Ezren

Hrunndalf Jarlsson's page

1,410 posts. Alias of Catharsis.


Full Name

Hrunndalf Jarlsson

Race

Human (Ulfen)

Classes/Levels

Oracle of Battle 10

Gender

Male

Size

Imagine a century-old oak tree. Hrunndalf is as tall as a 2-meter tall man standing next to it.

Age

A man grown.

Special Abilities

Battle clarity.

Alignment

NG

Deity

Loose affinities to Pharasma, Iomedae, Gorum, Desna.

Location

Sandpoint

Languages

Skald, Taldane, Terran, Tien, Infernal

Homepage URL

Image

Strength 20
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 10
Charisma 14

About Hrunndalf Jarlsson

Spoilers for organization only.

HP: 78 (out of 78)
AC: 23, Touch 11, Flat-footed 22 (includes Magic Vestment).
Saves: Fort +7, Ref +6, Will +9
Spell slots available:
0: unlimited
1: 7 (out of 7)
2: 7 (out of 7)
3: 4 (out of 7) (fixed expenses: 2x Create Food and Water, 1x Magic Vestment)
4: 5 (out of 5)
5: 3 (out of 3)
Conditions:
Active spells: Magic Vestment

Description:

Clad in mail and wolfskin, a fearsome greatspear in hand and a warhammer on his side, Hrunndalf may easily be mistaken for a barbarian at first sight. But born a bastard son to a lesser jarl in the Lands of the Linnorm Kings, he is no stranger to civilization, manners, grooming, and reading (though not necessarily fast reading). He keeps his straw-blond mane in a tidy braid and his beard in a trim goatee, and makes a good-natured impression most of the time.

That said, Hrunndalf's true vocation lies in battle. When the blood roars in his veins, when all distractions clear from the mind, when time slows down to a trickle and death is only a single wrong move away, that's when he feels most alive. It is in these moments that he transcends his mortal bounds and attains a fleeting glimmer of divinity, each one bringing him a step closer to enlightenment. Friendly sparring or the petty squabbles common among his ancestral tribes hold no interest for him, and starting a fight for no reason is blasphemy in his eyes. Divinity does not come easily after all. Only where there is real danger and a worthy cause, there are revelations to be earned.

Thus, when Ameiko Kaijitsu and her adventuring group passed through his homeland, he was impressed and fascinated by the sense of purpose and destiny she displayed, in stark contrast with the pointless feuds of his own people. Her breathtaking exotic beauty did the rest -- Hrunndalf packed his arms and armor, and accompanied them henceforth as a strongarm, healer, and liaison to the Ulfen people. He never looked back. Through shared dangers and experiences, he grew close to Ameiko.

The adventuring group soon broke up, and as Ameiko settled down in Sandpoint, Hrunndalf continued to roam Varisia on the search for new challenges, training, and insight. His paths always seem to bring him back to Sandpoint sooner or later, though. Those who know him need not ask why.

Character Sheet:

HRUNNDALF JARLSSON

NG Male Human Oracle (Battle) 10 (Favored Class)
Medium Humanoid (Human)

Init +1 (roll twice, use better result; always act in surprise rounds); Senses: Perception +12

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DEFENSE
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AC: 21 (+9 armor, +1 Dex, +1 Natural), 11 touch, 20 flat-footed

HP: 78 (9 x [1d8 + 2 (Con) + 1 (Favored Class)], max at 1st)

Saves: Fort +7, Ref +6, Will +9
Special Save Modifiers: Battle Clarity (reroll save-or-suck with +4 insight 2/day), +4 bonus vs sonic and mind-affecting, +2 resistance bonus.

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OFFENSE
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Speed: 40 ft (30 ft in armor)

Melee: Þrumublað (+1 shock Guisarme) +15/+10 (2d4 + 10 slashing/piercing + 1d6 electricity, 19–20/x3, reach) or +1 Cold Iron Morningstar +14/+9 (1d8 + 10 bludgeoning, x2) or Masterwork Greatsword +14/+9 (2d6 + 9 slashing, 19–20) or Masterwork Throwing Axe +14/+9 (1d6 + 6 slashing, x3) or Spiked Gauntlet +13/+8 (1d4 + 6 piercing, x3) or Sap +13/+8 (1d6 + 6 nonlethal, x2)
Melee Modifiers: Weapon Focus (Guisarme); Improved Critical (Guisarme); +2 to hit foes that threaten Ameiko; Power Attack (-2 to hit, +6 to damage); Combat Reflexes (2 AoOs/round, can make AoOs flatfooted)

Ranged: Masterwork Throwing Axe +9 (1d6 + 6 slashing, x2), Javelin +8 (1d6 + 6 piercing, x2)
Ranged Modifiers: +2 to hit foes that threaten Ameiko

Special Attacks: Trip using guisarme (CMB +20, reach)

Oracle Spells Known (CL 10, +13 melee touch, +8 ranged touch):
5 (3/day) Mass Cure Light Wounds, Breath of Life, Righteous Might (Mystery)
4 (5/day) Cure Critical Wounds, Luxan Tongue Strike (= Spit Venom; DC 17), Wall of Fire (Mystery), Divine Power
3 (7/day) Cure Serious Wounds, Magic Circle Against Evil, Magic Vestment (Mystery), Create Food and Water, Borrow Fortune
2 (7/day) Cure Moderate Wounds, Bull's Strength, Fog Cloud (Mystery), Summon Armor, Lesser Restoration, Bear's Endurance
1 (7/day) Cure Light Wounds, Shield of Faith, Divine Favor, Enlarge Person (Mystery), Murderous Command (DC 14), Endure Elements, Deadeye's Lore
0 (at will) Light, Stabilize, Mending, Detect Magic, Guidance, Purify Food and Drink, Detect Poison, Virtue, Read Magic

Magic Consumables: 2 potions of CLW, 1 potion of CMW, Wand of Shield, 1 charge; 1 wand of Shield CL 3, 11 charges; wand of Longstrider, 15 charges (spread over 2 wands); 2 wands of Cure Light Wounds, 60 charges in total; 1 scroll of Remove Disease (party item), 1 scroll of Cleanse (party item), 1 wand of Lesser Restoration, 11 charges; 1 wand of Mirror Image, 18 charges; 1 wand of Magic Missile, CL 7, 25 charges.

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STATISTICS
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Str: 22, Dex: 12, Con: 14, Int: 8, Wis: 10, Cha: 16

BAB: +7; CMB: +13 (+18 for Trip); CMD: 24 (26 vs Trip)

Traits: Dangerously Curious, Best Friend (Ameiko; Campaign Trait)

Feats: (1) Extra Revelation, (H) Extra Revelation, Weapon Focus: Guisarme (from Weapon Mastery revelation), (3) Power Attack, (5) Combat Reflexes, (7) Quick Draw, Improved Trip (from Maneuver Mastery revelation), Improved Critical: Guisarme (from Weapon Mastery revelation), (9) Extra Revelation.

Skills: Acrobatics +1 (-4 in armor), Climb +6 (+1 in armor), Diplomacy +20, Intimidate +17, Linguistics +1, Perception +12, Profession: Engineer +4, Ride +5 (+0 in armor), Sense Motive +4, Swim +6 (+1 in armor), Use Magic Device +15
Skill Modifiers: -5 armor check penalty, +2 trait bonus to Diplomacy, +1 trait bonus to UMD, UMD is a class skill, +1 morale bonus to Charisma-based skill checks, +2 Stealth from Shinobi shozoku.
Skill Rank Allocation: 10 x (4 class - 1 Int + 1 human) = 40 ranks: Diplomacy 9, Intimidate 10, Linguistics 2, Perception 9, Profession: Engineer 1, Ride 1, Sense Motive 1, UMD 7

Languages: Taldane, Skald, Terran (Oracle curse), Tien, Infernal (Oracle curse), Halfling

Combat Equipment: Þrumublað (+1 Shock Guisarme), Guisarme, +1 Cold Iron Morningstar, Warhammer, 2x Masterwork Throwing Axe, Throwing Axe, Masterwork Greatsword, Spiked Gauntlet, Sap, 3x Javelin, Masterwork Full Plate, Studded Leather for "covert ops", Amulet of Natural Armor +1, Terra Cotta Warrior.
Utility Equipment: Backpack (2 gp), Bedroll (0.1 gp), Hemp Rope (1 gp), Waterskin (1 gp), Whetstone (0.02 gp), Trail Rations x5 (2.5 gp), Soap (0.01 gp), Flint and Steel (1 gp), Journal, Inkpen (0.1 gp), Ink (8 gp), Sandru's Complete Cold Weather Gear, posh clothing and jewelry (100 gp), Boots of the Winterlands (group rebate), Sauna Gear (1 gp), 2x antitoxin, Shinobi shozoku, Boots of Striding and Springing.
Money: 579.1 gp and 100 gp of debt to Hrithik.

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SPECIAL ABILITIES
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Racial Abilities:
Bonus Feat: 1 extra feat at 1st level
Bonus Skill: 1 extra skill point per level

Class Abilities:
Mystery: Battle. Add Intimidate, Knowledge (engineering), Perception, and Ride to class skills.
Bonus Spells: Enlarge Person, Fog Cloud.
Oracle's Curse: Tongues. In times of stress or unease, you speak in tongues. Pick one of the following languages: Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. Infernal At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Orisons
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.
Weapon Mastery (Ex): Select one weapon with which you are proficient (Guisarme). You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Maneuver Mastery (Ex): Select one type of combat maneuver (Trip). When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.
Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.

Trait Abilities:
Dangerously Curious: +1 trait bonus to Use Magic Device, always a class skill
Best friend (Ameiko; Campaign Trait): Gain +4 Diplomacy, always a class skill; +4 to Relationship score with Ameiko; +2 to attack foes who threaten Ameiko. (Updated by Relationship boon.)

Claimed Items:
  • +1 cold iron heavy mace (2,158 gp)
  • Spiked gauntlet (2.5 gp)
  • 2x Masterwork throwing axe (308 gp)
  • Shinobi shokozu (25 gp)
  • Hnefatafl board (240 gp) ==> given to Myriana
  • Amulet of natural armor +1 (1,000 gp)
  • Arm-ring with freshwater pearls (250 gp) ==> sold to Kjaerulff
  • Terra Cotta Warrior (8,000 gp). Once per day, the possessor of this terra-cotta talisman can reroll a single attack roll as an immediate action, with a +1 luck bonus on the reroll, and keep the most favorable result. The talisman also contains a small vestige of the spirit of a warrior that can be called upon once per day as a standard action to manifest itself as the spell spiritual ally, caster level 7.
  • 19,749.5 gp of share-balancing money

Total value: 31,733 gp.

Relationships:

Ameiko: Competitive +33 (love interest). +3 Cha, +4 trait, +1 2nd-level Insult, +1 Kaijitsu message delivery, +1 3rd level blanket increase, +2 3rd-level Insult, +1 Amatatsu seal delivery, +1 4th level targeted increase, +2 4th level Insult, +1 5th level blanket increase, +1 pissing off the ninjers, +1 5th level Insult, +1 6th level targeted increase, +3 rescue from Kimandatsu, +1 Suishen, +1 7th-level blanket increase, +1 7th-level Insult, +1 8th-level targeted increase, +1 dragonslaying, +1 8th-level Insult, +1 9th-level blanket increase, +1 9th-level Insults, +1 Tian Xia, +1 10th-level targeted increase.
Sandru: Competitive +23 (rival). +3 Cha, +1 caravan expansion, +1 3rd-level blanket increase, +3 2nd- and 3rd-level Insults, +2 4th-level Insult, +1 5th level blanket increase, +2 5th level Insult, +1 sake, +3 rescue from Kimandatsu, +1 7th-level blanket increase, +1 8th-level Insult, +1 9th-level blanket increase, +1 10th-level Insult, +1 rice beer.
Shalelu: Friendly +22 (peer) +3 Cha, +2 2nd-level Gift, +1 goblin-bane, +1 3rd-level blanket increase, +2 3rd-level Gift, +2 4th-level Gift, +1 5th level blanket increase, +1 5th-level Gift, +3 rescue from Kimandatsu, +1 7th-level blanket increase, +1 7th-level Gift, +1 Snowcaster, +1 lakeside camping, +1 quiver, +1 8th-level Gift, +1 9th-level blanket increase.
Koya: Friendly +22 (mother figure) +3 Cha, +2 2nd-level Gift, +1 3rd-level blanket increase, +2 3rd-level Gift, +1 reconsecration of Brinewall temple, +1 4th-level Gift, +1 5th level blanket increase, +2 5th level Gift, +1 Helgarval, +3 rescue from Kimandatsu, +1 7th-level blanket increase, +1 7th-level Gift, +1 Kjaerulff's map, +1 8th-level Gift, +1 North Pole, +1 9th-level blanket increase.

Benefits: +1 morale bonus to Charisma-based skill checks.

Trading insults with Ameiko has sharpened your wits and toughened your sensibilities. You get a +4 bonus on saving throws against sonic and mind-affecting attacks.