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Ragnar Sköld Född's page

435 posts. Alias of Mark Sweetman.

Full Name

Ragnar Sköld Född


Human (Ulfen)


Barbarian 3 (Invulnerable Rager archetype)






The Green Faith




Common, Skald

Strength 16
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 12
Charisma 11

About Ragnar Sköld Född

Current Notes: 16/38 HP, 2/11 Rage rounds used

Ragnar Sköld Född
Male Human (Ulfen)
Barbarian (Invulnerable Rager Archetype) 3

Blunt, obstinate and direct would be three words to describe Ragnar. He has no need for subtlety and stealth, preferring the direct path. Fearless in approach, though maintaining a healthy heathen respect for seiðr or witchcraft that can bend the mind of a man.

The circumstances of his departure from his home village means that there is no love lost betwixt him and authority. He rankles at those that would subject the will of others beneath their own and is a fierce defender of those that cannot defend themselves.

Growing up in the Lands of the Linnorm kings, Ragnar has a great respect for the landvættir that dwell in all parts of the world. His heart runs free through the primal natural world and he resists any attempt to subjugate nature.

Ragnar stands an impressive six feet even, with broad shoulders and a thick barrel chest. A shock of unhindered long brown hair spills from his head, though his braided beard is the colour of red flames. Brown eyes peer out from amidst a skin that is weathered beyond his young years. He is not pretty by any measure, but his blue eyes can pierce through to the soul when his ire is raised.

At his heels follows Liten Mun, a Norsk Elghund. Peculiar for the longhaired breed, the dog has a dark coloring except for a white spot at the dog’s breast. Devoted to Ragnar, the dog is often nipping at his heels and following in his wake.

Ragnar grew up in a small hamlet north of Trollheim in the half-frozen tundra of the Lands of the Linnorm Kings. His early childhood was harsh, with little time for games beyond those fashioned to harden younglings to the life of the North. His father was a huscarl for the local lord, while his mother scraped what crops would grow from the tundra.

As was the custom in the village Ragnar’s kin had been adopted into the local lord’s household and bore his last name. This was borne well in public, but around the hearth at night his father would tell stories of his ancestors and how they had travelled to far off Iobaria in ages past. The fire in his father’s eyes was clear and that fervor and passion was passed down to his son.

His teenage years passed quickly between days spent training with arms and nights listening to his fathers stories. The influence of his mother instilled a great respect for the natural world and respect / mistrust of the landvættir (nature spirits) that dwelt in the land.

It was a cold day at the start of the winter just past when the jötunn came down from the mountains and drew near to their home. Seeking to protect his mother, Ragnar strode out to meet the creature, but was no match for its ferocity. Lying battered and broken against their hut he could do naught but watch as his mother was struck down. The jötunn turned it’s attention back to Ragnar, but the entry of his father into the fray was enough to drive the troll away.

Their hearts were then forced to break as their mother bled out in their arms before them. His father softly repeating over and over ”Blod på snön hjärtan är brutna” (Blood on the snow, hearts are broken). Helping Ragnar to his feet they set to the frozen earth to scour a place to lay her body to rest.

Unfortunately Ragnar’s father had to abandon his post outside the fest hall where his lord was transgressing against his marriage with an unwed maiden. As though bidden by the fates, the lord’s wife arrived and witnessed the carnal act of congress. Incensed and outraged the lord sent his champion with orders to behead Ragnar’s da for his dereliction.

Suffused as they were with grief, the first that either Ragnar or his dad knew of the champion’s approach was the word ”Níðingr” (Coward) before his father’s spine was split by an axe strike. Job done the coward turned to leave as Ragnar slowly overcame his shock. His father fell dead instantly, without so much a cry of surprise.

White hot anger burned in the pit of Ragnar’s stomach and his sight became tinged with red. Grabbing his father’s axe Skäggig he stood despite his seeping wounds and strode after the champion shouting ”Du är en fegis, kom möter mig i holmgång” (You are a coward, come face me in honor combat). Barely waiting before seeing the other man’s accepting nod Ragnar let the white heat overcome him and waded into the fray.

When the rage passed and pain returned, Ragnar sported a few more wounds but held the severed head of his enemy in his hand. Leaning on Skäggig for support he approached the local lord. Tossing the head of the lord’s champion at his feet Ragnar claimed weregild for the insult and slaughter of his father. Flanked by more of his corrupt guard, the lord banished Ragnar from the hamlet on pain of his death should he return. Forsaking the lord’s name and family he swore a blood oath that he would return for the man’s head one day.

Staying long enough only to see his father buried, Ragnar gathered his family’s arms and possessions setting off for Iobaria at a run.

Still need to add the adventures had along the way - I figure he travelled South to Varisia, skirting the mountains before striking East through the Northern end of Lastwall, skirting the river with a short passage through Razmir before striking out through the River Kingdoms and into Brevoy.

N Medium humanoid
Initiative: +1; Senses: Perception +6

AC 16, touch 10, flat-footed 16 (+6 Armor) (14 / 8 / 14 while raging)
CMD: 16 (10 +3 BAB +3 Str) (18 while raging)
Hit Points: 38 (12 +3 Con +1 Fav +7+3+1 +7+3+1)
Fortitude: +6 (3 Base +3 Con) (+2 vs spells while raging)
Reflex: +1 (1 Base) (+3 vs spells while raging)
Will: +2 (1 Base +1 Wis) (+4 while raging)
Additional +1 on saves vs fear and mind-affecting

Speed: 30 ft in armor, 40ft without
Melee: Greataxe: +7 (3 BAB +3 Str +1 MW) for 1d12+4 (3 Str +1 Two-Hand)
CMB: +6 (3 +3 Str) (+8 while raging)

Greataxe: [dice]1d20+7[/dice] for [dice]1d12+4[/dice]
Raging Greataxe: [dice]1d20+7+2[/dice] for [dice]1d12+4+3[/dice]
Raging Power Attack Greataxe: [dice]1d20+7+2-1[/dice] for [dice]1d12+4+3+3[/dice]

Proud and Free (Campaign): +1 morale on attempts to be Intimidated and saves vs fear / mind-affecting powers. -2 Diplomacy with nobles.
Know the Land (Green Faith – Faiths of Balance): +1 on Knowledge (Nature) and Survival.

Achievement Traits:

As an Outlander you are both respected and feared in equal measure by the insular folk of Kustnir.

The proud people of Kustnir begrudgingly accept that outside help is needed for their beleaguered village. Yet their inherent mistrust of outsiders and strangers means until you free them you’ll not be totally accepted.

Benefit: While in Kustnir and the surrounding area you gain both a +1 on Diplomacy checks with exponent villagers and a +1 bonus to Intimidate checks against any belligerent locals.

As a seasoned Gífr-banamaðr or trow slayer, you know how best to send these brutes to the next life...

Benefit: When in combat with trolls (or any other creature of the Giant subtype) you gain a +1 trait bonus to flanking attacks and a +1 bonus to confirm critical hits.

Rugged Northerner (Inner Sea Guide): treat extreme cold as severe cold, severe cold as cold and not impacted by cold. No fatigue from frostbite or hypothermia.
Endurance: +4 bonus on Swim to resist exhaustion, Con made to continue running, Con to avoid damage from force march, Con to hold breath, Con to avoid nonlethal damage from starvation or thirst, Fort saves from hot or cold environments and Fort saves to resist suffocation. May sleep in light or medium armor without becoming fatigued
Power Attack: can choose to take -1 on attack for +2 on damage (+3 with two-hander)

Special Abilities:
Fast Movement (Ex): +10 feet land speed in medium armor or less and carrying medium load or less
Rage (Ex): 11 rd/day. Enter as free action, +4 morale to Strength and Constitution, +2 morale to Will saves, -2 to AC. Cannot use Cha/Dex/Int based skills except Intimidate. End as free action, fatigued for double number of rounds spent raging. Rage ends if fall unconscious.
Rage Power: Superstition (Ex): +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Sixth Sense (Ex): +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds.
DR 1/- (2/- vs non-lethal damage)

Skills (4 +1 Human +1 Int):
Climb (Str): 3 (2 +3 Class +3 Str -5 Armor)
Handle Animal (Cha): 6 (3 +3 Class)
Intimidate (Cha): 6 (3 +3 Class)
Knowledge (Nature - Int): 8 (3 +3 Class +1 Int +1 Trait)
Perception (Wis): 7 (3 +3 Class +1 Wis)
Survival (Wis): 8 (3 +3 Class +1 Wis +1 Trait)
Swim (Str): 2 (1 +3 Class +3 Str -5 Armor)

Languages: Common, Ulfen Skald, Jötunn (Giant)

Racial Traits:
Bonus Feat
Favored Class: Barbarian (HP)

"Skäggig" (Bearded) Masterwork Greataxe (320gp): 1d12, x3, S, 12lb
"Alfr Smärta" (Elf Pain) Cold Iron Longsword (30gp): 1d8, 19-20/x2, S, 4lb
Shortspear (1gp): 1d6, x2, 20ft, P, 3lb
Heavy Wooden Shield (7gp): +2 Shield, -2 Armor Check, 10lb
Chain Mail (150gp): +6 Armor, +2 Max Dex, -5 Armor Check, 20ft speed, 40lb

Cold Weather Outfit (Free) - +5 circumstance on Fort saves against exposure to cold weather, 7lb

Pathfinder’s Kit (22lb) – 12gp (from Pathfinder Field Guide)
Backpack, bedroll, belt pouch, clay mug, dagger, 2 fishhooks, flint and steel, sewing needle, signal whistle, 50ft string, 50ft thread, waterskin, 1 week trail rations, whetstone
Drinking Horn (silver inlay) - 20gp

Runed trow tooth
Smilodon tooth, pelt and raw heart

Liten Mun – Guard Dog (25gp):
Name means ‘Small Mouth’
A Norsk Elghund (Norwegian Elkhound)
With an Int of 2, can know six tricks: Down, Fetch, Heel, Guard, Seek, Stay
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Skill Focus (Perception)
Acrobatics +1 (+9 to jump), Perception +8, Survival +1 (+5 scent tracking)

Cash at Hand: 115 gp
250 gp - from sale of Gorruk's hook and wage paid
100 gp - remaining balance from hook sale