Ulfen Raider

Hallvarðr Stormbrow's page

440 posts. Alias of Helaman.


Full Name

Hallvarðr Stormbrow

Race

Male Ulfen Human

Classes/Levels

Viking Valor Bard 5

Gender

AC17 (19) HP38/[38] Cond: Healthy. Init+2 S+3, D+4,C+2,I -1,W+0,Ch+6 HD:5/5 Bardic Insp 3/[3] Perc+6, Insight+3 Invest +0 Inspiration N Menacing

Age

18 Years

Alignment

Chaotic Good

Deity

Gorum

Location

Höfuðlausn

Languages

Common, Skald

Occupation

Galdramaðr and Skald

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

About Hallvarðr Stormbrow

Character Sheet:

Male Human Bard 5
Medium humanoid, chaotic good
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Armor Class 17 (19) (Splintmail armor and shield)
Hit Points 38
Speed 30 ft.
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STR 16 (+3), DEX 12 (+1), CON 14 (+2), INT 8 (-1), WIS 10 (+0), CHA 16 (+3)
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Class Saving Throws Dex +4, Cha +6

Skills Athletics +9*, Insight +3, Intimidation +6, Perception +6*, Religion +2, Stealth +4, Survival +3

+1 to Non Trained Skills
* Expertise (double Proficiency]

Proficiency: Simple Weapons, Martial Weapons, light armour, medium armour, shields.
Languages: Skald, Common
Instruments: Harp, Horn, Singing
Tool Proficiencies: Navigator's tools, vehicles (water)

Acrobatics +2
Animal Handling +4
Arcana +0
Athletics +9*
Deception +4
History +0
Insight +3
Intimidation +6
Investigation +0
Medicine +0
Nature +0
Perception +6*
Performance +4
Persuasion +4
Religion +2
Sleight of Hand +2
Stealth + 4
Survival +3

Campaign Trait Touched by Divinity - Gorum: Divine Favor or Shield of Faith 1/Long Rest

Feats Menacing: When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. * This ability can only be attempted once per hour (succeed or not) on the same creature.

Background Feature: Bad Reputation: No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Scale Blessing: The power of the dragon scale is increased as follows: a) stopping (not just +5 to AC) ‘all’ attacks on the round which the scale is triggered, b) absorbing ‘all’ energy which triggered the scale, or c) allowing you to fly ‘at will’ for one round.

Attacks
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Magic Longsword (Höfuðlausn "Heads Ransom"). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d8+4 slashing damage or 1d10+4 slashing damage if used with two hands to make a melee attack.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+3 piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+3 slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+3 piercing damage or 1d8+3 piercing damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 4 bludgeoning damage.

Shield of Valetius (Normal Shield +2 AC)

Spells. Attack: +6 to hit, DC14
Spell Slots: L1: 4 / L2: 4 / L3: 2
Used L1: L2: L3:
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Cantrip: Blade Ward, Message, Vicious Mockery
Level 1: Dissonant Whispers, Healing Word, Heroism
Level 2: Blindness/Deafness, Heat Metal, Shatter
Level 3: Enemies Abound, Slow

Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Jack of all trades will add half of your proficiency bonus (rounded down) to the following:

Initiative (Which is an ability check)
Anytime your DM asks for a check and you don't have the relevant skill proficiency.
Anytime your DM asks for a check and you don't have the relevant tool proficiency.
Anytime your DM asks for a raw ability check.
*Remember that an Ability Check is its own D20 roll, completely separate from a Saving Throw or Attack Roll. You can't be "proficient" in an ability so JoaT will apply in MANY cases, be alert about where you can use it!

In addition, the below spells ask for an ability check in their description and are thus, applicable to JoaT (Marked with "H" for a hostile effect against you or an ally):

R1

H Ensnaring Strike (STR check to release target)
H Entangle (STR check to remove enemy restrain)
H Wrathful Smite (WIS check to end enemy fear effect)
H Maximillian's Earthen Grasp (STR check vs Enemy Spell DC)
R2

Detect Thoughts (INT check to continue probing, or escape enemy probe)
H Web (STR check vs enemy DC)
R3

Dispel Magic (CHA check vs target spell rank DC)
Counterspell (CHA check vs target spell rank DC)
R4

H Evard's Black Tentacles (STR/DEX check vs enemy DC to escape restrain)
R5

Telkinesis (CHA check vs target STR check)
R6

H Bones of the Earth (STR/DEX check vs enemy DC)

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Combat Inspiration
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Equipment Dagger, leather armor, Longsword, backpack, bedroll, harp, horn, mess kit, rations (10), rope, hempen (50 feet), rope, silk (50 feet), silver holy symbol of gorum amulet, tinderbox, torch (10), trinket, waterskin, climbing kit

Money: 1gp
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

- Appearance -

Spoiler:

Tall, muscular and proud in bearing. His hair and beard are both red like old blood, and his eyes grey as polished steel. He is yet young, perhaps 18 Summers or so... but he carries himself with the confidence of an experienced warrior. He proudly wears a silver pendant of the Symbol of Gorum on a leather thong around his neck.

There is an underlying aura of danger around him... something that hints at impending violence.

- Personality -

Spoiler:

Earnest is the best way to describe this young man. He is as yet untouched by the cynicism of age and loss. What he is tasked to do, he completes, and completes well to the best of his ability. In his eyes there burns a naked ferocity and his posture is always one of preparation for fighting. He is not contrary to words or quick to boast or argument, and when he thinks it apt, he will take direction from others.

He sings oft of Gorum, and enjoys retelling the Sagas of his people,

- History -

Spoiler:

The faiths of Abadar, Iomedae, Sarenrae, Shelyn, and Torag are the most active among the crusaders of Mendev, but they are by no means the ONLY faiths invested in driving back the demons, and while religious piety is a common motivation, it is by no means the only motivation!

And so Hallvarðr, a young warrior, barely past his first raid and only newly blooded, joined a pilgrimage of warriors from his homeland bound for glory to smite the Demon foe. A mixture of Toragites, Erastilites and Gorumites... for while the Lord in Iron rejoices in conflict, the prospect of all Warriors becoming demon worshippers pleases Him not at all.

The boy had long had dreams of Gorum, or His Servants, and always did his blood sing in the Holy places. Now he could manifest his Faith, and while not called to His Priesthood, he could inspire warriors or curse them in Gorum's name. He learned the histories and of hero's long past, and LO', now he could join their number! He and his Battle-Kin have travelled far and through danger to arrive a Mendev, and are eager to prove their skill in battle.

Gorum:

Our Lord in Iron
Worshipper Adjective: Gorumite
Alignment: Chaotic neutral
Areas of Concern: Strength, Battle, Weapons
Domains: Chaos, Destruction, Glory, Strength, War
Subdomains: Blood, Duels, Ferocity, Protean, Rage, Resolve, Tactics
Worshipers: Soldiers, mercenaries, brigands, bloodthirsty savages; half-orcs, barbarians
Favored Weapon: Greatsword
Symbol: Sword in mountain
Sacred Animal: Rhinoceros
Sacred Colors Gray, red

Gorum is a god of battle above all other pursuits; it is said that he would rust away into nothingness if there is ever a time with no more conflicts to be fought. Known as Our Lord in Iron, his faithful believe he is present in every iron weapon of war that is forged.

Gorum concerns himself with few matters outside of battle, and this attitude extends to include his relations with other deities. He sees little value in matters of diplomacy and politics, considering the pursuits of his divine peers as frivolous a best. The Lord in Iron is considered brash and impulsive; he takes what he wants, by force if necessary, and answers any direct opposition to his will with violence. His priests and followers tend to follow the god's example, which means that there are more ruthless and exploitative members of his faith than those who espouse altruism.

Notes on the Ulfen:
The Ulfen (pronounced OOL-fen) are a human ethnicity once feared along Avistan's coastlines for the fierce and merciless raiding they conducted in their longboats. They are sometimes referred to as Vikings, though this may more specifically be applied to Ulfen fighters and warriors. The days of raiding have passed, but the Ulfen are still renowned for their height, blonde hair, and their prowess as warriors. Ulfen bodyguards are highly desired throughout the courts of the Inner Sea region.

The Ulfen normally boast physiques larger than the average human with men standing no less than six feet on average, and women just a few inches shorter. They have pale skin and their hair is usually either blonde, straw brown, or red, and is often worn in a braid by both men and women, although women's braids tend to be more elaborate. Men also frequently wear beards. Their clothing is tailored for their cold environment, with fur being a commonly used material. They decorate their clothes with jewellery shaped like a braid made out of horn, ivory, bronze or silver. Necklaces are also often worn made of narwhal horn, mammoth ivory, or amber.

Moving thru foes. Turn 195 - A Fighting Chance

The clash of sword on shield is my song, I am in your armor, your blade. Strike at your foes and I guide your hand, For I thirst only for battle.”

—Gorumskagat IV

Höfuðlausn