Captain Elreth

Heregrihm Skoningslos's page

48 posts. Alias of Song of Chiroptera.


Full Name

Heregrihm Skoningslos

Classes/Levels

Barbarian 1 (Sea Reaver) | HP 14/14 | AC:16 T:13, F:13 | CMD:17, CMB:4 | Save (F+4, R+2, W+0) | Init:+2 | Perc: +5 | Rage 6/6

About Heregrihm Skoningslos

Heregrihm
Human (Ulfen) Barbarian (Sea Reaver) 1
CN Medium Humanoid (human)
Init +2; Senses Perception +5
Ht: 6'10"; Wt: 300lbs; Blonde, nearly white hair;
Blue Eyes

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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 14 (1d12+1)
Fort +4, Ref +2, Will +0

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Offense
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Speed 30 ft.
Melee Greataxe +4 (1d12+4/x3)
Pike, boarding +4 (1d8+4/x3) brace, reach
Axe, boarding +4 (1d6+3/x3)
Special Attacks rage (6 rounds/day)

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Statistics
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Str 17 (+3)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 10 (+0)
Cha 13 (+1)

Base Atk +1; CMB +4; CMD +17

Feats: Dodge, Intimidating Prowess

Traits: Armor Expert, Besmara's Blessing (1/week)

Skills
Acrobatics +2
Bluff +1
Climb +7
Intimidate +8
Knowledge (nature) +4
Perception +5
Profession (sailor) +2
Swim +7

Languages Common, Skald

SQ
Marine Terror
A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement.

Other Gear
Gold 106

Total Weight Carried: 75.28/260lbs,
Load(Light: 86 lbs, Medium: 173 lbs, Heavy: 260 lbs)
》Axe, boarding
》Greataxe
》Pike, boarding
》Studded leather
》Traveller's outfit
》Waterskin

Backpack (16 @ 19.5 lbs)
》Bedroll
》Block and tackle
》Fishhook
》Flask
》Flint and steel
》Iron spike x3
》Mug/tankard
》Oil x2
》Signal horn (Ufen)
》Weapon cord x3
》Whetstone

Belt pouch (4 @ 4.28 lbs)
》Caltrops
》Holy symbol, wooden (Besmara)
》Holy symbol, wooden (Gorum)

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=======Special Abilities=======

Traits:

Armor Expert:

Benefit: -1 Armor check penalty.

Description: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace.


Besmara's Blessing (1/week):

Benefit: Reroll a Profession (sailor) check and take the higher result.

Description:You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Class Abilities

Marine Terror:

Benefit:(Ex) Hold breath Con x4 rds, unslowed by 1 ft water/bog & ignore cover from water.

Description: A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement.


Rage:

Benefit:(6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

==Rage Stat Block==
Init +2; Senses Perception +5

==DEFENSE==
AC 14, touch 11, flat-footed 11 (+3 armor, +2 dex)
hp 16 (1d12+3)
Fort +5, Ref +2, Will +2
Armor Studded Leather, Light

==OFFENSE==
Spd 30 ft/x4
Melee Greataxe +6 (1d12+7) 20/x3
Melee Boarding Pike +6 (1d8+7) 20/x3 brace, reach
Melee Boarding Axe +6 (1d6+5) 20/x3

==STATISTICS==
Str 21, Dex 14, Con 18, Int 10, Wis 10, Cha 13
BAB +1, CMB +6, CMD +17
Feats Armor Proficiency (LIGHT) (PFCR 118), Dodge (PFCR 122), Intimidating Prowess (PFCR 128), Shield Proficiency (PFCR 133)
Skills Climb +10, Intimidate +10, Perception +5, Profession (sailor) +2, Swim +9

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Character Profile & Description:

Heregrihm Skoningslos, son of Raseri the Iron Eye, takes after his father in frame and aspect. Standing 6’ 10”, long blonde hair lightened with a white tint for all the years at sea, a beard of the same color stretching nearly to his middle, partially braided. His clothing easily marks him Ulfen, including mixtures of heavy woolens and the processed furs of northern leopard seals. Heregrihm’s armor, a worn set of studded leather given him by his father, serves as his primary protection.

To say he is a violent man would be to describe the molten core of Heregrihm. But over that core is an exterior set in stone. He speaks few words, finding them to be pointless unless followed by a swing of his axe or a thrust of his pike. But when he is forced to rely on words, they are to the point and devoid of the high-sounding emptiness falling from the mouths of southlanders. His temper is tethered by a heavy anchor, but once it is weighed, there are none who can reign in his rage short of death.

As a crewman, Heregrihm is the first in the boarding party, throwing himself into battle with fury and resolve. He is loyal unto death to his ship, so long as the rest of the crew has both spine and loyalty of their own. Mutiny and other forms of betrayal, unless proven necessary to put the most powerful in charge, is dealt with at the edge of an axe.

Brief History:

Deep in the northern lands of the Linnorm Kings, amidst the frozen coastlines of Broken Bay is the port city of Bildt. The only natural port of Aegos and second only to Kalsgard in terms of the size and quality of its shipyards. Out of Bildt came the guttural battle cries of Ulfen sea raiders bent on fulfilling the ancient rites of their seafaring ancestors. Their swift longboats knifed through the oceans and struck terror in the hearts of foreign ship and port alike.

Heregrihm Skoningslos was born to the harsh hand of Raseri the Iron Eye, a sea raider of infamous and ill-tempered character. Heregrihm learned in his first years as a man that his father would see his son at his side upon the open seas or he would see him dead. It was his destiny to leave behind any thoughts of mercy and soft living on the shores. That was where the weak dwelled and languished. All nations outside the Broken Bay, even those landlocked Ulfen of the north, were considered inferior for their weakness. Only strength prevailed, only violence is a fitting end to a discussion.

His blood set to boiling by his father, Heregrihm found that he truly desired his life to be more on the seas than on the land. The years drew onward like a whetstone upon the axe blade, finding Heregrihm being honed by the hard life he’d chosen. So it was, many years later and after the passing of his father to the seas, Heregrihm won his way upon the longship Helvetet Vantar -Skald for Hell Awaits- proving himself to be a bloodthirsty and ruthless combatant eager to please the harsh wishes of the ship’s captain. It was in Heregrihm’s blood to be a raider, and his youthful vigor had not been tempered by the lengthy bonds of brotherhood on the seas, only set afire.

Following the desires of their king in the Broken Bay, Ingimundr the Unruly, the Helvetet Vantar and her captain Jarn Forslakt lay the axe and boarding pike at their bow, leaving broken and bloody foes at their keel in the southern seas. The weaklings of the southlands would fear the open oceans. They would learn fear, or they would perish.

Recent History:

Being blown off course during a horrendous storm hadn’t prevented Captain Jarn Forslakt from maintaining pursuit of galleon sailing into the southern seas off the coast of the Shackles. Rain bled in torrents from the gaping skies above as though Besmara herself wanted to drown the galleon in red ichor before Helvetet Vantar caught her. As the ships rounded the Mediogalti islands, both vessels came under attack. Worse still, both vessels were sunk.

Heregrihm was blown from the deck of his longship, clinging to an oaken plank to keep himself from being dragged to the bottom. The seas roiled, the goddess showing her displeasure with the young Ulfen Sea Reaver by casting him from one swell of ocean to the next. He breathed in gulps of air between racking chokes of sea water. But through it all, Heregrihm, son of Raseri the Iron Eye, held his gear up on his back and kept a weather eye upon the surface. Besmara would try his courage, tempt him to give up and accept her watery embrace, but Heregrihm would prove an unwelcoming lover. He bellowed to the sky, rage and blood and his Ulfen heritage amid the backdrop of roiling seas and lightning.

Through the raging seas he spotted it, a launch with two figures fighting their way through the waves. As it paddled closer to where Heregrihm waited, the two strangers realized too late that the survivor they’d spotted was that of an enemy. Bracing against the plank, the Sea Reaver hurled his boarding pike at the launch, hooking the ship and severely wounding one of the two aboard it. Heregrihm climbed into the launch, a sea monster bent on destruction and survival, killing both survivors and claiming the vessel.

Above him, the storm continued to rage, matching his own anger with each slam of thunder. Over the next few hours, he managed to find one other from the crew of the Helvetet Vantar, - Kesh - but of their captain and the others, there was no sign. Nor was there a sign of the vessel that had sank both their longship and the galleon they’d been pursuing.

At the mercy of the storm, the two found themselves forced along the tempest edges of the Eye of Abendego and smashed into the shore near Drenchport. Over the next few months, the two survivors, Heregrihm and Kesh made their way along the lines of islands, finding mercenary work where they could get it, taking what they needed when the work wouldn’t come. But they never found a crew willing to brave the journey north to their homelands nor one that would bargain their vessel to ply the shipping lains through which Ulfen ships were known to prowl.

In a more violent encounter where the two were not being paid their promised wages, Kesh was struck down, a cutlass opening his middle and spilling his guts like a fisherman opening his nets. Heregrihm fought his way out of the trap and into the alleyways of Port Peril.

Now alone, plenty of time for ale and anger, Heregrihm seeks out a new ship looking to hire on a mercenary of particular violence. Perhaps if he can’t make his way home to Bildt, then Heregrihm Skoningslos, son of Raseri the Iron Eye, would teach these southlanders the meaning of piracy.