Skald Spells
Cantrips (unlimited)
ghost sound (DC 14), mage hand, message, orestidigitation
Firsts (2) X X
glue seal (DC 15), silent image (DC 15)
NIESEN KURCH
Male human Skald (War Drummer) 1
CG Medium humanoid (human)
Init +3; Senses Perception +5
DEFENSE AC 18 (Dex +2, chain mail +6), touch 12, flat-footed 16
CMD 15
HP 10 (1d8+1+1) (FC)
Fort (2) +3, Ref (0) +2, Will (2) +3
Defensive Abilities None
Immunities None
Resistances None
OFFENSE Speed 20 ft
Melee
greatclub +3 (1d10+4; 20/x2; B; lethal or non-lethal)
club +3 (1d6+3; 20/x2; B; lethal)
dagger +3 (1d4+1; 19-20/x2; S or P)
Ranged
sling +2 (1d4+4; 20/x2; 50 feet; B; lethal or non-lethal)
club +2 (1d6+3; 20/x2; 10 feet; B; lethal or non-lethal)
dagger +2 (1d4+4; 19-20/x2; 10 feet; P)
Special Actions
deadly rhythm (Quick Draw clubs when raging), raging song (7/day; +2 Str/Con, +1 Will; -1 AC)
STATISTICS Abilities Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 7 (-2), Wis 12 (+1), Cha 18 (+4)
Base Attack +0; Melee Touch +3; Ranged Touch +2
CMB +5
Feats
Enforcer (human): make a free intimidate check when dealing non-lethal damage
Bludgeoner (1): use a lethal bludgeoning weapon to deal non-lethal damage with no penalty
Traits
Armour Expert: -1 to ACP
Westcrown Firebrand: You gain a +1 trait bonus on initiative checks and +1 bonus to attack rolls during surprise round.
BACKGROUND
Growing up in the small riverside milling town of Gristport, Niesen suffered from a safe and boring childhood. Always feeling that Gristport was just too small of a place for a youth of his size, he signed on with a merchant caravan as a guard the moment he came of age. That caravan was betrayed, through no fault of Niesen, and found itself in Hellknight custody, on its way to Citadel Ravid for interrogation. Fortunately, they never made it. When a random pack of ghouls waylaid their captors on the country road, Neisen was able to free himself and the others. He tried to save one of the junior Hellknights while his companions ran for their lives, carrying the injured young man over his shoulder for three days, until he eventually succumbed to ghoul fever. Neisen took the man's armour and buried him, never realizing to this day that the man had no doubt risen as a ghoul himself shortly thereafter.
Determined that the life of a caravan guard was not for him, as soon as he arrived in nearby Westcrown, he fell in with a disreputable crew of burglars and thieves who were able to fool the naive young country lad with promises of wealth and excitement. Unwilling to hurt people, despite the insistence of his "friends", Niesen learned how to knock out his marks without causing any permanent harm, and although he is not a man of any great intelligence, he taught himself a few basic tactics, on which he relies heavily.
When tensions between Niesen and his fellow thieves (mostly over Niesen's squeamishness to hurt people) rose to an unbearable level, Niesen disappeared into the night, looking to keep out of sight until he can earn enough money to get out of the city for good.
DESCRIPTION
Niesen towers over most men at 6'3", with arms, legs, and a neck the size of small tree trunks. He keeps his hair shorn so short as to be bald and his skin is tanned and lined from so much time outdoors. In his mid-twenties, he is reasonably good-looking, though he often appears slightly puzzled and confused. He carries a wrist-thick quarter staff and wears studded leather armour, with a barbed vest over that.
Niesen is trusting and loyal. He is not very smart and knows it, so he readily depends on others to tell him what the right thing is to do. He forgets things easily, so carries a small notebook in which he writes down little details, such as names and dates. That little notebook contains plenty of incriminating evidence about his former thief friends, though he hasn't realized it.