Sveinn Blood-Eagle

Kveldúlfr the Wanderer's page

8 posts. Alias of Black Dow.


Race

Also known in The Northlands as:
Miǫðvitnir ("The Mead Wolf"); Frosthár ("Frost-hair") and Einn-Vanrheimili ("One Without Home")

Classes/Levels

Male Northlands Human Unchained Monk (Wanderer) 1| HP 12/12 | AC 14/T14/FF13 | F+4, R+3, W+3 | Perc +7; Low Light Vision | Init +1 | Move: 30ft.

About Kveldúlfr the Wanderer

hrusan heolstre biwrah, ond ic hean þonan
in the darkness of the earth, and I, wretched, from there
wod wintercearig ofer waþema gebind,
travelled most sorrowfully over the frozen waves,
sohte seledreorig sinces bryttan,
sought, sad at the lack of a hall,a giver of treasure,
hwær ic feor oþþe neah findan meahte
where I, far or near, might find
þone þe in meoduhealle mine wisse,
one in the meadhall who knew my people,
oþþe mec freondleasne frefran wolde, wenian mid wynnum.
or wished to console the friendless one, me,
Wat se þe cunnað
He who has tried it knows.
hu sliþen bið sorg to geferan
how cruel is sorrow as a companion
þam þe him lyt hafað leofra geholena:
to the one who has few beloved friends:
warað hine wræclast, nales wunden gold,
the path of exile holds him, not at all twisted gold,
ferðloca freorig, nalæs foldan blæd.
a frozen spirit, not the bounty of the earth

- excerpt of The Wanderer (Old English poem)

Male Human (Northlander) Unchained Monk (Wanderer archetype) 1

Lawful Neutral Medium Humanoid (Human)

Favoured Class: Monk

Favoured Class Options:

+1 HP
+1 Skill Point (Selected @ 1st Level)
+1/4 point to the monk's drekkjarhorn (ki pool).

Speed: 30ft Unarmoured/30ft Armoured
Init: +1
Senses: Perception +7; Low Light Vision

DEFENSE:

AC 14 (10 Base, +1 Dex, +3 Wis)
Touch AC 14 (10 Base, +1 Dex, +3 Wis)
Flat Footed AC 13 (10 Base, +3 Wis)
HP 12 (1d10 [10]; +2 Con)
SAVES*: Fort +4 Ref +3 Will +3
CMD: 17 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +1
Melee: Unarmed Attack +3 (1d6+2/x2) or Hand Axe +3 (1d6+2/x3) or Spear +3 (1d8+3/x3)
Ranged: Spear +2 (1d8/x3 Range 20ft.*) or Dagger +2 (1d4+2/19-20 Range 10ft*.)
CMB: +3 (BAB+STRMod+SizeMod)
Special Attacks: Flurry of Blows

* Move at least 10 feet before making an attack with a thrown weapon, add 10 feet to the range increment of the weapon thrown.Usable once per round.

STATS

STR 15 (+2); DEX 12 (+1); CON 14 (+2); INT 12 (+1); WIS 16 (+3); CHA 8 (-1)

20 PT STAT BUILD:

3 Points - STR (13+2) = 15
2 Points - DEX (12) = 12
5 Points - CON (14) = 14
2 Points - INT (12) = 12
10 Points - WIS (16) = 16
-2 Points - CHA (8) = 8

RACE ABILITIES

Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (STR chosen)
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Northlander Humans begin play speaking the Northern Tongue. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic), with many Northlander's speaking Dwarvish.
Feat & Skill Racial Traits
Bonus Feat: Humans select one extra feat at 1st level. (Additional Traits chosen.)

UNCHAINED MONK (WANDERER) CLASS ABILITIES

For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Northern monks refer to their ki pool as their drekkjarhorn (“drinking horn”), and speak of “taking a draught” rather than “expending ki.” Many of their stances and techniques mimic the shape of runes.

Some monks wander the world in humility to learn and to share wisdom and philosophy from their teachers with those they meet, often aiding those who are in need.

Weapon & Armour Proficiency:

Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus:

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Far Traveller (Ex):

At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon.

This ability replaces the bonus feat gained at 1st level.

Bonus Feat:

At 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows:

At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist:

At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Attack:

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

FEATS

Additional Traits (General) - Starting Character Feat:

You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Rune Mastery (Metamagic) - Bonus Racial Feat:

You are wise in the lore of one or more runes.

Prerequisites: Wis 12+
Benefits: Select 2 runes from the list. You gain the mastery bonus of each of these runes and a +2 insight bonus when carving them onto an item with the Craft skill.

Runes chosen: Kaunen & Ingwaz

Improved Unarmed Strike (Combat) - Bonus Class Feat:

You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Stunning Fist (Combat) - Bonus Class Feat:

You know just where to strike to temporarily stun a foe.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

TRAITS

Weathered Emissary (Social Trait):

Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants.

Benefit(s): You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

Strong Arm, Supple Wrist (Combat Trait):

You have been trained in the javelin and the spear, and know how to make the best use of your momentum.

Benefit: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Martial Manuscript (Faith Trait):

You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating.

Benefit(s): You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon.

Skraeling Heritage (Midgard Northland Regional Trait:

Growing up in the icy wastes, you swiftly learned the value of a well kindled fire.

Benefit(s): Once per day you can use the spark cantrip as a spell-like ability (treat your character level as the caster level). If you wield a torch or other nonmagical flaming object as a weapon, you get a +1 trait bonus to damage.

RUNES

Kaunan:

Meaning: Flaming Torch, Enlightenment, Ulcers
Mastery Bonus: You gain low light vision. If you have already have this, you gain darkvision; if you already have darkvision you gain a +1 bonus to Perception checks.
Associated Spells: Remove disease; spells that produce fire or light.
Powers: Mastery of Kaunan grants you the following powers as you increase in level:
1st Level: Invoked upon the ground, Kaunan burns as bright and hot as a campfire for up to 8 hours. It counts as magical fire, cannot be moved, and does 2d6 fire damage (Reflex save for half) to any creature who steps in it.
3rd Level: Invoked on a weapon, Kaunan grants it the flaming
quality for up to 1 hour per level of the rune caster or a number of
successful strikes equal to the rune master’s level (whichever occurs first). This effect does not stack with any similar qualities already present.
7th Level: Invoked upon a creature, Kaunan burns away illness
and ailments as per remove disease.

Ingwaz:

Meaning: Ancestors, Northmen; Wotan
Mastery Bonus: +1 insight bonus to Knowledge (History) and this skill becomes a class skill.
Associated Spells: divine favor, ethereal jaunt, heroism, greater heroism, rage, righteous might, true strike, Wotan’s rede
Powers: Mastery of Ingwaz grants the following powers as you increase in level:
1st level: Invoked upon a spear, the rune invokes divine favor from the Aesir upon the first character who throws it over the head of an enemy force (nine or more opponents) in the next nine hours.
5th Level: Invoked on the face of a willing creature, it turns the creature into a berserker, granting the benefits of a rage spell.
7th Level: Invoked on the nails and flesh of a corpse, this rune acts as speak with dead spell.

SKILLS

Monk Skills List:

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

The wanderer archetype adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to his list of class skills.

6 Skill Ranks per level as standard (4 Class; + 1 Int; +1 Race)
7 Skill Ranks @ 1st Level (4 Class; + 1 Int; +1 Race; +1 Favoured Class)

Climb +6: 1 Rank; +2 STR; +3 Class
Intimidate +3: 1 Rank; -1 CHA; +3 Class
Knowledge (History) +7: 1 Rank; +1 INT; +3 Class; +1 Trait; +1 Rune Insight
Knowledge (Religion) +5: 1 Rank; +1 INT; +3 Class
Perception +7: 1 Rank; +3 WIS; +3 Class
Sense Motive +7*: 1 Rank; +3 WIS; +3 Class
Survival +4: 0 Ranks; +3 WIS; +1 Trait
Swim +6: 1 Rank; +2 STR; +3 Class

Languages: Northern Tongue, Dwarvish, Trade Tongue

WEALTH

Gold: 5
Silver: 9
Copper: 6
Treasure:

GEAR/EQUIPMENT

Combat Equipment: Kaldrkyssa (Coldkiss) - Cold Iron Spear; Skjǫldr-Bíta (Shield-Biter) - Hand Axe; Dagger.
Mundane Equipment: : Knapsack (Backpack) - containing: Cask of Mead, Wooden Tafl Board & Pieces, Waterskin, Trail Rations (7 days), Winter Blanket, Fish Hook & 50ft. Twine, 3 Torches, Sack; Drinking Horn (belt); Iron Holy Symbol of Wotan (hanging from belt); Scroll-case (belt); Cold Weather Clothing (worn); Tattoos (worn); Belt Pouch (coin & flint+steel).

Encumbrance: 48.50lbs (Light Load)

FAITH

Kveldúlfr pays specific reverence to Wotan - The Rune Father , but pays lip service to all the Northland pantheon at opportune times.

APPEARANCE

Age: 27 (but looks more than a dozen years older) Height: 6'3 Weight: 223 lbs.

The scruffy Northlander standing before you appears to be both the archetypal barbarian, and yet not: tall and brawny, he bears both the marks of runic knowledge upon his skin and air of a man accustomed to violence. His ice blue eyes are framed by a braided moustache and long hair the colour of a winter snowfall - giving him the look of a man much older than his years.

About his person no armour is worn nor a warriors shield carried - only a tatty heavy coat, and woolen cold weather garb clothe his heavy form. On his back a worn knapsack sits alongside a weathered cask of mead. In his strong hands the Northman holds a kaldjarn (cold iron) spear, and at his belt sits an axe whose sharp blade is bitten with use and the holy symbol of Wotan - The Rune Father.

BACKGROUND

Father a Northlander, mother a Skraeling - simple life (herders/frontier folk) - killed by giants. Orphaned child taken into thralldom by the Reaver Dwarves. Eventually won freedom... became a wanderer. Epiphany from Wotan?