Bone Legion Soldier

Humerus Fetch's page

279 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Snjórinn Verkirsson

Race

Skin-Walker (Fanglord)

Classes/Levels

Sorceror(Crossblood[Draconic, Orc]/Tattooed Sorceror) 1 (HP 9/9) (AC 13/13/10) (CMD 11) (Fort +2, Ref +3, Will -3) (Init +3) (Perception +5)

Gender

Male

Size

6'2"

Age

36

Alignment

Chaotic Good

Deity

Desna

Languages

Common

Strength 7
Dexterity 16
Constitution 14
Intelligence 11
Wisdom 5
Charisma 20

About Snjórinn Verkirsson

Appearance:
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]
Senses: See In Darkness, 60' Darkvision, Low Light Vision, Perception +5
Speed: 30 ft

AC: 13 (10 + 3 Dex)
Touch: 10 (13)
Flat-footed: 10 (10)

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:
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

Benefit: When you select this trait, choose one of the following benefits:
•proficiency with that specific weapon
•a +1 trait bonus on attacks of opportunity with that specific weapon
•a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

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
•2 claw attacks that each deal 1d4 points of damage
•+10-foot racial bonus to base speed
•See in darkness

Low-Light Vision (Ex):
Skinwalkers can see twice as far as humans in conditions of dim light.

Animal-Minded:
+2 Racial bonus on Acrobatic and Perception checks.

Type:
Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.

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):
At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.

This ability replaces her Eschew Materials bonus feat.

Bloodline Tattoos (Ex):
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.

Bloodline Arcana:
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Bloodline Arcana:
You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

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)
Flint and Steel (1)
Small Steel Mirror (10)
Acid Flask (10)

Coins: 10gp 0sp 0cp