Larur Feldin

Magni Hjalmar's page

27 posts. Alias of Veltent.


Full Name

Magni Hjalmar

Race

Dwarf

Classes/Levels

Warpriest 1 | AC 15 T 10 FF 15 | HP 10/10 | F +4 R +0 W +4 | Init +4 | Percep +2

Gender

Male

About Magni Hjalmar

Quote: "Desna blesses us wit' luck when we need it. Wit' a big enough hammer, you can make your luck when you want it."

Character Sheet:

Backstory:
Magni spent much of his youth constantly trying to look at his great, great grandmother's hammer, SkollSplitter. It hung in a place of reverence in the clan home, never to be taken down, but often Magni was brought down from whatever perch he had determined would get him closest (once he was caught mid swing over the fire, and his uncle was lectured about leaving ropes hanging carelessly.

Magni's love for the hammer and the stories that were told about it never left him as he got older. He sought for more information on it, and was told one dark night, in hushed whispers from his grandfather, of the twin of SkollSplitter...The hammer Orkbane. Where Orkbane had gone, no one knew, but family history claimed that great, great grandmother's sister had made a pact with a witch and lost the weapon many years ago. If the hammer was still available, it was sure to be cursed, not to be trusted.

Despite warnings about the curse, or potential of it, Magni began preparing to leave his home in search of Orkbane while still a youth. His mother swore up and down he'd die on such an adventure, and his father threatened banishment from the family should he continue on this path, but the young dwarf was not to be deterred, and eventually left in the dead of night, planning on returning home a hero.

Three months later, the young dwarf found a cave, one that all locals agreed held something strange. Whispers could be heard floating out, they said, in strange languages. A drunken hunter claimed that the voices spoke in old dwarvish, encouraging Magni to believe he had found his family's lost heirloom.

With haste, Magni hurried to the cave, charging in to see, lit by a single mote of light, a hammer held in a bony fist. Slowly stepping forward, Magni saw the engraving on the side of the hammer...Orkbane. Thrilled beyond belief, he reached out and grabbed the weapon, and all went dark.

A voice whispered in dwarvish [i]"Will you carry it better?"[/b]

When he awoke, Magni was outside the cave, hammer in hand. His vision was foggy as he stood, and he felt the hairs standing up on the back of his neck. Nervous, the young dwarf hurried off to the local priest, one of Desna's, and asked him to confirm whether or not there had been a curse placed on the hammer.

Several days were spent in the chapel as the priest consulted texts, wrote letters, and sent communications. Magni waited, sometimes impatiently, for the results so he could go home and bring his family the good news.

At last the priest brought news. There was indeed a curse placed upon this hammer, that should it ever come into proximity of it's twin, great destruction could abound among the Hjalmar family. The hammer needed to be carried by a member of the Hjalmar family away from it's twin to prevent this from happening.

As the priest gave Magni time to let this sink in, Magni turned his mind to the teachings of Desna he'd been studying and came to a decision. Magni would devote his life to Desna, in the hopes that this penance for his youthful exuberance would be met with a lifting of the curse, that he might rejoin his family.

That was twenty years ago.

Personality:
Magni is very straightforward and plain-spoken, occasionally abrupt, but loves company, especially when traveling. His favorite thing to do is ask his fellow travelers stories about their family history, hoping to find individuals that love theirs as much as he loves his own.

Magni has a fondness for riddles and poetry, and will occasionally make up his own rhymes to pass the time. He enjoys wilderness over civilization, but loves nice warm baths.

Magni believes in being as self sufficient as possible, and is always ready to share wilderness survival and beard grooming tips.

Feats:
Weapon Focus (Warhammer): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Initiative: You get a +4 bonus on initiative checks.

Traits:
Warded Against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Ancestral Weapon: Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp.

You gain a +1 trait bonus on attack rolls with weapons made of the selected material.

Class Features:
Weapon & Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).

Blessings: A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Sacred Weapon: At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

Blessings:
Luck: Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends. Once used, the effect ends.

Liberation: Liberation (minor): At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you’re otherwise unable to take actions, but not if you’re unconscious.