Golem-Breaker

Hufsa Járntunga's page

18 posts. Alias of Black Dow.


Race

Dwarf

Classes/Levels

Oathbound (Oath of Vengence) Divine Defender Paladin 1

Gender

Female

About Hufsa Járntunga

LG Medium Humanoid
Favoured Class: Paladin

Spoiler:

Favoured Class options:
+1 HP – Levels
+1 Skill Point
Add a +1 bonus on concentration checks when casting Paladin spells

Speed: 20ft. (unarmoured and armoured)
Init: +0
Senses: Perception +0
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DEFENSE *
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AC 15/16 (shield) (10 Base, +1 Dex, +4 MW Chain Shirt Armour, +1 Light Darkwood Shield)
Touch AC 11 (10 Base, +1 Dex)
Flat Footed AC 14/15 (shield) (10 Base, +4 MW Chain Shirt Armour, +1 Light Darkwood Shield)
HP 42 (24+10+8 Con)
Fort: +6 Ref: +5 Will: +5 **/***

*+4 racial dodge bonus to AC against monsters of the giant subtype.

** +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

*** Cloak of Resistance: +1 resistance bonus to all saving throws

CMD 16 (10+3BAB+2STR+1DEX)
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OFFENSE */**
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BAB: +3
Melee: +1 Fire Forged Steel Dwarven Longhammer +7 [2d6+4/x3] or Cold Iron Dwarven Maulaxe +6 [1d6+2/x3]
Ranged: MW Heavy Crossbow +5 [1d10/19-20] 120ft. Range orCold Iron Dwarven Maulaxe +5 [1d6+2/x3] 10ft. Range.

*+1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
**+1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Touch Spells: +1
Ranged Touch Spells: +1

CMB: +5 (+3BAB+2STR)
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STATISTICS

20pt buy:

CHA was allocated 10 points. STR 5 points. WIS and CON 2 points each. Dex granted the remaining 1 point. +2 Racial Bonus added to CON & WIS, -2 racial penalty imposed on CHA.

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STR 14 DEX 11 CON 14
INT 10 WIS 14 CHA 14

RACIAL ABILITIES:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
Surface Survivalist: Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (cold chosen) as one step less severe. This racial trait replaces darkvision.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

CLASS ABILITIES - Savage Skald Bard:

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around her, including herself if desired. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier (Husfa can use it for 6 rounds per day). At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that she has mastered, as indicated by her level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If she fails this check, the attempt still counts against her daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces Fascinate.

Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

FEATS
Breadth of Experience [Starting Feat]: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Weapon Focus: Hammer [Fighter Feat]: +1 to hit using hammers.

TRAITS
Warrior Poet – [Region - Land of the Linnorm Kings/Dwarf]: You gain a +1 trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 trait bonus on Fortitude saves in any round in which you use a bardic performance ability.
Propitation – [Religion – Dwarven Pantheon]: At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (Local). You gain a +2 trait bonus on that skill until the start of the next day.
Strength of the Land – [Magic – Dwarf]: You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.
Monster Hunter – [Campaign]: Gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

SKILLS
Bard: 6 per level (+1 Int bonus) = 7 skill points per level.
Fighter: 2 per level (+1 Int bonus) = 3 skill points per level.

Acrobatics: +4 [1 Rank; +3 Class; +1 Dex; -1 AC penalty]
Bluff: +6 [1 Rank; +3 Class; +2 Cha]
Climb: +6 [2 Ranks; +3 Class; +2 Str; -1 AC Penalty]
Diplomacy +6 [1 Rank; +3 Class; +2 Cha]
Intimidate: +8 [2 Ranks; +3 Class; +2 Cha; +1 trait bonus]
Linguistics [1 Rank; Giant learned]
Knowledge (Arcana): +6 [1 Rank; +3 Class; +1 Int; +1 Bardic Knowledge] **
Knowledge (Dungeoneering): +7 [2 Ranks; +3 Class; +1 Int; +1 Bardic Knowledge]**
Knowledge (History): +6 [1 Rank; +3 Class; +1 Int; +1 Bardic Knowledge] */**
Knowledge (Nature): +7 [1 Rank; +3 Class; +1 Int; +1 Trait; +1 Bardic Knowlege] **
Perception: +7 [3 Ranks, +3 Class, +1 Wis]
Perform (Oratory): +8 [3 Ranks; +3 Class; +2 Cha]
Ride +5: [1 Rank, +3 Class, +2 Dex, -1 AC Penalty]
Sense Motive: +6 [2 Ranks; +3 Class; +1 Wis]
Spellcraft +5 [1 Rank; +3 Class; +1 Int]
Survival: +5 [1 Rank; +3 Class; +1 Wis]

* +2 racial bonus on Knowledge (History) checks that pertain to dwarves or their enemies.
** +1 trait bonus on Knowledge checks relating to dwarves (history, construction, magic, enemies etc).

LANGUAGES [3]: Common, Dvergr (Dwarven), Skald, Jotunn (Giant)

SPELLS KNOWN

0 LEVEL:6
Dancing Lights
Mending
Know Direction
Read Magic
Resistance
Sift

1st LEVEL:4 (Can Cast 4 per day)
Chord of Shards
Compel Hostility
Cure Light Wounds
Remove Fear

COMBAT GEAR: +1 Fire Forged Steel Dwarven Longhammer, MW Cold Iron Dwarven Maulaxe, MW Heavy Crossbow, 10 MW Crossbow bolts; MW Chain Shirt, Barbed Vest, +1 Cloak of Resistance; Light Darkwood Shield, Weapon Blanche - Adamantine (1 dose), 5 iron vials containing: Potions of Cure Light Wounds, Cure Moderate Wounds, Endure Elements,Protection from Arrows & Remove Fear respectively.

OTHER GEAR: MW Backpack (holds): Waterproof Sack (holding Travelling Spellbook), Bedroll, Trail Rations (2 days), Sunrods (4), Waterskin (water), Waterskin (Linnorm Mead); Explorers Outfit, Belt Pouch #1 (holds coin), Belt Pouch #2 (holds Flint & Steel, Whetstone, Kaava Musk x2 doses); Spell Component pouch; Map/Scroll Case x2; Signal Horn – Encumbrance: 00.0 lbs (Light Load – 00.0 max)

COIN & TREASURE

GP: 257
SP: 18
CP: 20

MOUNT: Nótt (Black War Pony):

Nótt ; War Pony - CR 1

N Medium animal
Init +3; Senses low-light vision, scent; Perception +7

DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +2 Natural Armor, +3 Studded Leather Barding)
hp 17 (2d8+8)
Fort +7, Ref +6, Will +2

OFFENSE
Speed 40 ft.
Melee 2 hooves –1 (1d3+2)

STATISTICS
Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +7

EQUIPMENT: Studded Leather Barding, Military Saddle, Bit & Harness, Saddlebags; 5 days feed, 2 x 1 lb. Gold trade bar (each worth 50gp), Bedroll, Winter Blanket, 50ft. Hemp rope,

Appearance

Age: 59 Height: 3’11 Weight: 187 lbs.

The strong young dvergr before you holds her head proudly high. Hard blue eyes fierce with pride are framed with golden tresses braided like a warrior. She stands clearly strong of both limb and spirit, silently challenging any who meet her intense gaze to a contest of words or arms... However when she does speak, it is stirring words of heroic sagas, both of the ancient past and those yet to come, those which call you and her to a shared fate...

Faith

Hufsa worships the entire dwarven pantheon, giving grace and petition to each and all as a situation dictates.

Background:

Hailing from Kalgard and dottir to one of huscarls serving King Sveinn Blodeagle, Husfa has lead a fortunate life. Early in her childhood she showed acute interest in the sagas and epic tales of monstrous foes told by the court Skalds, spending hours enthralled by the langhus fire pit.

Her love of the sagas went beyond a enthusiastic ear, as she grew Husfa badgered her pater to be indentured into the service of the Skalds of the Undercroft; keepers of oral tradition and the great histories of the North.

Relenting Husfa’s father gave his blessing and the headstrong child spent her formative years lucky enough to be trained by Bregan the Blind; famed poet and oracle of the earth. Through his guidance she learned not only the skills and magicks of Kalgard’s warrior-poets, but also to truly venerate the dwarven pantheon as a group. As such she calls upon the blessing and curses of all the dwarven gods when her own considerable skills require fortification.

It was during her time training as a skald, that Husfa’s harsh words, withering insults and hard wit earned her the name “Járntunga” which means “Iron-tongue” in the language of the Nordmen. She suffers not fools, and although somewhat reckless and fearless in her own pursuit of glory and a place in Northern lore, she is not frivolous nor flowery with her odes and words. Husfa’s poetry is cold and hard like the land that spawned her.

She is however, dangerously curious of monstrous foes and beasts of legend. In true Linnormer tradition she seeks legendary creatures to prove herself against, to add to her own repute and skein of fate, and it is this compulsion that has drawn her to Varisia, and Sandpoint, where tales of the Sandpoint Devil and Murdermaw abound.

Words to Describe: