About Hálvr GrímmrsǫngrAn exiled warrior-skald returning back to the hard lands of The North to right old wrongs, follow the twisted thread of his fate, and Norns willing, carve his name in the Sagas of legend. Known both as a Breaker of Oaths and Shields, and as a Tavern Truth Seeker; Hálvr is Sword Tongued and a Chanter of Woe with hair the colour of pitch and a mood to match... Male Human (Ulfen) Skáld - Ætla Kappi (Skald - Fated Champion archetype) 4
Favoured Class: Skáld Favoured Class Options:
+1 HP (Selected for Levels 1-3) +1 Skill Point +1 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. (Selected for 4th Level) Speed: 30ft Unarmoured/20ft Armoured
*Gains bonus to initiative equal to 1/2 his Skald Level (currently +2). DEFENSE:
AC 17 (10 Base, +1 Dex, +5 +1 Chain Shirt, +1 Armoured Kilt)
OFFENSE:
BAB +3
Ranged: MW Throwing Axe +5 (1d6+4/x2) Range: 10ft.
SPELLS:
1st Level (DC14): 3+1 = 4 (0/4 Used)
ABILITIES:
Raging Song: 12 Rounds per Day; Bonuses gained Song dependent (0/12 Used)
STATS STR 18 (+4) DEX 13 (+1) CON 17 (+3)
BUILD:
4d6 ⇒ (2, 1, 4, 6) = 13 DEX
+2 Racial Bonus to
RÁS KUNNUSTAR (RACE ABILITIES) Bonus Feat: Humans select one extra feat at 1st level - Additional Traits selected. Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled. CLASS FEATURES Vápn eða Herklæði Skil (Weapon and Armour Proficiencies):
A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components. Skaldr Kunnandi (Bardic Knowledge) (Ex):
A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained. Seiðr (Cantrips):
Skalds learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Spiall Kasta (Spell Casting):
A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC against a skald's spell is 10 + the spell's level + the skald's Charisma modifier. Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score. The skald's selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald's choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn't affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed. At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level. Geisa Sǫngr(Raging Song) (Su):
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. 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. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead. Geisa Sǫngr(Raging Song) - Jǫtunn-móðr (Inspired Rage) (Su):
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. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (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. Skrifa Rún (Scribe Scroll):
At 1st level, a skald gains Scribe Scroll as a bonus feat. Varðmaðr of inn Vef (Watcher of the Weave) (Ex):
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. This ability replaces well-versed. Hverfr Efnar (Versatile Performance) (Ex):
[Errata] At 2nd level, a skald can choose one type of Perform skill associated with the skald class (Oratory chosen). 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. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), and String (Bluff, Diplomacy). Geisa Sǫngr(Raging Song) - Sǫngr of Hvarfa (Song of Marching) (Su):
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. Geisa Ginnregin (Rage Powers) (Ex):
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). Unless otherwise noted, a skald cannot select an individual rage power more than once. 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). If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well. Geisa Ginnregin (Rage Powers) - Fót-Hvatr(Swift Foot) (Ex):
Benefit: The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. Special: A barbarian can select this rage power up to three times. Its effects stack. Undarliga Glenten (Uncanny Dodge) (Ex):
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. If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Spiall Kunnigr (Spells Known):
0-Level: 6 (Detect Magic; Light; Know Direction; Read Magic; Resistance; Spark)
ÍÞRÓTT (FEATS) [spoiler=Aukar Alitr (Additional Traits) (Bonus Racial Feat)]
Megin Sœkja (Power Attack) (Combat Feat - 1st Level Selection):
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Skrifa Rún (Scribe Scroll) (Creation Feat - 1st Level Class Feat):
You can create magic scrolls. Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. Batna Brjóta (Improved Sunder) (Combat Feat - 3rd Level Selection):
You are skilled at damaging your foes' weapons and armor. Prerequisite: Str 13, Power Attack, base attack bonus +1. Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. Normal: You provoke an attack of opportunity when performing a sunder combat maneuver. ALITR (TRAITS): 3 starting +2 Feat = 5 total Glitra-Tunga (Glint-Tongued)) (Ulfen Racial Trait):
Source People of the North pg.10
Huldra's Gæfa (Huldra's Luck) (Land of Linnorm Kings Regional Trait):
Source People of the North pg. 21
Forlǫg Hyllir (Fate's Favored) (Faith Trait):
Source Ultimate Campaign pg. 55
Járn Lefr (Iron Liver) (Equipment Trait):
Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol. Øx við Mala (Axe to Grind) (Combat Trait):
Source: Ultimate Campaign pg. 51.
SKILR (SKILLS): Skill Points per Level: 5 (4 + 1 Intelligence) Acrobatics +7: 1 Rank; +4 STR; +3 Class; -1 Armour Penalty
BÚNAÐR (EQUIPMENT) Combat Gear: +1 Cold Iron Great Axe; MW Scramaseax (MW Short Sword); MW Throwing Axe; Dagger; +1 Chain Shirt; Armoured Kilt; Ring of Swimming (left thumb); Scroll of Versitile Weapon; Scroll of Blurred Movement (All Scrolls inscribed on Goat Hide strips and kept in Scroll Box); Potion of Cure Light Wounds(2); Potion of Remove Fear(2); Potion of Bull's Strength; Other Gear: MW Backpack (holds): Bedroll, Dwarven Trail Rations (4 days), Waterskin, Empty Waterproof Burlap Sack, Sunrods (2), Silk Rope; Scroll Box; Traveller's Outfit, Furs and Kilt (Worn); Belt Pouch #1 (holds coin), Belt pouch #2: (holds Flint & Steel); Sporran: (holds Darkwood pipe, Taldan cheap blend tabac); Whetstone (worn round neck as pendent); 83.5 lbs (Light Load with MW Backpack) Furs grant a +2 bonus on Fortitude saves to resist cold weather. AUÐŒFI (Wealth) Gull: 53
Outlay of Coin:
+1 Chain Shirt - 1250GP
Kilt - 2SP
RMR (APPEARANCE) Age: 23 Height: 6’4 Weight: 237 lbs. Hálvr Grímmrsǫngr appears to be the archetypal Viking; Tall and brawny who bears woad inkwork and faded scars upon his body in equal measure. His pitch black beard and hair are oiled and braided, providing a dark frame an equally dark stare. Upon his back Hálvr wears fine quality mail shirt overlayed with a heavy fur cloak of a felled Worg. His waist and thighs are further protected by an armoured kilt of Easterner design. About the skald's person various packs, pouches and a sporran clink with the sundry equipment of a travelling mercenary. At his hip sits a duo of keen edged weapons: a throwing axe and the signature weapon of the shield wall butcher - the Scramaseax. In his rough hands Hálvr holds a mighty bearded axe whose sharp blade is bitten with use. A fine silver ring gilded with images of sharks and ormr sits upon his left thumb. TRÚ (FAITH) Hálvr pays lip service to most gods, as/when the situation dictates or requires. In truth he see's himself as an agent of fate - answering to all and none of the divine. The Norns however hold a special reverence to this flawed hero... Notes and Musings:
Grímmrsǫngr (Grim song)
Many cultures see fate as a limit that is both stifling and unwanted, regardless of the destiny that lurks in the days and years ahead. Among cultures where skalds are the keepers of lore and wisdom, there are those who learn to read the winds of fate and take up the mantle of the fated champion, knowing and embracing their destined paths with strength borne of conviction. |