Ostog the Unslain

Leiff Gunnarson's page

103 posts. Organized Play character for Idrael.


Full Name

Leiff Gunnarson

Race

Human (Ulfen)

Classes/Levels

Savage Skald (Bard) 1 || AC 14 / 16 (shield) || Touch 11 || Ff 13 / 15 (shield) || HP 10 || Fort/Refl/Will +2/+3/+3 || CMD 13 || Init +2 || Perception +5

Gender

Male

Size

M (1m69 / 5'7- 78kg / 172 lbs)

Age

19

Alignment

CN

Deity

Gorum

Location

The harbor district of Absalom

Languages

Common, Skald

About Leiff Gunnarson

Appearance

Leiff Gunnarson of the Jernfjord tribe in full, is a young man of Ulfen descent. The blue eyes and dark blond hair and beard give it away.
His height makes him stand out among his fellow Ulfen though. With a height of 5'7 he is nearly a headlenght shorter than the average Ulfen male.

Something he compensates for by indulging in booze and boasting adding to the infamy of the brash Ulfen demeanor.

Background

Leiff hails from the Ironbound Archipelago ruled from Halgrim by the only female Linnorm King: White Estrid.
The Jernfjords are a coastal tribe that make home in the big fjord with plentiful iron deposits where they took their name from.

Always the smaller one of the group he was schooled at the academy of hard knocks,
quickly learning to exploit his strenghts to try and keep up with his bigger peers.
He inherited the skill of storytelling and music from his father and grandfather.

Lacking the physique of a blacksmith or one of the iron miners, he looked elsewere.
Drawn to the sea and adventure due to the stories of far away lands the sailors boasted, he became a deckhand on one the village's longships.
His talent in playing the horn together with his keen eye earned him the position as a lookout and signaler to the other ships quickly.
Picking up on his forefather's trade at quite a young age.

In 4707 AR White Estrid led her fleet of longships on a daring raid on the Nidalese port Nisroch,
sailing through the Chelaxian blockade at the arch of Aroden straight to Abasalom afterward.
The Jernfjord Longships where at the forefront, leading the fleet through fog and treacherous water with their keen eyes and the signals of their horns.

The fleet did not come through the raid unscathed, the tally of glory was paid in men and ships. Many longships that limped to absalom port where unfit to attempt the trek home, resulting in a shortage of room on the ships.
Some Ulfen sailors chose to stay behind to sell their trade to one of the many ships the port of Absalom has to offer.

Among them was a young Leiff, eager to learn the many tales and legends Golarion has to offer, and hopeful to make a few worthy of a true skald for himself.

Weapons:

Longsword +2 | 1D8 + 2 (19-20, x2) | S
Dagger +2 | 1D4 + 2 (19-20, x2) | P or S

Shortbow +1 | 1D6 (x3) | 60 ft | P

Stats:

Str 14 Dex 12 Con 14 Int 11 Wis 12 Cha 16
Fortitude +2 | Reflex + 3 | Will +3

BAB + 0 | CMB +2 | CMD 12
AC 14 / 16 (with Shield)
Touch 11 | Flat-Footed 13 / 15 (with Shield)

Init +2 HP 10 Speed 30

Skills:

Appraise + 4
Climb + 6
Knowledge (Local) +5
Knowledge (Nature) +5
Knowledge (any) untrained + 1
Preception +5
Perform (Oratory) +7
Perform (Wind instruments) +7
Profession (Sailor) +5
Swim (untrained) + 3

Traits:

Veteran of battle: +1 trait bonus on initiative checks. If able to act during suprise round you may draw a weapon as a free action during that round. (ultimate campaign pg 64)
Sea-souled: you are at home at sea. +1 bonus on swim checks. Can always take 10 while swimming (Ultimate campaign pg 63)

AC Items:

Studded Leather AC +3 | Max Dex + 5 | Armour Check - 1 | Spell failure -15 (20 lbs)
Heavy Wooden Shield AC +2 | Armour Check -2 | Spell failure -15 (10 lbs)

Feats:

Arcane Strike: Swift action to imbue weapons with a fraction of your power. For 1 round your weapons deal +1 damage. Weapon is treated as magic for purpose of overcoming DR. for every five caster lvls the bonus increases by +1. maximum +5 at lvl 20.
Endurance:+4 bonus on checks and saves:
- swim checks to resist nonlethal damage from exhaustion
- constitution checks to continue running
- Constitution check to avoid non lethal damage from forced march
- Constitution checks to hold your breath
- Constitution checks to avoid non lethal damage from starvation or thirst
- Fortitude saves made to avoid nonlethal damage from hot or cold environments
- Fortitude saves made to resist damage from suffocation
May sleep in light or medium armor without becoming fatigued

Special abilities:

Bardic Knowledge: Add half the bards level (min 1) to knowledge skill checks. May make knowledge skills untrained
Bardic Performance: 4 + Cha modifier rounds per lvl (7)
Countersong: Perform (wind instrument) check. Any creature (incl self) within 30 ft that is affected by a sonic or language dependant magical attack may use the perform check result in place of it's saving throw if, after the saving throw has been rolled, the result of the perform check proves to be higher. Creatures under already under said effects gain a saving throw against the effect each round they hear the performance. They must use the perform check result for the save. Doesn't work on effects that don't allow saves, relies on audible components
Distraction: Perform (Oratory) check. Similar to countersong but for illusion (pattern) or illusion(figment)magical attacks. Doesn't work on effects that don't allow saves, relies on visual components
Inspiring Blow: Roaring warcry. When confirming critical hit, bard can start a performance as immeiate action (ending other performances). Bard gains temp Hp equal to CHA modifier. All allies withing 30 feat gain a +1 morale bonus on their next attack roll prior to the start of his next turn. (Savage skald special performance, replaces fascinate.
Inspire Courage: Use peformance to inspire courage in his allies (incl self)bolstering them against fear and improving their combat performance. +1 morale bonus on saves vs charm and fear effects. +1 competence bonus on attack and damage rolls. Targets must be able to percieve the bard

Cantrips:

Flare:

school:Evocation [light]
Casting time:1 Standard action
Components: Verbal
Range:Close (25ft + 5ft/2lvls)
Effect:Burst of light
Duration:Instantanious
Saving Throw:Fortitude Negates (DC 13)
Spell resistance:Yes
Cantrip creates burst of light. If you cause the light to burst in front of a single creature. That creature is dazzled for 1 minute. Does not work on sightless creatures and creatures that are already dazzled.

Know Direction:

school:Divination
Casting time:1 Standard action
Components: Verbal, Somatic.
Range:Personal
Target:You
Duration:Instantanious
When cast you instantly know the direction of North from you current position. Effective in settings where north exists (maybe not in extraplanar settings). The knowledge is correct at the moment of casting, but you can get lost again wihtin moments if you don't find external reference points to help keep track of the direction.

Light:

school:Evocation [Light]
Casting time:1 Standard action
Components: Verbal, Somatic, DF (firefly)
Range:Touch
Target:Object touched
Duration:10 min/lvl
Saving Throw:none
Spell resistance:no
Causing object to glow like a torch. Creates normal light in a 20 ft radius, and increasing the light lvl for an additional 20ft by one step. (darkness --> dim light; dim light --> normal light)
only one light spell active at a given time. Can be used to counter or dispel darkness spell of equal or lower spell lvl.

Summon Instrument:

school:conjuration (summoning)
Casting time:1 Standard action
Components: Verbal, Somatic.
Range: 0 ft
Effect:one summoned handheld musical instrument
Duration:1 min / lvl (D)
Saving Throw:none
Spell resistance:no
This spell summones one heldheld musical instrument of your choice. It appears in your hands or at your feet (choice). Only one instrument appears per casting, only plays for cater. No instrument can be summoned too large to be held in two hands. Disapears by end of spell.

Spells lvl 1:

Cure Light wounds:

school:conjuration (healing)
Casting time:1 Standard action
Components: Verbal, Somatic.
Range:Touch
Target:Creature touched
Duration:Instantanious
Saving Throw:Will for half
Spell resistance:Yes
Channels positive energy healing 1D8 + 1/caster lvl (+5 max)
damages undead

Expiditious Retreat:

school:Transmutation
Casting time:1 Standard action
Components: Verbal, Somatic.
Range:Personal
Target:You
Duration:1min/lvl (D)
Increases land speed by 30. Adjustment counts as enhancement bonus.
Other modes of movement are not effected.

Gear:

Starting Gear:

Weapons

Dagger: 2 G ; 1 lbs
Longsword: 15 G ; 4 lbs
Shortbow: 30 G ; 2 lbs
Arrows (20): 1 G ; 3 lbs

Sub-Total: 38 G ; 10 lbs

Armor

Studded Leather: 25 G ; 20 lbs
Heavy wooden shield: 7 G ; 10 lbs

Sub-Total: 32 G ; 30 lbs

Misc

Backpack: 2 G ; 2 lbs
Bedroll: 1 S ; 5 lbs
Blanket, Winter: 5 S ; 3 lbs
Case scroll or map: 1 G ; 1/2 lbs
Fishhook: 1 S ; --
Fishing net, 25 sq foot: 4 G ; 5 lbs
Flint and steel: 1 G ; --
Pouch (belt): 1 G ; 1/2 lbs
Rope, Hemp (50ft): 1 G ; 10 lbs
Tent: 10 G ; 20 lbs
Waterskin: 1 G ; 4 lbs
Waterskin: 1 G ; 4 lbs
Whetstone: 2 C ; 1 lbs

Sub-Total: 22 G 7 S 2 C ; 51 lbs

Clothing

Cold-weather Outfit: 8 G ; 7 lbs
Explorers Outfit: 10 G ; 8 lbs

Sub-Total: 18 G ; 15 lbs

Food

10 days Ration: 5 G ; 10 lbs
Ale (gallon): 2 S ; 8 lbs

Sub-Total: 5 G 2 S ; 18 lbs

Special

Sunrod: 2 G ; 1 lbs
Sunrod: 2 G ; 1 lbs
Musical Instrument, common (Horn) : 5 G ; 3 lbs
Focus firefly (counts as holy symbol, wood): 1 G ; --

Sub-Total: 10 G 2 S ; 5 lbs

Total: 125 G 11 S 2 C ; 129 lbs

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Bought Gear

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Cash

Starting: 23 G 8 S 8 C

---------------------

Gear on person

Dagger: 1 lbs
Longsword: 4 lbs
Shortbow: 2 lbs
Arrows (20): 3 lbs

Studded Leather: ; 20 lbs
Heavy wooden shield: 10 lbs

Cold-weather Outfit: 7 lbs

Musical Instrument, common (Horn) : 3 lbs

Sub-Total 50 lbs

Backpack: 2 lbs
- Flint and steel: --
- Fishhook: --
- Bedroll: 5 lbs
- Waterskin: 4 lbs
(+ gallon of water: 8 lbs)
- Cold weather Blanket: 3 lbs
- Tent: 20 lbs
- 10 Days trail ration: 10 lbs
- Rope, Hemp (50ft): 1 G ; 10 lbs

Sub-Total 62 lbs

Pouch: 1/2 lbs
- Focus firefly (counts as holy symbol, wood): --
- 10 G 8 S 8 C

Sub-Total 1 lbs

Total without backpack: 50 lbs (< 58 lbs - light load)
Total with backpack: 112 lbs (< 116 lbs - medium load)

Portfolio:

-Toast-

A toast to drunken Hero's!
While we try for the latter,
let's practise the first!

-Drunken Limerick-

There once was a fellow named Cayden Cailean
who became a god but with one failin'
Within his fine creed,
he forgot Ulfen Mead.
Which leaves me with a thirst that needs Ailin!

-Battle chant-

And so our heroes continue on into the fray,
with armaments of mighty steel.
And before the end of day,
will bring their enemies to the heel...

Whether with crack of light,
or mighty blow...
Onward our heroes fight,
To lay to waste their mighty foe!

As claws and punches fly
the circled beast's end is nigh,
By Gorum! Poke that beast in the eye!

-Tale of Two Brothers-

... speaking of stone! I did know this fellow Lo Pan once... A sailor as good as they come, but he couldn't handle that cheap rice wine that he used to pass around during dinner even if his life depended on it....

It was always a barrel of laughs though, and he had quite some stories from all the corners of the world. This particular one comes to mind about two locals though, two brother if i recall. Men of conviction both of them, keen on letting their opinions be heard whenever injustice was found near them.

Their way was one of non-violence, and those peaceful protests where met with great success as the legend goes. After they died their bodies were transformed into two stone formations, both as unyielding as their conviction in life. And judging from the surroundings I do believe we are on the path that runs in between Big Brother and Little Brother.

If memory serves, the local people used it as a sort of neutral ground for negotiations despite the harsh climb involved and it's remote location...