Ulfen

Sigrún Úlfsdóttir's page

1 post. Alias of Ariarh Kane.


Full Name

Sigrún Úlfsdóttir

Race

Human (Ulfen)

Classes/Levels

Shaman 3

Gender

F

Size

M

Age

20

Alignment

NG

Languages

Common, Skald, Sylvan, Dwarven

Occupation

Scout

Strength 16
Dexterity 13
Constitution 15
Intelligence 10
Wisdom 16
Charisma 10

About Sigrún Úlfsdóttir

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Physical Description

• Stands at 5'9" and weighs 152 lbs (toned/muscular).
• Long Golden Blonde Hair, braided at the sides.
• Light Blue Eyes.
• Fair skin.
• Scars: Two across her face (right eyebrow and right side of mouth) and over her body, back and arms.
• Tattoos: On her face and arms.
• Voice: Full-bodied/rich textured; resonating.
• The grit of battle always seems to cling to her body.
• When she calls upon one of the battle spirit's abilities, she grows in stature—becoming taller and more muscular, with a grimace of rage stretching across her face.
Image of Sigrún

Homeland

• Comes from the city of Halgrim (second largest settlement in the Lands of the Linnorm Kings), located on the northwestern shore of Battlewall (one of the largest islands in the Ironbound Archipelago). Halgrim is ruled by the only female Linnorm King, White Estrid.

Family

• Father: Úlfr
• Mother: Brynja
• Siblings: 3 older brothers: Eirik (28 winters old), Geirr (26 winters old), Ivarr (23 winters old).

Personality Traits

Courageous, Stubborn, Determined, Athletic, Generous, Proud, Honourable, Loyal, Passionate, Tolerant, Wise, Resourceful.

Age

20 winters old.

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Sigrún Úlfsdóttir
Female Human (Ulfen) Shaman 3
NG Medium Humanoid (Human)
Init +1; Senses: Darkvision 60ft, Perception +3/+5/+7 in dim or dark areas

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Defense
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AC 17, touch 12, flat-footed 15 (+4 armour, +1 buckler, +1 dex, +1 dodge)
hp 27 (3d8+6+3FC)
Fort +3, Ref +2, Will +6

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Offense
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Speed 30 ft.
Melee: M/W Greatsword +6 (2d6+3/19-20x2, S) (With bull's strength: +8 to hit/2d6+5 damage)
Melee: M/W Morningstar +6 (1d8+3/x2, B & P)
Melee: M/W Cold Iron Dagger +6 (1d4+3/19-20x2, P or S)

Shaman Spells Prepared (CL 3rd; concentration +7)
2nd (2/day, DC 15) Bull’s Strength, Spiritual Weapon, Fog Cloud* (*Can spontaneously cast – Spirit Magic.)
1st (3/day, DC 14) Chill Touch, Cure Light Wounds (1d8+3), Magic Weapon, Enlarge Person* (*Can spontaneously cast – Spirit Magic.)
0 (at will, DC 13) Detect Magic, Detect Poison, Mending, Resistance

Shaman Spirit: Battle

Hexes
Battle Master (Ex): The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of opportunity granted by the Combat Reflexes feat.
Battle Ward (Su): The shaman touches a willing creature (including herself) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded creature's AC. Each subsequent time she's attacked, the defection bonus reduces by 1 (to +2 for the second time she's attacked and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. A creature affected by this hex cannot be affected by it again for 24 hours.

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Statistics
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Str 16, Dex 13, Con 15, Int 10, Wis 16, Cha 10 (Racial Modifiers: +2 CON)
Base Atk +2; CMB +5; CMD 16

Feats Alertness (While a spirit animal is within arm's reach, the master gains the Alertness feat.), Dodge, Extra Hex, Martial Weapon Proficiency (Greatsword)

Traits Desperate Focus (Magic Trait), Tribesman (chose: Climb) (Regional Trait), Wisdom in the Flesh (chose: Stealth) (Religion Trait)
Drawback Pride

Background Skills (2x3):
• Handle Animal +4 (1 rank),
• Linguistics +2 (2 ranks),
• Lore +3 (1 rank)
• Profession (Scout) +8 (2 ranks)

Adventuring Skills (4x3):
• Climb +8 (1 rank, +1 from trait),
• Diplomacy +4 (1 rank),
• Heal +9/+11 (1 rank, +2 with Healer's Kit),
• Knowledge, Nature +5 (2 ranks),
• Knowledge, Planes +4 (1 rank),
• Knowledge Religion +5 (2 ranks),
• Spellcraft +56 (2 ranks),
• Stealth +7/+9* (1 rank, *+2 in dim light or dark, uses WIS mod from trait),
• Survival +10 (1 rank, +3 from Spirit Animal)

Languages Common, Skald (regional language), Sylvan, Dwarven

SQ Orisons, spirit (battle), spirit animal (osprey), spirit magic, hex (battle master, battle ward)

Spirit Magic Spells: Enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull's strength (6th), control weather (7th), earthquake (8th), storm of vengeance (9th).

Gear

• Explorer’s Outfit (free - valued at 10gp, 8 lbs),
• Cold Weather Outfit (8gp, 7 lbs)
• Furs (12gp, 5 lbs)
• Masterwork Leather Lamellar (210gp, 25 lbs, +4AC, -1 ACP)
• Masterwork Buckler (155gp, 5 lbs, +1AC, no ACP)
• Masterwork Greatsword (350gp, 8 lbs)
• Masterwork Morningstar (158gp, 6 lbs)
• Masterwork Cold Iron Dagger (304gp, 1 lbs)
• Healer's Kit (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.) (50gp, 1 lbs),
• Mess Kit (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord) (2sp, 1 lbs),
• Soap (You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses) (1cp, 0.5 lbs),
• Trail Rations: 3 days (15sp, 3 lbs),
• Smoked Fish for Lifa (caught and smoked herself, 0.5 lbs)
• Falconry Gauntlet (10gp, 1 lbs)
• Masterwork Backpack (50gp, 4 lbs),
• Rope, Spider’s Silk – 50ft (100gp, 4 lbs),
• Waterskin (1gp, 4 lbs),
• Flint & Steel (1gp, - lbs)
• Whetstone (2cp, 1 lbs)
• Belt Pouch (1gp, 0.5lbs)
Total cost and weight: 1,411gp, 7sp & 3cp out of 1,650gp, 85 lbs (light encumbrance) (STR 17 - due to M/W Backpack: light load 86 lbs or less, medium load 87-173 lbs., heavy load 174-250 lbs.)

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Special Abilities
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Alternate Racial Trait: Dimdweller: 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.
Spirit Animal: The shaman's spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.
Spirit Ability: Battle Spirit (Su) (3 rounds/day): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
Spirit Animal: Osprey: At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day (1 hour each day in quiet contemplation with her spirit animal) to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one. (Osprey: Mistress gains a +3 bonus on Survival checks.)
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the "toucher." The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn't have to be in contact with the animal to use this ability with hexes.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Spirit Animal Stats:

Osprey – Female, named Lifa.

Osprey CR 1/3
N Tiny Outsider (Native)
Init +3; Senses low-light vision; Perception +14

DEFENSE

AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 Natural Armour Adjustment)
hp 10
Fort +2, Ref +5, Will +2

OFFENSE

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +2; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14 (Racial Modifier +8 Perception)

SPECIAL ABILITIES

• Spirit Animal: The master of an osprey spirit animal gains a +3 bonus on Survival checks

• Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

• Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

• Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

• Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

• Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

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