Arcadian Tribesman

Kveldulf Two-Cuts's page

68 posts. Alias of AlKir.


Full Name

Kveldulf Two-Cuts

Race

Human

Classes/Levels

Ranger 1, Barbarian 2

Gender

Male

Size

Medium

Age

28

Alignment

Chaotic Neutral

Deity

Odin

Languages

Dönsk tunga (Common)

Strength 16
Dexterity 14
Constitution 17
Intelligence 10
Wisdom 12
Charisma 12

About Kveldulf Two-Cuts

Current Effects

Spoiler:
None. Rages per Day Remaining: 0

Physical Description
Spoiler:
Kveldulf is short for northern stock at 5'6" tall but what he lacks in height he makes up in girth weighing well over 220lbs with a build that falls in between well muscled and portly. His strawberry blond hair and beard has been carefully plated into a multitude of tiny braids. Each braid is decorated with a scrimshaw bead depicting various animal heads. His eyes seethe with emotion, blue gray like the sea before a storm.

A finely wrought mesh of steel composes the chain shirt covering his torso. A shaggy cloak cured from a bearskin covers his back, the remains of the bear's head forming an unsettling hood. A horn bow of fine make bears delicate carvings of whorls and twists across it's surface pair with black fletched arrows in a whale hide quiver slung across his hip. A nasty looking flail, the head worked in the shape of a bear claw, the nails of which end in wicked points hangs in a brass ring on the the other hip. A small wooden shield bearing the rune Thurisaz and Wunjo a wicked looking iron spike 6" long protrudes from between them. A wolf hide kilt covers his legs and his boots made from cured whale hide look weathered and well worn.


Defenses:

Spoiler:
AC: 17 (+4 Armor, +1 Shield, +2 Dex)
(Touch 12, Flat Footed 17*)
HD: 1d8+2d12+9
HP: 31/35
Reserve Points: 25/35

Fort: +8
Reflex: +4
Will: +2

Combat

Spoiler:
Movement: 40 feet (Unencumbered)
Base Attack Bonus/Grapple: +3/+10
Melee:
Masterwork Flail +6 Attack 1d8+3 Damage x2 Bludgeoning
Masterwork Flail +2 Attack 1d8+3 Damage and Spiked Shield -1 Attack 1d4+1 Damage x2 Piercing
Ranged:
Masterwork Mighty +3 Composite Longbow +6 Attack 1d8+3 Damage 110 ft Range x3 Piercing

Racial/Class Features

Spoiler:
extra feat at 1st level, 4 bonus skill points 1st level and 1 bonus skill point every level thereafter, proficient with all simple and martial weapons, proficient with light and medium armors and shields (except Tower Shield), Favored Enemy (Ex): Human, Animal Empathy (Ex), Fast Movement (Ex), Rage (Ex): 1 per day, Uncanny Dodge (Ex)*

Feats:

Spoiler:
Track, Self Sufficient, Improved Unarmed Strike, Improved Grapple, Endurance

Skills:

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ACP: -3
Balance +3
Bluff +2
Climb +9
Diplomacy +2
Gather Information +2
Handle Animal +7
Heal +9
Hide +3
Intimidate +7
Knowledge (Local) +1
Knowledge (Nature) +1
Knowledge (Royalty & Nobility) +1
Listen +2
Move Silently +3
Perform: Oratory +2
Profession Sailor +5
Ride +3
Sense Motive +7
Spot +7
Survival +4
Swim +4
Use Rope +3

Equipment:

Spoiler:
(Weight in pounds): Total Carried: 71lbs
Masterwork Morningstar Jotunbludder ` (5)
Masterwork Mighty (+3) Composite Longbow Thistlewind (3)
57 Arrows (9)
Masterwork Chain Shirt (25)
Spiked Wooden Shield (10)
Masterwork Sailing Charts (+2 on profession sailor checks) (5)
Backpack (2)
Bedroll (5)
Torches x3 (3)
Waterskin (4)
Flint and Tinder (-)
On Dog:
Studded Leather Barding
On the Wavestepper:
7 days of Trail Rations, Fishing Net (25 sq ft), 7 days animal feed, Explorers Outfit treated with beeswax and tallow (water resistant),

PP: 0 GP: 20 SP: 8 CP: 8
Jewels/Art: Ornate Drinking Horn (100gp/Provides +4 to diplomacy checks with other Norvabarders)


Animal Companions:
Spoiler:

Uruz (mastiff, guard dog)
Size/Type: Medium Animal
Hit Dice: 2d8+4 (16 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 19 (+2 Dex, +4 natural, +3 Armor), touch 12, flat-footed 17
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, Track
This category includes working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity
A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.
Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills
Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Tricks Known
Attack, Down, Stay, Defend, Heel, Track

Background/History

Spoiler:
From a very early age, it was recognized that Kveldulf had Odin's gift of Battle Rage. Even as a young boy he would have spells where the rage would fill him and cause him to shake and violently thrash about his mouth dripping foam. How many times did he in his exuberance cleft his own tongue in twain causing his mother to call upon the priestess of Frigga to come and pray to her handmaidens for healing? What a price was paid for his gift and the right to be trained as berserker with the honor of serving as a personal warrior of his clan chief.

In time Kveldulf grew into a very athletic young man. How often did he win Ullr's blessing in the fall hunts. Lo did he fell a great northern bear, a tenacious boar, and a mighty auroch all in the same year. With his training complete did he enter the service of his lord and at his will ended the lives of many opposing clans.

It was not a year later Kveldulf had a chance to change his lot in life. The band that lead by his Chief was beset upon by a war party of a clan feuding with Kveldulf's. All fought bravely but in the end everyone involved remain injured or dying, Kveldulf had broken the last opponents neck with his flail just as he rent his spear into Kveldulf's side. As blackness closed in Kveldulf prayed to Odin with his last breath to take him away to his great hall.

He was awakened an unknown time later by a great raven pecking at a fallen foe next to Kveldulf. Amazed that he was still alive he tried to right himself. Dizziness and nausea washed over him but he stood peering about the shore where he should have died. A great whaling vessel, which had been set upon by a sea serpent, was bereft of most of it's crew. The captain in a desperate position bound Kvedulf's wounds and took him ashore. With these men of the sea Kvedulf healed his wounds. Without his Chieftain he was without a purpose and settled in with these fisherman to earn enough coin to begin a new life.

This continued for a few years until the fisherman were set upon by raiders of superior number and skill. Kveldulf once again found himself injured on a beach without his companions. This time missing an eye from a rather unfortunate arrow wound. How strong was his luck? Lost as he was, into the wilderness he went searching for a hof or stead so that he would know which land he came to. And it was a stead indeed he had found. A place called Raudurfoss.