About Snjórinn VerkirssonAppearance:
Snjorrin is a tall, whip-thin humanoid with pale skin, glowing green eyes, and spiky black hair. Although typically clad snugly in thick winter robes, liberally festooned with fur, his body is a complex network of scars and soot-based tattoos, memorialising every significant event in his past. Background:
Snjorrin grew-up as the bastard half-breed (although strongly favoring his human ancestry) spawn of an insular Orc tribe deep in the wilderness of the Kodar mountains, on the edge of the Algid Wastes, on the border of Southern Irrisen. In keeping with the harsh climate, life was hard for the tribe at the best of times, which supplemented its hunter-gatherer diet with occasional raids across the border into Irrisen for food and slaves (the two categories not necessarily being mutually exclusive).
Whilst as strong as an average human, compared to his hulking Orc brethren, Snjorrin was never considered particularly strong, but he was nonetheless capable of taking the punishment dished-out by his larger brethren, and smart enough to ingratiate himself with the tribe's shaman, who took him on as an apprentice. Luckily for him, it turned out that he had an aptitude for magic; as it happened, his mother was a 4th generation Jadwiga from a minor family line that had fallen on hard times, and the mixture of Irrisen ice magic and fiery orc rituals awakened something primal within him, which he was able to capitalise upon to give him some ammunition to fight back against those physically stronger then himself, and offering him a wellspring of endurance that he could tap into when his skills failed him. In time, Snjorrin came to revel in the pain delivered to him by his tormentors, and took to the ancient arts of tattooing and scarification to augment his appearance, and magical abilities. Realising that he would, ultimately, fare... poorly if he remained with the tribe, he petitioned (and was granted) permission by his mentor to visit Brimstone Haruspex, where he studied with the shamans for a time, before striking out on his own. Initially, he went to Wyvernsting, the greatest Orc settlement in the North of Belkzen, where he offered his services as a healer and bone-setter. However, after a time, he came to realise the truth of existence in Belkzen: That only might was respected, with everything else being considered contemptible weakness. Desiring to be the ultimate arbitrator of his own existence, he struck out on his own, exploring the lands to the south. There, his essentially non-orcish features enabled him to mingle with the local human population, although he strange, green-glowing cats eyes made many suspect him of having some fiendish taint. Eventually, he fell in with a band of traveling Varisians, who passed on their love of travel, their faith in Desna, and more importantly, their skill with starknives. Over the years, Snjórinn has traveled far and wide, experiencin a great deal of the variety of life that the Inner Sea Region has to offer... but always on the edge of perception is The Beast, ready to capitalise on a moment of rage, in order to lay waste to all who oppose him. Initiative: +7 [+3 Dex + 4 Familiar]
AC: 13 (10 + 3 Dex)
Hit Points: 9/9 Fort: +2 Ref: +3 Will: -3 +8 on Vs Charm or Compulsion effects Combat:
Base Atk: +0; CMB: +3; CMD: 11 Cold Iron Starknife: +5 to hit; 1d4+5 damage; crit 20/x3; Type P
Skills:
Skill Points per level: Sorceror: 2 (Class) + 0 (Intelligence) Acrobatics +5 (+3 Dex + 2 Racial) Appraise +0 Bluff +9 (+5 Cha + 1 rank + 3 class skill) Climb -2 Craft(Any) +0 Diplomacy +5 Disguise +5 Escape Artist +3 Heal -3 Intimidate +5 Perception +5 (-3 Wisdom + 1 rank + 3 class skill + 2 Racial + 2 Alertness) Perform(Any) +5 Ride +3 Sense Motive -1 (-3 Wis + 2 Alertness) Stealth +3 Survival -3 Swim -2 Trait:
Irrepressible: Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. Heirloom Weapon:
Benefit: When you select this trait, choose one of the following benefits:
Note: You pay the standard gp cost for the weapon.
Feats:
1st: Divine Fighting Technique (Desna) 3rd: Craft Wondrous Item 5th: Point Blank Shot 7th: Precise Shot 9th: Mauler's Endurance 11th: Empower Spell 13th: Quicken Spell 13th (Sorceror Bonus Feat): Toughness 15th: Spell Penetration 17th: Greater Spell Penetration 19th: 19th (Sorceror Bonus Feat): Improved Initiative Racial Abilities:
Change Shape (Su):
A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: •Bite attack that deals 1d6 points of damage
Low-Light Vision (Ex):
Animal-Minded:
Type:
Class Features:
Familiar Tattoo (Su):
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power. Mage's Tattoo (Ex):
This ability replaces her Eschew Materials bonus feat. Bloodline Tattoos (Ex):
Bloodline Arcana:
Bloodline Arcana:
Spells:
Cantrips: Acid Splash, Disrupt Undead, Penumbra 1st (0/5 used): Burning Hands
Equipment:
Cold Weather Outfit Cold Iron Starknife (48) Spring-loaded Wrist Sheath #1 - (5) Spring-loaded Wrist Sheath #2 - (5) Spell Component Pouch x2 (10) MW Backpack: (50) Belt Pouch: (1)
Coins: 10gp 0sp 0cp
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