-Trained (Religion)
Requirement(s) Gorum
You were trained to use shields as weapons. Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.

Weapon Training (Race)
Requirement(s): Human - Ulfen
As soon as you were old enough to hold it, you were trained to defend yourself with traditional Ulfen weapons.

Benefit(s): You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

Drawback
Overprotective
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.

Penalty: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Skills
Class Skills

The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 5 (2 class + 2 Int +1 favoured class)

Profession (Sailor) auto-levels.

Armour Check Penalty:

Acrobatics +3 |+3 Dex
Appraise +2 |+2 Int
Bluff +1 |+1 Cha
+Climb +7 |+3 Str +1 rank +3 class skill
+Craft +2 |+2 Int
Diplomacy +1 |+1 Cha
Disable Device* -- |+3 Dex untrained
Disguise +1 |+1 Cha
Escape Artist +3 |+3 Dex
Fly +3 |+3 Dex
+Handle Animal* +5 |+1 Cha +1 rank +3 class skill
Heal +1 |+1 Wis
+Intimidate +6 |+1 Cha +2 rank +3 class skill
Knowledge Arcana* -- |+2 Int
+Knowledge Dungeoneering* +6 |+2 Int +1 rank +3 class skill
+Knowledge Engineering* -- |+2 Int untrained
Knowledge Geography* -- |+2 Int untrained
Knowledge History* -- |+2 Int untrained
Knowledge Local* +6 |+2 Int +1 rank +3 class skill
Knowledge Nobility* -- |+2 Int untrained
Knowledge Nature* -- |+2 Int untrained
Knowledge Planes* -- |+2 Int untrained
Knowledge Religion* -- |+2 Int untrained
Linguistics* -- |+2 Int
Perception +2 |+1 Wis +1 rank
Perform +2 |+1 Cha
+Profession (Sailor) +6 |+1 Wis +2 rank +3 class skill
+Ride +7 |+3 Dex +1 rank +3 class skill
Sense Motive +1 |+1 Wis
Sleight of Hand* -- |+3 Dex untrained
Spellcraft* -- |+2 Int untrained
Stealth +3 |+3 Dex
+Survival +5 |+1 Wis +1 rank +3 class skill
+Swim +7 |+3 Str +1 rank +3 class skill
Use Magic Device* -- |+1 Cha untrained

Languages
Common, Giant, Hallit, Skald

Special Qualities
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

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

Gear
Longspear 5g
Longsword 15g
Cold Iron Dagger 4g
Silver Dagger 22g
Handaxe 6g
Light Hammer 1g
Spiked Heavy Shield 30g
Longbow 75g
Arrows (20) 1g
Armored Coat 50g
Leather Armour 10g

Air Bladder 0.1g
Blanket 0.5g
Crowbar 2g
Grappling Hook 1g
Folding Shovel 10g
Hammer 0.5g
Pitons (10) 1g
Signal Horn 1g
Small Steel Mirror 10g
Grooming Kit 1g

Fighter's Kit 54g
This kit includes a masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Starting Gold: 300g
Spent: 298.1g

Gold Remaining: 1.9g

Drinking Horn:

before you left home to seek your fortune your mother gave you your great grandfathers drinking horn to remind you of home.

The slightly magical drinking horn holds liquids cool and fresh despite the heat outside or the foulness of the liquid poured into it. Your grandfather never mentioned where he got it, family rumours said it was a gift from an old Jadwiga whom gifted it to him for a service he did.

Mechanically aside from always having something cool to drink, You gain a +1 bonus to fortitude saves against anything ingested from the horn. and Anything placed in the horn chills to cool within five minutes of being placed inside.

================
Class Abilities
================
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

A viking is not proficient with heavy armor or tower shields.

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Fearsome (Ex): At 2nd level, a viking can attempt an Intimidate check to demoralize an opponent as a move action. At 10th level, she can do so as a swift action. At 18th level, she can attempt to demoralize a foe as a free action once per round.

Hit Points
--------------------
L1: 11 HP
L2: 6 HP

Future Class Features from Archetype
--------------------
This replaces bravery.

Shield Defense (Ex): At 3rd level, a viking learns the art of fighting with a shield. Whenever she is wearing medium, light, or no armor and using a shield, the viking’s shield bonus to AC increases by 1. At 7th, 11th, and 15th levels, this bonus increases by 1.

This replaces armor training.

Berserker (Ex): At 5th level, a viking gains the rage ability as per the barbarian class feature, and she uses her fighter level as her barbarian level for the purposes of determining her rounds of rage, qualifying for rage powers, and determining the effects of rage powers.

This replaces weapon training.

Rage Powers (Ex): At 6th level, whenever a viking gains a fighter bonus feat, she can instead gain a single rage power, as the barbarian class feature, in place of the bonus feat. Once selected, these rage powers cannot be changed.

This alters the fighter’s bonus feats.