Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2
Size
M
Age
20
Alignment
Neutral Good
Deity
Desna
Location
North
Languages
Common, Elven, Skald
Strength
19
Dexterity
16
Constitution
16
Intelligence
12
Wisdom
10
Charisma
15
About Jorvik_RoW
About Jorvik the Bloodspeaker:
Jorvik
Half-elf ranger (falconer) 4/skald (fated champion) 3 (Pathfinder RPG Advanced Class Guide 49, 114, Pathfinder RPG Ultimate Combat 67)
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +10
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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
hp 65 (7 HD; 3d8+4d10+23)
Fort +10, Ref +9, Will +5; +2 vs. enchantments
Immune sleep; Resist cold 2
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Offense
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Speed 30 ft.
Melee mwk cold iron lucerne hammer +11/+6 (1d12+6) or
. . mwk handaxe +11/+6 (1d6+4/×3) or
. . spiked gauntlet +10/+5 (1d4+4)
Ranged +1 adaptive seeking greenwood composite longbow +10/+5 (1d8+5/×3)
Special Attacks combat style (archery), favored enemy (humans +2), rage power (ferocious mount[APG]), raging song 11 rounds/day (inspired rage, song of marching)
Skald (Fated Champion) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—chord of shards[UM] (DC 13), cure light wounds, saving finale[APG] (DC 13), windy escape[ARG]
. . 0 (at will)—know direction, light, mage hand, open/close (DC 12), read magic, resistance
Ranger (Falconer) Spells Prepared (CL 1st; concentration +1)
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Statistics
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Str 18, Dex 16, Con 16, Int 12, Wis 10, Cha 15
Base Atk +6.25; CMB +10; CMD 24
Feats Boon Companion, Endurance, Point-Blank Shot, Precise Shot, Scribe Scroll, Shielded Caster[APG], Skald's Vigor[ACG], Skill Focus (Perform [oratory])
Traits northern ancestry, reactionary
Languages Common, Elven, Skald
SQ bardic knowledge +1, elf blood, favored terrain (cold +2), rage powers, track +2, versatile performance (oratory)
Combat Gear cold iron arrows (50), potion of enlarge person (2), potion of greater magic fang, potion of owl's wisdom, scroll of cure moderate wounds, cure moderate wounds, scroll of returning weapon, scroll of tree stride, alchemist's fire; Other Gear +1 mithral agile breastplate[APG], +1 adaptive seeking greenwood composite longbow (+4 Str), Fey slaying arrow, Plant slaying arrow, searing arrow[APG] (2), arrows (20), blunt arrows[APG] (20), mwk cold iron lucerne hammer[APG], mwk handaxe, spiked gauntlet, belt of physical might +2 (Dex, Con), cloak of resistance +1, hex nail, ring of protection +1, basic maps (major landmarks only), cleats[APG], cold weather outfit, flint and steel, furs[APG], knife, utility (0.5 lb), masterwork artisan's tools, mess kit[UE], silk rope (50 ft.), skis[UE], snow goggles[UE], snowshoes[APG], waterskin (2), 6,095 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Cold +2) (Ex) +2 to rolls when in Favored Terrain (Cold).
Ferocious Mount (Ex) Your mount rages, too.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (standard action, 11 rounds/day) (Su) Song can inspire allies in a variety of ways.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shielded Caster +4 to concentration if adj ally has same feat, more if they have a shield. Halve Conc DC increases.
Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.
Track +2 Add the listed bonus to survival checks made to track.
Versatile Performance (Oratory) +14 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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Jorvik Rybalt, descended from a Jadwiga winter witch of Irrisen(a descendant of Harcartha) and an unknown Snowcaster elf, grew up wealthy and privileged in Irrisen's capitol city of Whitethrone. His half-elfness was never truly accepted in Whitethrone, so he was often the target of torment from the other boys and girls. Recognizing his torment, and sadden by the loss of her lover, Jorvik's mom shipped him off, but not before Jorvik made a few inroads with some liked minded Irrisens.
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 northern 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 knew 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.
Finding himself in Mendev, Kenabres specifically, he searched for a purpose. Being the quiet, reserved youth he found fitting in more difficult than with the bullies of Irrisen. Spending little time in the city, he once more returned to his homeland, hoping to reconnect with the like-minded youths, Heralds of Summer's Return.
Jorvik is a capable warrior, once battle begins and the blood of the north sends him into a rage, and the singing of his people takes over.
Animal Companion - Falcon
Heafoc
Size Small; Speed 10 ft., fly 80 ft. (average);
HD 2
HP 6/6
Ability Scores: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6;
Saves:Fort +4, Ref +6, Will +2
Skills: Fly +7, Perception +6
Feat: Weapon Finesse (Natural Weapons)
Special Qualities low-light vision
Tricks: Free Trick Distract (DC 20; bird only)
The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken for 1 round.
Air Support (DC 20): An animal trained in air support knows the attack, bombard, and deliver tricks Aid (DC 20): The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply.
Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.
Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature..