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About Olaf ErikssonTo be more powerful:
Tell me of your character’s personality.
Olaf is a proud Ulfen warrior, thoroughly steeped in the mythology and history of his people. His is supremely loyal to those he trusts, but trust is something not given freely; it is earned. Thus, although he can seem a little distant and arrogant at times, that is mostly because he is still sizing newcomers up, determining whether they are friend, foe, or inconsequential. To further hone your strength:
Describe two positive traits and two negative traits your character bears… and why.
Living in a small village, under yearly threat of annexation by the forces of Irrisen, has cultivated a strong streak of pride and stubbornness in the people of Whiterook; where others would have packed-up and moved on, Olaf and his people have dug in, and refused to give ground. Thus, Olaf takes his responsibilities, and his Word, seriously - when he promises to see something done, he will do it, or die trying. Olaf is fascinated by the heroes of the Old Sagas... They were true warriors! He is immensely interested in any stories that he can find, or even better, any physicaly evidence which can corroborate the truth of the Sagas. As such, one of the quickest ways to earn his friendship is to be a fellow Skald, or someone who simply knows a different version of a story he already knows. Still, the fact that his people have survived, despite terrible, nigh-insurmountable, odds, has put Olaf in mind of the Old Sagas, and has him at least partially convinced that he and his people are creating their own, 'new' one. Thus, Olaf can be a touch foolhardy at times, as he believes that the Gods are on his side, and thus he *must* succeed; more terrible odds simply means a more glorious story. However, growing up in a town effectively under siege has also produced something of a 'survivalist' mentality in Olaf; he sees all people as having set roles in society - roles which are essential for community survival. Thus, when he encounters strangers who do not readily fit in to one of the categories he is used to, he can become rather confused. Olaf is also more than a little fond of mead, which is unfortunate, as he can be a tad... adventurous when intoxicated; on more than one occasion after a big celebration, some of his friends have had to tackle him to the ground, and lock him up to prevent him from running off to create 'a new saga!'. It does not help that he rarely remembers these occasions... To gain belongings:
Tell me what your character looks like, and how they comport themselves.
Olaf is a big bear of a man, with ruddy skin, criss-crossed with scars, flaming orange hair, and great a bushy beard, which he normally keeps braided, and decorates with cold-iron beard-rings: One for each assault upon his home village by the forces of Irrisen, which he has helped to ward off. He typically wears a great cloak crafted from thick white fur, and wears a greataxe strapped across his back. Believing that a warrior and a skald should lead by example, he always make sure that he is clean (typically through liberal use of Prestidigitation), but makes no effort to hide or mend the battle scars to his body, or his equipment - both are badges of honor, and proof of his warrior status. To be richer still:
Describe one item you bear that was inherited from someone important to you, and how it came to be yours.
Olaf's most prized possession is a cloak crafted from the hide of a winter-wolf, which was presented to him by the battle-leader of his village, when he saved her daughter from raiders during one particularly nasty winter assault (although truth be told, the survival of both had more to do with luck than careful planning). To have skills borne of experience:
Weave the skills into the background that shapes your character.
Born and raised in the village of Whiterook, Olaf's early life was harsh - bitter winters, with the ever-present threat of raiding by ice-trolls, winter-wolves, and ice-goblins from Irrisen ensured that Olaf matured early; as a young boy, he can remember sitting on the roof of buildings, hurling sling-stones at raiders, and by the age of 12, he was able to wield an axe larger than he was! Still, Olaf grew-up being proud of his heritage; his people were strong, and they did not bow-down in the face of adversity. Gathered around the cooking fires in the evening, he would listen to the stories of the Old Times, and the Warriors that had come before, with open-mouthed admiration. Despite the hardship, however, there was still time for merriment; Olaf remembers playing in the snow as a boy, something which the Elders tolerated, as it helped to harden the children up, and as he grew older, and became recognised as a Warrior, he would go out on hunting parties that crossed the border, and would compete with the other warriors to collect the most goblin heads. Of course, although he would never admit it to the others, Olaf never felt more alive than when he was 'chilled to the bone', especially when he crossed over the border... There was something in the frozen north which called to him on a visceral level. Although a competent warrior, Olaf's main interest was following in the footsteps of his father Erik, a well-respected Skald who was the primary Keeper of the village's oral traditions. The Epics of Old always fascinated Olaf, and he itched to learn more, hopefully even eventually being worthy of one of his own. He started to form a habit of going on wide-ranging patrols, either to hunt, visit distant villages, or simply for the opportunity to explore more of the world around him. Although he could be gone for days, weeks, or even months at a time, he always returned home in time for the Autumnal Equinox, one of the changing points of the year, and one which inevitably heralded the onset of a new season of assaults by forces from across the border, and always returned with a few new stories to tell, and more than one new scar, each with its tale. To be blessed with gifts of the gods:
Tell me your story in accordance with Skaldic poetic tradition.
"The light of the sky-candle was guttering out as it slipped beneath the horizon, casting the snow-covered land into the eerie half-light before dark. The breaker of trees had been blowing strongly all day, carrying with it the cruel sting of snow. We knew they were coming; scouts had seen ill-defined movement out amongst the snow-drifts all day. I had spent my time honing the edge of my blood-ember; I knew that that night, it would be called into service once again - the battle-sweat would be shed upon the freshly fallen snow, a grim testatment to the bloody deeds of the night, until it, too, was covered. It began with the bone-chilling howl of a wolf. Four legged-forms were spotted moving outside the walls, and then there was an almighty thud, and a thuderous crack - one of the anchoring trees of the barricade had been felled, by the cruel wound-hoes of mighty trolls! The village's destroyers of eagle's hungry immediately rushed forward, as hulking two-legged brutes brushed through the barricade, whilst tiny, near-invisible goblins rushed between their legs, giggling madly. With a crash like two wave-steeds ramming, the two opposing forces met; the spear-din grew and grew, until practically the entire village was engulfed. Feeders of ravens threw themselves upon the raiders, hacking and slicing; the slaughter-dew fell like rain, but the ranks of the enemy were limitless, and the defenders were slowly but surely being driven back... ...until with a scream of primal fury, the breaker of rings charged directly into the thickest mass of the raiders! The blows of her mighty hammer were not unlike those of Hrungnir's slayer, tossing back Goblins and Trolls alike; the only mercy she offered was the sleep of the sword. Thrown into disarray, the raiders retreated, leaving their dead behind. A mighty cheer arose from the throats of the destroyers of eagle’s hunger; their village had survived another raid. We knew, however, that it would be a short respite; it was ever thus at this time of year. The raiders would be back, as sure as the rising of the sky's-jewel would occur on the morrow. The feeders of ravens gathered, to tend to their wounded, and see what could be done to fix the barricade, whilst the enemy dead were piled outside, and left for the swans of blood. They always fed well at that time of year..." Olaf's Grab Bag:
6ft length of barbed cold iron wire Star's Heart: This pendant of dense rock has proven useful to you. For some reason it seems to grow cold when lies are told... though it is not foolproof. +3 on Sense Motive checks to determine if someone is telling the truth. Iron Clasp: This pig iron clasp holds your cloak corners together. It bears a sigil which you do not know the source of. Once, you may force a confimed critical hit against you to have the confirmation check re-rolled. This will cause the clasp to break in two. Your cloak is going to gain some powers as you level up. Initiative: +2 [+2 Dex]
AC: 16 (10 + 4 (MW Chain Shirt) + 2 Dex)
Hit Points: 18/18 Fort: +2 Ref: +5 Will: +1 +2 trait bonus on Fortitude saves against poison and drugs; +4 trait bonus on Fortitude saves to avoid the effects of alcohol; +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Combat:
Base Atk: +1; CMB: +5; CMD: 17 Melee
Ranged
Skills:
Skill Points per level: Sorcerer: 6 (Class) + 1 (Intelligence) Acrobatics +6 (+2 Dex + 1 rank + 3 class skill) Appraise +1 Bluff +3 (+2 Cha + 1 Int) Climb +4 Craft(Any) +1 Diplomacy +8* Disguise +3 Escape Artist +2 Heal -2 Intimidate +12 (+3 Cha + 2 ranks + 3 class skill + 4 Str) Knowledge(Arcana) +2 (+1 Int + 1 Bard) Knowledge(Dungeoneering) +2 (+1 Int + 1 Bard) Knowledge(Engineering) +2 (+1 Int + 1 Bard) Knowledge(Geography) +2 (+1 Int + 1 Bard) Knowledge(History) +2 (+1 Int + 1 Bard) Knowledge(Local) +2 (+1 Int + 1 Bard) Knowledge(Nature) +5 (+1 Int + 1 Bard + 3 Skill Focus) Knowledge(Nobility) +2 (+1 Int + 1 Bard) Knowledge(Planes) +2 (+1 Int + 1 Bard) Knowledge(Religion) +2 (+1 Int + 1 Bard) Linguistics +6 (+1 Int + 2 ranks + 3 class skill) Perception +3 (-2 Wisdom + 2 ranks + 3 class skill) Perform(Oratory) +8 (+3 Charisma + 2 ranks + 3 class skill) Ride +2 Sense Motive +8* Spellcraft +6 (+1 Int + 2 ranks + 3 class skill) Stealth +6 (+2 Dex + 1 rank + 3 class skill) Survival -1 (-2 Wisdom + 1 Racial) Swim +4 Use Magic Device +8 (+3 Charisma + 2 ranks + 3 class skill) Trait:
Northern Ancestry (Campaign): One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. Benefit: You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source. Frostborn (Regional):
Benefit: You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects. Invoke the Vættir: Benefit: Once per day as a free action you may invoke the name of a god or spirit to aid you in your endeavors. This gives you a +1d6 sacred bonus on any one d20 roll. Armor Expert:
Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Iron Liver:
Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Feats:
1st: Additional Traits 1st(Human Bonus Feat): Skill Focus: Knowledge(Nature) Racial Abilities:
Heart of the Wilderness:
Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled. Class Features:
Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance:
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces fascinate. Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Versatile Performance (Ex):
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Well-Versed (Ex):
Spells Known:
Cantrips: Detect Magic, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic 1st (0/3 used): Cure Light Wounds, Expeditious Retreat, Feather Step Equipment:
Ioun Torch
Cold Weather Outfit MW Furs (Winter Wolf) MW Cold Iron Greataxe Cold Iron Morningstar Sap Cold Iron Scorpion Whip Cold Iron Dagger Locked Gauntlet Spell Component Pouch (2) Shortbow Durable Cold Iron Arrows [30/30] Arrows [40/40] Waterskin (2) MW Backpack:
Belt Pouch:
Coins: 18gp 0sp 7cp
Items to Buy:
MW Transformation, galore! (300gp each)
Planned Progression:
Feats:
1st - Additional Traits 1st - SF: Knowledge(Nature) 3rd - Power Attack 5th - Arcane Strike 7th - EH: Arcane 7th - Improved Initiative 8th - SF: Perception 9th - Improved Familiar 10th - Toughness 11th - EH: Starsoul 13th - IEH: Starsoul 13th - Quicken Spell 15th - IEH: Arcane 16th - SF: UMD Bard 5 / Dragon Disciple (White) |