Tsadok Goldtooth

Sigvald Urfheddr's page

90 posts. Alias of Mightypion.


Full Name

Sigvald Urfheddr

Race

Half Orc HP27/27 AC14/13/9F/R/W8/3/1 or 3 CMB 6 CMD17 Init1 Perc4

Classes/Levels

Abyssal Bloodrager ressources Rage rounds5/6

Gender

Male

Size

Medium

Age

23

Special Abilities

Bloodrage

Alignment

CN

Deity

Our Lord in Iron and our Lady in Shadow

Location

F!!# if I know

Languages

Orcish, Common, Abyssal

Occupation

Violence for hire

Strength 18
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 8
Charisma 13

About Sigvald Urfheddr

ORChestra:

Orchestra

Absalom Mercenary Review guild

Legal Status:

The Orchestra is a mercenary batallion operating in the north of Golarion. They have performed on the side or Irrisen against Hold of Belkzen, on the side of the Hold of Belkzen against Lastwall, on the Side of the Hold of Belkzen against forces associated with Tar-Baphon, on the side of the Hold of Belkzen against forces associated with the Worldwound and on the side of Lastwall against forces associated with Tar-Baphon.
The Hold of Belkzen reported highly satisfactory performance, the armed forces of Irrisen reported highly satisfactory performance, the military of Lastwall reported unsatisfactory performance.

The legal council of the Orchestra challenged the latter claim succesfully in Absalom court, citing violations of preagreed salvage and prisoner rights. Specifically, the Orchestras claims that Toragite Paladins executing Tar-Baphonite POWs, taken by the Orchestra represents both an infringement of Orchestra's operational freedom, and also represent theft as the Orchestra was unable to ransom or exchange these POWs, resulting in the death of Orchestra members held prisoner by Tar-Baphonite forces.

Possible employers:
The Orchestra adheres to basic restrictions of possible employers, forswearing fighting for Demon Lords currently ruled as openly invading Golarion (Deskari, Baphomet), or Qlippoths.
The Orchestra has signed on a contract with Irrisen to not fight for Koschtschie for 100 years and 100 days (remaining duration 95 years 75 days). As well as to not fight against Irrisen on territory recogniced as Irriseni 5 years ago.
The Orchestra has signed a contract with envoys of the savored Sting to not fight for Cheliax for 66 years.
The Orchestra announced its intention to never fight for Toragite interests again.

Tactics and makeup:
The Orchestra has a sizeable percentage of Bards, Skalds or Spell Warriors in its ranks, which are used as considerable force multipliers.
Front line troops are often Barbarians or Bloodragers.
Strengths:
It is a mostly infantry forces, known for a high degree of mobility and a curious mix of ambush and shock tactics. Many Orchestra members have dark vision, and they excel at night fighting.

Weaknesses:
The Orchestra does have a light cavalry unit, but it is used exclusively for scouting and running down routing foes, not for frontline combat. They only have limited divine support.

Controversies:
The Orchestra has an incredibly pragmatic outlook, rumors exist of having completed clandestine tasks for Demon Lords Zurah and Nocticula, which are formally denied by all 3 parties, exists. They are commonly ruled as credible due to the fact that Irrisen is paying them to never fight for Demon Lord Koschtschie.

Overall assessment:
A highly competent mercenary company of somewhat questionable repute.

proper Merc Boi code of conduct:

Look, CHaotic Neutral means I give zero f#%#s about laws I didnt sign up to. My own word, if freely given, is pretty solid. So, in Gorrums name, here is how I roll. .


1: I respect and mostly protect the lives, freedoms and possessions of my employees, my employers and my colleages. Different terms apply to captives that got recruited, until they proved themselfes.

2: I give no f&@*s about who someone worships, as long is he isnt f+*~ing non consensually around or missionarizing, sacrificing captives owned by other people etc.

3: I dont do s@!& for free, if you pledge to pay me, and then decide to not to, you move from "employer" to "someone who owes me money".

4: My 2 deities actually agree on treating prisoners better then they would expect, and so do I. If you feel a crushing need to be an a%##!@&@ to prisoners, just do so with some basic plausible deniability and when I am not f$$%ing watching.

5: I would lie a lot more if I was any good at it.

stat block:

Defenses
Normal
AC=16/15/11
Saves=8/3/1 or 3
CMD=14
10+4+5+6+2=27/27 hp

Raging
AC=14/13/9
Saves=10/3/1 or 3
CMD=16
+2 hp

Trickster 1 +4 hp
Bloodrager 2
+5 hp

Offenses
Non rage
Bardiche=+4 d10+4

Rage
Bardiche+6 d10+7
Claws=+6 X2 1d6+5

stat block:

Starting point buy
STR 15+2
Dex 12
Con 14
Int 10
Wis 8
Cha 13

STR=16+2
Dex=12
Con 16
Int 10
is 8
Cha 13

Traits and Feats:

Trait: Bastard Mercenary A~!$#@$
Benefit You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble well respected mercenary captain.)

Trait: Irrepressible
Use Cha instead of wis for saves vs charm and compulsion

Trait: Fates Favored
+1 trait bonus to luck saves

Drawback:
Pride

Alternative racial traits:
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Feat level 1: Combat reflexes

equipment:

Scale armor (50 gold)

Bardiche 13 gold
Spiked gauntlet 5 gp
Sling 0 gp
20 Sling Stones
Heavy shield 10 gp
Battleaxe 8gp
backpack 2gp
5 rations
fire making equipment
sleeping back
rope (hemp)

Skills:

Background skills:
Linguistics (picking up Abyssal)
Profession Merc a@@@%&%=3

Adventuring skills:
Intimidate=3+1+1+2=7
Spellcraft=3+1=4
Swim=1+3+3=7
Perception=2+3-1=4
Climb=4+1+3-ACP
Survival=1+3-1=3
Handle animal=1+3+3=5

Mythic:

Trickster
Fleet Charge (Ex)

As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Feat:
Mythic combat reflexes

Path ability deadly dodge
Deadly Dodge (Ex)

As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker’s reach. This reroll uses the same modifiers as the initial attack roll.