Gorvald Thrimbyrson

Sigmundr's page

8 posts. Alias of Grumbaki.


Race

HP (40/40) AC (20/13/17) Saves (8/5/6) Initiative (+3) CMD (20)

Classes/Levels

Immune (Electricity) Resist 2 (Cold)

Alignment

LE (Sigmundr) LG (Axe)

Strength 19
Dexterity 16
Constitution 17
Intelligence 15
Wisdom 16
Charisma 13

About Sigmundr

Offense
* To Hit: +3 (BaB) +4 (Str) -0 (PA) = +7
* Damage: 1d12 (Base) +1d6 (Electricity) + 6 (Str) + 3 (PA) = 1d12+1d6+9

[dice=Hit]1d20+7[/dice]
[dice=Damage]1d12+9[/dice]
[dice=Electricity]1d6[/dice]

Defenses
* HP: Lvl 1 (14) Lvl 2 (14) Lvl 3 (12)
* AC: 10 (Base) + 7 (Armor) = 20
* Fort: +3 (Class) +3 (Con) +1 (Trait) +1 (Resistance) = +8
* Ref: +1 (Class) +3 (Dex) +1 (Resistance) = +5
* Will: +1 (Class) +3 (Wis) + 1 (Trait) + 1 (Resistance) =+6

Race, Traits:

Race: Human
* Bonus Feat: Racial Heritage
* Dimdweller: Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Traits
* Northern Heritage: 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. 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.
* Auspicious Tattoo: +1 trait bonus on Will saving throws.
* Foul Brand (–1 penalty on Disable Device, Disguise, and Sleight of Hand checks...caused by Gendwar Argrim's Fury refusing to allow him to act dishonestly)
* Seafarer (You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.)

Feats, Skills, Equipment:

Feats
Lvl 1: Racial Heritage - Storm Soul (Immune to Electricity), Power Attack
Lvl 2: Weapon Focus
Lvl 3 Storm Warrior
Lvl 4: Weapon Specialization
Lvl 5: Advanced Weapon Training - Defensive Weapon Training
Lvl 6: Furious Focus
Lvl 7: Weapon Proficiency Butchering Axe
Lvl 8: Greater Weapon Focus
Lvl 9: Iron Will
Lvl 10: Advanced Weapon Training - Armed Bravery
Lvl 11: Penetrating Strike
Lvl 12: Greater Weapon Specialization
Lvl 13: Lightning Reflexes
Lvl 14: Dodge
Lvl 15: Advanced Weapon Training - Warrior Spirit
Lvl 16: Greater Penetrating Strike
Lvl 17: Fast Learned
Lvl 18: Armor Focus
Lvl 19: Cunning
Lvl 20: Advanced Weapon Training - Fighter’s Reflexes

Skills
* Perception (+9)
* Swim: (+10 / +7 in armor)
* Survival (+9)
* Intimidate (+7)

Background Skills
* Profession Sailor (+9)
* Knowledge Geography (+8 / +9 on ocean)

Equipment 3350 gp
* Masterwork Breastplate (+7 AC, Max Dex 3, -3 ACP 1000 gold)
* Cloak of Resistance +1 (1000 gold)
* Enchantment Runeward Tattoo (The bearer gains a +1 insight bonus on saving throws against spells and spell-like abilities of the keyed school and knows when such a spell or spell-like ability has been cast within 60 feet.)
* Fighter’s Kit with Masterwork Backpack (17)
* Potion Belt, Masterwork: This extremely well-made potion belt holds ten potions. Retrieving a potion from a masterwork potion belt is a Free Action once per round. Cost: 5gp Weight: 1 lbs
* 6 potions of cure light wounds
* Small Tent
* 18 gold

Gloomblade Fighter:

* Bravery (Ex)
- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
* Shadow Weapon (Su)
- A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.
- At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
- At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)
- At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
- At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.
- This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).

* Shadow Weapon Training (Ex)
- At 5th level, a gloomblade gains weapon training, except that he does not select a weapon group; instead, the bonus applies to the shadow weapons he creates. A gloomblade does not select additional weapon groups as he gains levels.
- At 9th level, whenever a gloomblade creates one or more shadow weapons, he can apply any one of the following shadow effects (chosen upon creation) to one of them.
- During the gloomblade’s turn, he can increase his reach with that weapon by 5 feet.
The gloomblade can increase a thrown shadow weapon’s range increment (if any) by 20 feet.
- When he hits a foe with a melee attack with the weapon, he can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity.
- Attacks made with the weapon ignore hardness equal to or less than the gloomblade’s fighter level.
- For every 4 levels he has beyond 9th, a gloomblade can apply an additional effect to his shadow weapons, to a maximum of three effects at 17th level; these effects can be split between multiple shadow weapons as a gloomblade desires, but they don’t stack with themselves.
- This alters weapon training.

Background:

Sigmundr was born in Rhizia. He never knew his father, for the man was a pirate who went out to sea and never returned. This was a fact of life for many within the small town that he was born in. As such, he grew up on tales of his father's adventurers, told by his often drunk comrades who would raise a toast to the man whenever they saw his son. To his mother's distress, Sigmundr idealized his father, whom in his eyes was the epitome of what an ulfen should be. It came as a surprise to none that when he came of age he took to sea, eager to raid the coasts of the world for glory and plunder.

This life went on for many a year. Sigmundr was tall, even by the standard of his people, and even moreso was large. Ulfen warriors were known throughout the world for their strength, but even among them Sigmundr stood out for the raw power that he exuded. That, and the dark look in his eyes that accompanied his joy for bloodshed. While there were no outward appearances, he had within him giant blood, which only served to heighten his physicality and his desire to cause destruction. Given the predilection of his blood and the culture that he came from, his choice of profession was clear for all to see.

Such a life would have continued until he met his father's fate, if not for his dreams. As the days turned into months and the months into years, the same dream would come to him again and again. In his dream there was a white-bearded dwarf, armor torn and rent, fighting atop the Crown of the World against a horrific Oni. In his dream the two killed each other, with the dwarf lopping off of the Oni's head and burying his axe into it's skull, even as he succumbed to his own wounds. The dream felt *real* beyond imagining, and it came with a burning desire to travel towards the location where both lay. Of course, his crewmates refused to make such a journey, to chase a dream into the icy wilderness without any other profit to shot for it. Thus, he left them and his seafaring days behind and journeyed north. North ever onwards.

To say that it was an adventure would be an understatement. For the Oni, slain many centuries ago, had spread it's seed far and wide. When it had fallen, it's very essence had been trapped by the axe of the dwarven hero who slew it. An essence which could not escape so long as the axe remained lodged in it's skull. As such, it used it's abyssal power to call out to any who shared it's blood, willing them to come and accept their birthright. That is, to be possessed and consumed by the Oni, so that it might take their body and walk the world again. Sigmundr was but one in a long line of heroes and villains who had tried and failed to find this resting place. However, unlike those who came before, he succeeded.

Standing at the spot that had plagued his dreams for so long, the warrior trudged over and began to dig through the snow. What he found was the body of the lost and forgotten dwarven hero, lying beside an Oni's skull with a magnificent axe lodged within it. Heeding the call of his blood, he ripped the axe free...

...what occurred was a battle of wills which he would have lost. That is, if not for the axe. For the axe was an ancient relic of a bygone age, which held within it it's own intelligence. Designed specifically for the task of dealing with outsiders as evil as this, the blade lent it's will to that of Sigmundr. His screams echoed along the empty wastes, as he fought a battle within his mind against his Oni progenitor for his very soul.

At long last he fell to his knees, a changed man. The Oni had lost, it's very essence consumed by Sigmundr so that it became part of him. And so too did the axe. Just as the axe had bound the Oni into it's skull, now it bound the Oni within Sugmundr. It was him and he was it, and the axe was likewise bound to him.

This created something of a dichotomy. Sigmundr was a warrior. A raider. A pillager. A murderer. He was a man who took what he wanted because might made right. But the axe? The axe had a mind of it's own, and a will that was greater than his. It was designed to protect the people of the mortal world against the many evils that would plague them. It was a weapon fit only for the hands of a hero. And heroism is what the axe demanded.

Now Sigmundr finds himself continuing to wander the lands. He searches for glory. He revels in spilling blood. Only now, the desire to right wrongs, to slay evils and to protect the innocent wars within him. He has found that the only way to avoid the mental anguish of fighting the great will of the blade is to find ways to meet both of their needs. For it truly is possible to spill blood, earn coin, and to slay evil at the same time. As such, with the humble village of Hame calling for aid, he has answered the call. He hopes that this will lead to both he, and his axe, being satisfied.

Gendwar Argrim's Fury:

Gendwar' Argrim's Fury

Forged when the dwarves long ago under great need, this axe contains the essence of a lantern archon in the service of Gendwar Argrim. The deity aggressively seeks out threats to eliminate, and this weapon was designed to allow one of his servants to remain indefinitely in the mortal world so that it might do just that. It holds within it an undying thirst for justice, and to violently end any and all threats. Especially those from the outer planes. The archon within is more than happy to be wielded by heroes, though thus far Sigmundr has left something to be desired. Still, the life of a mortal man is short, especially by the reckoning of an immortal spirit. And at the very least the human was proven to be strong of arm and pliable of mind, two qualities which the blade has deemed sufficient in allowing itself to be wielded.