Duke Arvanoff

Sigefrid Ragnarsson's page

24 posts. Alias of Brainiac.


About Sigefrid Ragnarsson

Sigefrid Ragnarsson
Male Human Ranger (Witchguard) 5
LG Medium Humanoid (Human)

Init +2 (+2 Dex)
Senses: Perception +9.

DEFENSE
AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 Dex)

HP 59/59 [(10+3+1+1)+4x(6 + 3 con + 1 FCB + 1 toughness)]

Fort +7 (4 base, +3 Con)
Ref +6 (4 base, +2 Dex)
Will +3 (1 base, +2 Wis)

OFFENSE
Longsword +10, d8+5, 19-20x2.
Shield +9, d4+5+1, x2.
Longsword/Shield +8/+7, damage as above.

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

SPELLS
1 (DC13): Protection from Evil, Protection from Evil

Base Atk +5 (+5 Ranger)
CMB 9 (5 BAB, 4 Str)
CMD 22 (10, 5 BAB, 3 Dex, 4 Str)

STATISTICS
Str 18 (+3) (16 base, +2 racial)
Dex 15 (+2) (14 base, +1 level 4)
Con 16 (+3) (+2 enhancement)
Int 10 (+0)
Wis 14 (+2)
Cha 10 (+0)

FEATS
Combat Reflexes [Level 1]: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Shield Focus [Human]: Increase the AC bonus granted by any shield you are using by 1.
Improved Shield Bash [Level 2 Ranger Feat]: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Toughness [Level 3]: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Bodyguard [Archetype bonus]: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
TWF [Level 5]: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Progression:
6: Shield Master.

TRAITS
Shield Bearer (Race): When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
Armor Expert (Combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

SKILLS
Acrobatics +11 (4 ranks, +4 Dex, +3 class)
Fly +8 (1 rank, +4 Dex, +3 class)
Handle Animal* +7 (5 ranks, -1 Cha, +3 class)
Intimidate +8 (4 ranks, -1 Cha, +3 class, +2 trait)
Knowledge Geography* +6 (3 ranks, +0 Int, +3 class)
Knowledge Nature +8 (5 ranks, +0 Int, +3 class)
Perception +10 (5 ranks, +2 Wis, +3 class)
Profession: Soldier* +7 (2 ranks, +2 Wis, +3 class)
Sense Motive +9 (5 ranks, +2 Wis, +2 race)
Spellcraft +4 (1 rank, +0 Int, +3 class)
Stealth +12 (5 ranks, +4 Dex, +3 class)
Survival +9 (5 ranks, +1 Wis, +3 class)

Total Points: 45 [5x(6 Ranger + 0 Int + 1 Human + 2 background)]
AC penalty is -3 (-1)

LANGUAGES
Common, Skald.

EQUIPMENT
+1 Agile Breastplate, 1550gp
+1 Light Steel Spiked Shield, 1169gp
+1 Longsword, 2315gp
Belt of Con +2, 4000gp.
Adventuring Kit: backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin. (50gp)
[1416gp left]

SPECIAL ABILITIES
Bonus Feat: Humans select an extra bonus feat at first level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Skills: A witchguard adds Knowledge (nobility) and Sense Motive to his list of class skills, and removes Handle Animal and Knowledge (dungeoneering) from his list of class skills.
Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Favored Enemies:
Humans: +4. Magical Beasts: +2

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue (Weapon and Shield). The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Bodyguard: At 3rd level, a witchguard gains Bodyguard as a bonus feat, even if he doesn’t meet the prerequisite. This ability replaces endurance.
Defend Charge: At 4th level, a witchguard forms a bond with a spellcaster he has sworn to defend. Once per day, this bond allows the witchguard to spend a move action to grant an adjacent spellcaster a +2 dodge bonus to AC and a +2 circumstance bonus on concentration checks.
At 5th level and every 5 levels thereafter, these bonuses increase by 2. The bonuses last for a number of rounds equal to the witchguard’s Wisdom modifier (minimum 1).
At 4th level and every 3 levels thereafter, the witchguard can use this ability one additional time per day. This ability replaces hunter’s bond.
Patron: A witchguard learns something of arcane magic from the witches he defends. At 4th level, when a witchguard gains the ability to cast spells, he must also select a patron (Strength), as the witch class feature. This patron is usually the same as the patron of the witch he is sworn to protect, but the witchguard may choose any patron. The witchguard adds the first four spells from his patron’s spell list to his ranger spell list. The witchguard cannot cast patron spells of a level he is unable to cast.

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[b]Background

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Baldur caught him brother’s blow on his shield and laughed. ”Come on brother, you can do better than that!”
”Indeed I can!” Sigefrid replied, grinning as he charged forwards and rammed his brother backwards. Exactly as he had planned Baldur slid backwards onto the ice that Natalya had conjured behind him and crashed to the floor.
Sigefrid’s ‘killing’ blow slammed into a shield of ice that materialised just above Baldur’s raised arm prompting a whoop from the felled brother, as he kicked his brother’s legs out from under him. ”Thanks Mila!”
It took a moment for Baldur to realise that his brother wasn’t pressing the attack. In fact both Sigefrid and his partner Natalya had stopped fighting entirely.
”What? Is Mila ok?”
Sigefrid just pointed to where Baldur’s white-haired partner was stretched out, unconscious on the snow. Both brothers looked back to the hoarfrost shield still gleaming on Baldur’s arm and a single thought ran through both their minds in the same instant.
S**t!

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”Faster boys! Unless you want to lose those pretty heads!” Freya snarled, her long leg plunging deep into the snow as the three siblings struggled towards the trees ahead.
”We should turn here!” Sigefrid panted as they entered the dimness beneath the snow-laden boughs. ”We can take them before they adjust to the shadows.”
”Do you want our little brother dead that badly Sige?” Freya shot back. ”There’s a dozen or more fully trained Witchguards, and three witches. You’re good, I’m better and Baldur has his magic but we can’t take fifteen by ourselves. Now shut up and…”
”Over here!”
Baldur’s hissed whisper cuts the sibling argument off and both hustle through the trunks to where their youngest brother is brushing snow from a stone archway in the trees. ”It’s a fey-gate.” He explains, ”Baba’s stories say you could travel thousands of miles just by stepping through them.” The sound of baying hounds makes all three of Ragnar’s children glance over their shoulders. ”If we could just open it!”
”I could help with that.” A strange, green-blue fey with ice cold eyes emerged from the trees. ”A bargain. I open the gate, and you give me something I want in exchange.” The baying of the hounds behind took on a deeper tone, as they entered the darkness under the trees.
”We need to get away.” Sigefrid spoke quickly. ”I have to get Baldur away from here, now!”
”Done!” The fey replied with a sharp cackle. A sudden blast of warm air, heavy with sunlight, split the forest gloom as a new world appeared in the doorway.
”Come on!” Sigefrid, ever the bravest, marched through, dragging Baldur with him as the younger brother reached back for his sister. ”Freya! Quickly!” Just as Freya grasped his hand the gate snapped shut, putting thousands of miles between Freya and her brothers in the blink of an eye. The brothers were left staring at Baldur’s left hand, missing three fingertips and surrounded by a lush, damp greenness they’d barely even heard of.
S**t!