About Leiff GunnarsonAppearance 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.
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.
Always the smaller one of the group he was schooled at the academy of hard knocks,
Lacking the physique of a blacksmith or one of the iron miners, he looked elsewere.
In 4707 AR White Estrid led her fleet of longships on a daring raid on the Nidalese port Nisroch,
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.
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
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:
Know Direction:
Light:
Summon Instrument:
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:
Gear:
Starting Gear: Weapons Dagger: 2 G ; 1 lbs
Sub-Total: 38 G ; 10 lbs Armor Studded Leather: 25 G ; 20 lbs
Sub-Total: 32 G ; 30 lbs Misc Backpack: 2 G ; 2 lbs
Sub-Total: 22 G 7 S 2 C ; 51 lbs Clothing Cold-weather Outfit: 8 G ; 7 lbs
Sub-Total: 18 G ; 15 lbs Food 10 days Ration: 5 G ; 10 lbs
Sub-Total: 5 G 2 S ; 18 lbs Special Sunrod: 2 G ; 1 lbs
Sub-Total: 10 G 2 S ; 5 lbs Total: 125 G 11 S 2 C ; 129 lbs --------------------- Bought Gear --------------------- Cash Starting: 23 G 8 S 8 C --------------------- Gear on person Dagger: 1 lbs
Studded Leather: ; 20 lbs
Cold-weather Outfit: 7 lbs Musical Instrument, common (Horn) : 3 lbs Sub-Total 50 lbs Backpack: 2 lbs
Sub-Total 62 lbs Pouch: 1/2 lbs
Sub-Total 1 lbs Total without backpack: 50 lbs (< 58 lbs - light load)
Portfolio:
-Toast- A toast to drunken Hero's!
-Drunken Limerick- There once was a fellow named Cayden Cailean
-Battle chant- And so our heroes continue on into the fray,
Whether with crack of light,
As claws and punches fly
-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...
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