Xol-Nomag

Rúnhildr Valente's page

2 posts. Alias of Black Dow.


About Rúnhildr Valente

Rúnhildr appears quite the archetypical shield maiden; her Ulfen father gifted her height and strength of arm, whilst her Taldane mother bestowed bronze skin and chestnut hair worn long and loose. She sports a deep scar across the brow of her nose, the only real blemish upon her proud features.

Upon her broad shoulders she wears a serviceable leather armour studded with rivets over winter clothing. At Rúnhildr's hip sits a duo of throwing axes, and nestled in the interior of her shield a knife is sheathed and waiting. About her person pouches and a pack clink with the sundry equipment of a travelling mercenary.

In her off hand Inga bears a heavy wooden shield - upon its proud face a sigil depicting a Ulfen version of a great Lion of Taldor... Its name: "Norðanverðr-Ljónynja" (lit: "Northern Lioness" in the Skald tunga).

Female Human Magnus (Skirnir) 1
N (with a edge of Chaotic) Medium Humanoid

Favoured Class: Magus

Favoured Class Options:

+1 HP (Selected @ Level 1)
+1 Skill Point
+¼ point to the magus' arcane pool.

Speed: 30ft. (Armoured & Unarmoured)
Init: +2
Senses: Perception +1

DEFENSE:

AC 17 (10 Base, +2 Dex; +3 Studded Leather Armour; +2 Heavy Wooden Shield)
Touch AC 12 (10 Base, +2 Dex)
Flat Footed AC 15 (10 Base, +3 Studded Leather Armour; +2 Heavy Wooden Shield)
HP 10 (1d8 [8]; +1 Con; +1 Favoured Class)
Fort +4* Ref +2 Will +3
* +1 Trait bonus
CMD: 14 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)
Defensive Abilities: Cold Resistance 2

OFFENSE:

BAB +0
Melee: Throwing Axe +2 (1d6+2/x2) or MW Heavy Wooden Shield Bash +3 (1d4+3/x2)
Ranged: Throwing Axe +2 (1d6+2/x2) Range: 10ft.
CMB: +2 (BAB+STRMod+SizeMod)

SPELLS PREPARED/AVAILABLE:

Innate Cantrips (DC13): Dancing Lights 0/1day & Read Magic 0/1day
0 Level (DC13): 3-1=2; Detect Magic & Spark (0/2 Used)
1st Level (DC14): 1-1+1INT = 1; (0/1 Used)

ABILITIES:

Arcane Pool: 4 (0/4 Used)

STATS

STR 15 (+2) DEX 14 (+2) CON 13 (+1)
INT 16 (+3) WIS 12 (+1) CHA 13 (+1)

25 POINT BUILD:

7 points = STR
5 points = DEX
3 points = CON
5 points = INT
2 points = WIS
3 points = CHA

+2 Racial Bonus to INT

STR 14 (+2) DEX 14 (+2) CON 12 (+1)
INT 16 (+3) WIS 10 (+0) CHA 13 (+1)

20 POINT BUILD:

5 points = STR
5 points = DEX
2 points = CON
5 points = INT
0 points = WIS
3 points = CHA

+2 Racial Bonus to INT


RACE ABILITIES)

Bonus Feat: Humans select one extra feat at 1st level - Additional Traits selected.

Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.

CLASS FEATURES

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.

Sometimes called a shield-vassal or shieldmaiden, the skirnir has learned to infuse his power into his shield.

Weapon and Armour Proficiencies:

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells:

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

A skirnir casts one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Arcane Pool (Su):

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

At 1st level, a skirnir can use his arcane pool to grant an enhancement bonus to a weapon as normal, as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any).

Sorcerous Shield (Ex):

At 1st level, skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield. They treat their magus levels as their fighter levels for the purpose of qualifying for shield-related feats.

This ability replaces spell combat.

Arcane Bond (Su):

At 1st level, a skirnir gains a shield (except for a tower shield) as an arcane bond item. This is identical to the wizard class ability (as detailed below), but the skirnir may only bond with a shield, not a familiar or other item.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Spell Strike (Su):

At 1st level, a skirnir may use this ability with a weapon or shield bash attack.

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

SPELLS KNOWN

1st Level (6): Chill Touch; Keep Watch; Linebreaker; Obscuring Mist; Returning Weapon & Shocking Grasp

FEATS

Additional Traits(Bonus Racial Feat):

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait.

Improved Shield Bash [ooc:
(Combat Feat - 1st Level Selection)]

You can protect yourself with your shield, even if you use it to attack.

Prerequisite: Shield Proficiency

Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Norma: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment)

TRAITS: 2 Starting +1 Campaign Feat = 3 total

Northern Ancestry (Reign of Winter Campaign Trait):

Source=Reign of Winter Player's Guide pg.6
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.

Child of Two Peoples (Race Trait):

Source People of the North pg. 15.

Requirement(s): Half-Elf, Half-Orc, or Human

Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (in this case Ulfen and Taldan). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages.

Benefit(s): You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.

Arcane Revitalisation (Magic Trait):

Source Ultimate Campaign pg. 56

Your martial prowess can feed your arcane power.

Benefit: Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.

SKILLS: Skill Points per Level: 5 (2 + 3 Intelligence)

Magnus Class Skills:

The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Climb +4: 1 Rank; +2 STR; +3 Class; -2 Armour Penalty
Intimidate +5: 1 Rank; +1 CHA; +3 Class
Knowledge (Arcana) +7: 1 Rank; +3 INT; +3 Class
Knowledge (Planes) +7: 1 Rank; +3 INT; +3 Class
Profession (Sailor) +3: 0 Ranks; +1 WIS; +2 Trait
Spellcraft +7: 1 Rank; +3 INT; +3 Class
Swim +2: 0 Ranks; +2 STR; +2 Trait; -2 Armour Penalty

Languages: Skald, Taldan (Common), Jotunn (Giant), Ormr (Draconic)

EQUIPMENT

Combat Gear:

Other Gear:

WEALTH

Gold: 45
Silver: 2
Copper:
Treasure:

Outlay of Coin:

Cold Iron Throwing Axe - 16GP
Throwing Axe - 8GP
Studded Leather Armour - 25GP
Cold Weather Clothing - FREE
Snow Shoes - FREE
MW Heavy Wooden Shield - FREE (Arcane Bond)
Cloak Brooch (Family Sigil) - 5GP
Backpack - 2GP
Waterproof Bag - 2SP
2 off Belt Pouches - 2GP
Spell Components Pouch - 5GP
Waterskin - 1GP
Drinking Horn - 1GP
Sunrod's (3 off) - 6GP
Trail Rations (4 Days) - 2GP
Whetstone - 1SP
Winter Blanket - 5SP
Small Steel Mirror - 10GP
50ft. Silk Rope - 10GP
Signal Horn - 1GP

APPEARANCE

Age: 23 Height: 5'9 Weight: 147 lbs.

FAITH