| Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status
Gender
Male N Human (Ulfen) Skald (Dragon Skald) 14
Size
Medium (5'10", 180lb)
Age
19
Alignment
N
Deity
Gorum
Languages
Taldane, Skald, Hallit
Occupation
Free Captain of the Shackles
Strength
20
Dexterity
14
Constitution
16
Intelligence
12
Wisdom
10
Charisma
18
About Marnir Saltvig
Marnir Saltvig
Human (Ulfen) Skald (Dragon Skald) 14
N Medium humanoid (human)
Init +4; Senses Perception +22
DEFENSE AC 27, touch 16, flat-footed 27 (+9 armour, +3 deflection, +2 Dex, +1 dodge, +2 natural armour)
HP 142
Fort +16, Ref +10, Will +15 (+4 vs fear)
Defensive Abilities improved uncanny dodge
DR 2/-
OFFENSE Speed 30 ft.
Melee+3 furious adamantine battleaxe +18/+13 (d8+10+1 cold, x3) or Zul +16/+11 (d8+9+1 cold+d4 Dex) or boarding axe +15/+10 (d6+5+1 cold, x3, P or S)
Ranged+1 flaming composite longbow (+2 Str) +13/+8 (110ft, d8+3+d6 fire, x3)
Skald Spells Known (CL 14th; concentration +18 [+4 underwater])
5th (2/day) - greater bladed dash, greater dispel magic, unshakeable zeal
4th (5/day) - dimension door (920ft), freedom of movement, grand destiny, shout (DC 18)
3rd (5/day) - dispel magic, haste, thundering drums (DC 17), see invisibility, raven's flight
2nd (6/day) - blistering invective (DC 16), blur, heroism, invisibility, mirror image (d4+4 images), tactical acumen
1st (6/day) - chord of shards, cure light wounds, grease (DC 15), obscuring mist, vanish
0 (at will) - dancing lights, know direction, mending, message, open/close, prestidigitation STATISTICS Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 18
Base Atk +10/+5; CMB +15; CMD 27
Feats Arcane Strike (+3), Battle Cry, Dodge, Furious Focus, Iron Will, Power Attack (-3/+9), Reckless Rage, Skald's Vigor
Traits Buccaneer's Blood, Reactionary
Skills (ACP -1) Acrobatics +18 (+6 on ship), Bluff +16, Climb +9 (+6 on ship, additional +2 if wooden surface), Diplomacy +24, Disguise +24, Escape Artist +24, Intimidate +25, Knowledge (arcana) +18, Knowledge (geography) +12 (+2 to navigate on land), Perception +22, Perform (oratory) +24, Profession (sailor) +27 (+4 to navigate at sea), Sense Motive +24 (+5 vs ?mutiny), Survival +0 (+2 to gain Fort bonus vs weather, +4 to predict weather, +6 at sea, +6 to navigate), Swim +17
Languages Taldane, Skald, Hallit
Gear+3 furious adamantine battleaxe, Zul, boarding axe, 2 daggers, +1 flaming composite longbow, +3 mithril breastplate, amulet of natural armour +2, cloak of resistance +4, ring of protection +3, ring of swimming, belt of giant strength +4, headband of alluring charisma +2, eyes of the eagle, lesser extend metamagic rod, circlet of persuasion, mutineer's bane earring, bag of holding (type IV), basic pirate clothes, spell component pouch, potion sponge of cure moderate wounds, 2 potion sponges of water breathing, 2 potion sponges of touch of the sea, oil of align weapon (lawful), potion of lesser restoration, wand of cure serious wounds (14 charges, adventurer's sash, hammock, marlinspike (+2 on skill checks involving rope), hnefatafl set, spyglass, Svingli's eye, 10589gp, 4 sp, 1 cp
Class Features:
Heart of the Sea
+2 racial bonus Profession (sailor) and Swim, hold breath twice as long as normal, +4 racial bonus on concentration checks when attempting to cast spells underwater.
Sea Legs
Bonus equal to 1/2 class level on all Profession (sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks.
Fearless Raider
+4 bonus on saving throws against fear effects, and DCs to affect with Intimidate increase by 4
Lore Master
Can choose to take 10 on any Knowledge skill check have ranks in.
2/day can take 20 on any Knowledge skill check as a standard action, instead of spending the normal time taking 20 requires.
Raging Song abilities:
32 rounds/day
Swift Action
Savage Intuition - When combat begins, if you have rounds of rage remaining, you may automatically enter a rage without using an action at the start of the first round of combat (or at the start of the surprise round, if there is one), even if you are not otherwise aware that combat has begun.
Inspired Rage - +4 morale bonus to Str & Con, +4 morale bonus on Will saves, –1 AC, allies cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration
Glorious Epic - Perform for 10 minutes and expend 1 round of raging song to influence opinions positively towards a heroic subject of my choice. If subject attempts Diplomacy or Intimidate check against anyone who listened to the full performance, receives circumstance bonus on that check equal to the Will save bonus from inspired rage.
Song of Strength - Once per round while using this performance, allies within 60 feet who can hear me may add 1/2 my level to a Strength check or Strength-based skill check.
Dirge of Doom (Su): Can create a sense of growing dread in enemies, causing them to become shaken (only affects enemies within 30 feet and able to hear performance). Persists for as long as the enemy is within 30 feet and performance continues. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and relies on audible components.
Intimidating Glare & Battle Roar- Can make an Intimidate check against one adjacent foe as move action. If successful foe is shaken for 1d4 rounds + 1 round for every 5 points by which the check exceeds the DC and takes d6 sonic damage.
Skald's Vigor - While maintaining raging song gain fast healing equal to the Strength bonus song provides, starting in the round after you begin the song. Fast healing ends if song not maintained.
Reckless Rage - When using Power Attack while using raging song, take an additional –1 penalty on melee attack rolls and CMB checks and gain an additional +3 bonus on melee damage rolls.
Linnorm Death Curse, Fjord - Melee attacks deal an additional 1 point of cold damage. If knocked unconscious or killed by an attack or spell attacker suffers the curse of drowning (Will negates).
Curse of Drowning: save Will DC 10 + 1/2 level + Cha bonus; target is unable to breathe water (even with magic), can hold its breath only half as long as normal, and is sickened whenever it holds its breath.
Song of the Fallen - Select a dead ally within 60 feet and expend 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if performance ends or is interrupted. May revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect.
Appearance:
All corded muscle and weather-beaten skin, Marnir cuts an intimidating figure. His long blond hair is braided with leather cords to keep it out of his face, his equally blond beard is kept short, and his green eyes seem almost cold. A life of raiding and sailing the open seas has given him a practical demeanour despite his youth, though his Ulfen zeal for life is clearly not far beneath the surface.
Background:
Born into the raiding life in the Ironbound Islands of the Lands of the Linnorm Kings, Marnir has known nothing but the open sea and the hunt for plunder his whole life.
With his strong personality and innate magics Marnir has always been in demand by the most successful longboat captains. As such he eagerly joined the crew of the infamous Halfbjorn the Redhanded, who's ambition was to plunder and raid his way down the Steaming Sea along the western coasts of Avistand and Garund, and then to enter the pirate nation of The Shackles. Marnir saw how powerful he could become at Halfbjorn's side, and signed on without hesitation.
Halfbjorn and Marnir's plan started well. The crew of the Dragon's Widow sailed and raided their way down the coasts of Varisia, Nidal, Cheliax and Rahadoum before skirting the coast of the Sodden Lands, past the great eye of Abendego. The ship sailed into The Shackles laden with treasure, which Halfbjorn intended to use to buy his way into power. The Dragon's Widow landed in Port Peril, and the crew were finally granted the extended shore leave they had all been craving for many months.
Marnir and some of his shipmates headed straight to the inn with their shares of the booty, and proceded to get roaring drunk. A chance encounter with a beautiful woman led to a very unsteady Marnir being led outside the inn, a hive of scum and villainy called the Formidably Maid, ostensibly for some intimate company. He was unable to defend himself from the very burly and very sober pirates who clubbed him into unconsciousness and dragged him away from the inn, his shipmates and his dreams of power.
Encumbrance:
Weight carried 120.5lb
Light <=133, Medium 134–266, Heavy 267–400
Advancement:
Skald (Dragon Skald) 1
Skill points - Acrobatics, Intimidate, Knowledge (arcana), Knowledge (geography), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Feats - Iron Will, Dodge
Traits - Buccaneer's Blood (+1 trait bonus to Intimidate and Profession (sailor), +1 trait bonus to Disrepute and Infamy scores), Reactionary (+2 trait bonus to Initiative)
Skald (Dragon Skald) 2
HP - 5+2(Con)+1(FC)
Skill points - Acrobatics, Intimidate, Knowledge (arcana), Knowledge (geography), Perception,
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 1st level
Spells known - +1 cantrip (mending), +1 1st level (ear piercing scream)
BAB +1, base saves Fort +3 Ref +0 Will +3
Raging Song +2 rounds
Versatile performance - Perform (oratory)
Fearless Raider
Skald (Dragon Skald) 3
HP - 8+2(Con)+1(FC)
Skill points - Acrobatics, Climb, Intimidate, Knowledge (arcana), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 1st level
Spells known - +1 cantrip (open/close), +1 1st level (chord of shards)
BAB +2, base saves Fort +3 Ref +1 Will +3
Raging Song +2 rounds
Rage power - Intimidating Glare
Glorious Epic
Feat - Skald's Vigor
Skald (Dragon Skald) 4
HP - 4+2(Con)+1(FC)
Skill points - Acrobatics, Climb, Intimidate, Knowledge (arcana), Perception
Background skill points - Perform (oratory), Profession (sailor)
Spells per day - +1 2nd level
Spells known - +2 2nd level (heroism, mirror image)
BAB +3, base saves Fort +4 Ref +1 Will +4
Raging song +2 rounds
Inspired rage +2
Uncanny dodge
Stat increase - +1 Charisma
Skald (Dragon Skald) 5
HP - 8+2(Con)+1(FC)
Skill points - Acrobatics, Intimidate, Knowledge (arcana), Knowledge (geography), Perception
Background skill points - Perform (oratory), Profession (sailor)
Spells per day - +1 1st level, +1 2nd level
Spells known - +1 2nd level (blur), exchange ear-piercing scream for vanish
BAB +3, base saves Fort +4 Ref +1 Will +4
Raging song +2 rounds
Spell kenning 1/day
Feat - Arcane Strike
Skald (Dragon Skald) 6
HP - 6+2(Con)+1(FC)
Skill points - Acrobatics, Intimidate, Knowledge (arcana), Knowledge (geography), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 2nd level
Spells known - +1 2nd level (blistering invective)
BAB +4, base saves Fort +5 Ref +2 Will +5
Raging Song +2 rounds
Rage power - Battle roar
Song of Strength
Skald (Dragon Skald) 7
HP - 6+2(Con)+1(FC)
Skill points - Acrobatics, Intimidate, Knowledge (arcana), Knowledge (geography), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +2 3rd level
Spells known - +1 1st level (cure light wounds), +2 3rd level (haste, thundering drums)
BAB +5, base saves Fort +5 Ref +2 Will +5
Raging song +2 rounds, start as move action
Lore Master 1/day
Advanced Versatile Performance - Expanded Versatility (Escape Artist)
Feat - Battle Cry
Skald (Dragon Skald) 8
HP - 6+2(Con)+1(FC)
Skill points - Acrobatics, Intimidate, Knowledge (arcana), Knowledge (geography), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 2nd level, +1 3rd level
Spells known - +1 3rd level (see invisibility)
BAB +6/+1, base saves Fort +6 Ref +2 Will +6
Raging song +2 rounds, inspired rage (+4 Str/Con, +3 Will)
Improved Uncanny Dodge
Stat Increase - +1 Dex
Skald (Dragon Skald) 9
HP - 5+2(Con)+1(FC)
Skill points - Acrobatics, Bluff, Intimidate, Knowledge (arcana), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 1st level, +1 3rd level
Spells known - +1 3rd level (jester's jaunt)
BAB +6/+1, base saves Fort +6 Ref +3 Will +6
Raging Song +2 rounds
Rage power - Savage Intuition
Feat - Power Attack
DR 1/-
Skald (Dragon Skald) 10
HP - 7+2(Con)+1(FC)
Skill points - Acrobatics, Bluff, Intimidate, Knowledge (arcana), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 4th level
Spells known - +1 2nd level (tactical acumen), +2 4th level (freedom of movement, grand destiny)
BAB +7/+2, base saves Fort +7 Ref +3 Will +7
Raging Song +2 rounds, Dirge of Doom
Skald (Dragon Skald) 11
HP - 5+2(Con)+1(FC)
Skill points - Acrobatics, Bluff, Intimidate, Knowledge (arcana), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 3rd level, +1 4th level
Spells known - +1 4th level (dimension door), swap out jester's jaunt for dispel magic
BAB +8/+3, base saves Fort +7 Ref +3 Will +7
Raging Song +2 rounds
Spell Kenning 2/day
Skald (Dragon Skald) 12
HP - 5+2(Con)+1(FC)
Skill points - Acrobatics, Bluff, Intimidate, Knowledge (arcana), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 2nd level, +1 4th level
Spells known - +1 4th level (shout)
BAB +9/+4, base saves Fort +8 Ref +4 Will +8
Raging Song +2 rounds, inspired rage +4 Will
Rage Power - Fjord Linnorm Death Curse
Advanced Versatile Performance - Expanded Versatility (Disguise)
Feat - Furious Focus
Stat increase - +1 Con
Skald (Dragon Skald) 13
HP - 5+3(Con)+1(FC)
Skill points - Acrobatics, Bluff, Intimidate, Knowledge (arcana), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 5th level
Spells known - +1 3rd level (raven's flight) , +2 5th level (greater bladed dash, unshakeable zeal)
BAB +9/+4, base saves Fort +8 Ref +4 Will +8
Raging Song +2 rounds, start as Swift Action
Lore Master 2/day
Skald (Dragon Skald) 14
HP - 8+3(Con)+1(FC)
Skill points - Acrobatics, Bluff, Intimidate, Knowledge (arcana), Perception
Background skill points - Perform (oratory), Profession (sailor)
Favoured class bonus - HP
Spells per day - +1 4th level, +1 5th level
Spells known - +1 2nd level (invisibility) , +1 5th level (greater dispel magic)
BAB +10/+5, base saves Fort +9 Ref +4 Will +9
Raging Song +2 rounds, song of the fallen
DR 2/-
Magic Items:
Armour:+3 mithril breastplate Belt:belt of giant strength +4 Body: Chest: Eyes:eyes of the eagle Feet: Hands: Head:circlet of persuasion Headband:headband of alluring charisma +2 Neck:amulet of natural armour +2 Rings:ring of swimming, ring of protection +2 Shield: Shoulders:cloak of resistance +3 Wrist:
Charts of the Fair Winds
The detailed markings on these charts grant a +2 circumstance bonus on Profession (sailor) or Survival checks to navigate within the Shackles.
In addition, a multitude of wrinkles, stains, and blemishes mar the charts’ surfaces. Anyone meticulously studying the charts notices that these markings shift over time. The creases, smudges, and blotches on the map represent real weather conditions (such as clouds, rain, and wind) in the region, allowing an informed observer to determine the current weather patterns over the islands of the Shackles. The charts grant a +4 competence bonus on Survival checks made to predict future weather conditions and a +2 competence bonus on Survival checks to gain a bonus on Fortitude saves against severe weather.
Finally, the pilot of a wind-propelled ship can make a DC 20 Profession (sailor) check to plot a course within the Shackles using the charts. If the check is successful, the charts grant the ship a +10% enhancement bonus to its waterborne speed as long as it follows the plotted course.
Svingli's Eye
In addition to an astrolabe’s normal +2 circumstance bonus, Svingli’s Eye grants a further +2 competence bonus on Knowledge (geography), Profession (sailor), and Survival checks when used to navigate on land or sea. Once per day, the user can make a DC 20 Perception check while using Svingli’s Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe’s true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects.
Zul
+1 human bane trident
Deals 1 point of damage each time it is grasped, unless the wielder has a natural armor bonus or is wearing gauntlets.
As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day.
Mutineer's bane earring
This magic earring grows warm whenever a ship’s crew begins muttering of mutiny, granting the wearer of a mutineer’s bane earring a +5 bonus on all Sense Motive checks made while on a ship under such conditions of poor morale.
A mutineer’s bane earring has additional effects if worn by a commodore or admiral. If worn by a commodore, that commodore’s squadron gains a +3 bonus on morale checks in fleet battles. If worn by an admiral, all squadrons in the admiral’s fleet gain a +1 bonus on morale checks in fleet battles.