Gorvald Thrimbyrson

Jorvik's page

13 posts. Organized Play character for TheBobJones.


Full Name

Jorvik the Booldspeaker

Gender

Skald (Fated Champion) 1

Size

M

Age

20

Alignment

Chaotic Good

Location

Currently: Kenabres

Languages

Common, Elven, Giant

Strength 17
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 8
Charisma 14

About Jorvik

About Jorvik the Booldspeaker, Skald 1 (Fated Champion) half-elf (Jadwiga/Snowcaster Elf)

--------------------
Character Sheet
--------------------

Jorvik the Booldspeaker
Male half-elf (Jadwiga/Snowcaster Elf) Skald (Fated Champion) 1
NG Medium humanoid (half-elf)
Init +4; Senses Perception +4

--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (8hp +2 +1 FCB)
Fort +4, Ref +1, Will +1; +2 Elven

--------------------
Offense
--------------------
Speed 30 ft.
Melee
cold iron Lucerne Hammer (+3 1d12 +4/×2)
spiked gauntlet (+3 1d4+3/×2)

Ranged
Ranged javelin (+1 1d6/x2)
Ranged Shortbow (+1 1d6/x2)

--------------------
Statistics
--------------------
Str 17
Dex 12
Con 14
Int 13
Wis 8
Cha 14

Base Atk +0; CMB +3; CMD 14

--------------------
Feats:
--------------------
Skald's Vigor: While maintaining a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.
Scribe Scroll (Skald class feature)
Skill Focus ((Perform (Oratory)) (Half-elf racial)

--------------------
Traits:
--------------------
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionary: +2 Initiative

--------------------
Skald Abilities:
--------------------
Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Cantrips: Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1–11: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells: A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC against a skald's spell is 10 + the spell's level + the skald's Charisma modifier.

Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.

The skald's selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald's choice. At each new skald level, he gains one or more new spells. Unlike spells per day, the number of spells a skald knows isn't affected by his Charisma score; the numbers on Skald Spells Known Table are fixed.

At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

2/2 1st Level Spells

Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)

6/6 times per day

--------------------
Skills:
--------------------
Acrobatics -1
Appraise +2
Bluff +2
Climb +3
Craft +1
Diplomacy +2
Disguise +2
Escape Artist -1
Handle Animal +2
Heal -1
Intimidate +2
Knowledge (All) +2
Knowledge (Local) +6
Perception +5
Perform (Oratory) +9
Ride -1
Sense Motive -1
Spellcraft +2
Stealth -1
Survival -1
Use Magic Device +6

--------------------
Racial Traits:
--------------------
+2 Ability (Strength)
Adaptability: Skill Focus (Perform Oratory)
Elven Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages Common, Elven, Giant

--------------------
Gear:
--------------------
Armor: Chain Shirt
Weapons: Lucerne Hammer, spiked gauntlets, javelin x2, short bow arrows (20)

Consumables

Other Gear

--------------------
Spells
--------------------
0 - Detect Magic, Open/Close, Read Magic, Resistance
1 - Grease, Saving Grace

background:
Descended from a most beautiful winter witch of Jadwiga (many consider her a close descendant of Baba Yaga, based upon her looks) and an unknown Snowcaster elf, Jorvik grew up wealthily and privileged in Irrisen's capitol city of Whitethrone. His half-elfness was never truly accepted in Whitethrone, so his mother often used him as an emissary to travel to other parts of the frozen north.

On these expeditions, Jorvik quickly adapted and learned about the diverse cultures he found himself in. He examined the fey creatures in Chillbright, and spent nights biovacing in the Hoarwood Forest in his home country. As the youth grew, his mother would send him further and further from his home as people continually bullied, and shunned him.

Jorvik began canvassing the north outside of Irrisen. He traveled to the Realm of the Mammoth Lords taking part in giant hunts, and hearing the Kellid Bloodspeakers tell tales of bold northern warriors. He quickly became infatuated with their abilities. The Bloodspeakers, more tolerant than many of his norther neighbors, took Jorvik in as one of their own. Jorvik began to spend more and more time with them, rarely returning to Whitethrone. Singing songs of slaying, inspiring the hunters to take down the massive mammoths, Jorvik finally felt a sense of belonging. Inevitably, the stories would always revolve around the Worldwound, and the old-timers exploits there. His quiet, reserved demeanor instantly transformed as he participated in battle. The mammoth lords quickly began to rely on Jorvik's prowess.

In his roaming he would occasionally spy a traveling band of Snowcaster elves, but they would always melt into the earth before he could approach them. He liked to believe it was his father, stealing glances at him.

One summer, while hunting with the mammoth lords, a visiting band from the Linnorm Kings arrived in camp. Not thinking that Jorvik hailed from their bitter enemies, the Irrisen, they welcomed Jorvik to their fires. Swapping stories, and snacking on dried caribou, Jorvik fell instantly in love with one of the young girls from the Linnorm party, Thingerd.

Like most young lovers, they stayed up talking until the sun dipped down, but never quite set in the ever-long days of summer in the north. The youths instantly formed a plan to 'run away' to the south. Thingerd knew her parents would never allow her to court the half-elf, even more so if they new he was a son of a white witch. Jorvik holding no ties to anyone, quickly agreed.

As the youths made their way south, they quickly realized that their puppy love was melting quicker than a snowball atop a brazier. They grew increasingly tired of each other the further south they traveled. After a particularly drawn out argument, Thingerd decided to return to her father's house in the north, and Jorvik decided to stay in the south and make his way in the world.

He now finds himself in Mendev, Kenabres specifically. Quiet, reserved, once battle begins and the blood of the north sends him into a rage, singing of his people takes over, Jorvik becomes a fierce warrior. He inspires his comrades to greater power, yet can still fell foes with his mighty hammer.