Toff Ornelos

Skødir's page

62 posts. Organized Play character for Jakuri.


Full Name

Skødir, Ghost-Touched

Race

| HP: 22/22 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 16 | F: +6, R: +2, W: +2 | Init: +3 | Perc: +7, SM: +2

Classes/Levels

| Speed 40ft | Rage rounds 5/6, Influence points (champion) 1/5, Guiding Spirit 1/1 | Active conditions: None

Gender

Male Ulfen Human Barbarian (Unchained) 1, Relic Channeler Medium 1

About Skødir

Skødir
Human (Ulfen) unchained barbarian 1/medium (relic channeler) 1 (Pathfinder RPG Occult Adventures 30, 93, Pathfinder Unchained 8)
CN Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 22 (2 HD; 1d8+1d12+5)
Fort +6, Ref +2, Will +2

.

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Offense
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Speed 40 ft.
Melee bone dagger +6 (1d4+5/19-20) or
. . steel harpoon +6 (1d8+8/×3) or
. . mwk cold iron bastard sword +7 (1d10+8/19-20) or
. . mwk cold iron gladius +7 (1d6+8/19-20) or
. . TWF bastard sword +5 (1d10+7/19-20)/ gladius +5 (1d6+5/19-20)
Special Attacks rage (6 rounds/day), spirit (Champion, 1 influence)
Medium (Relic Channeler) Spells Known (CL -1st; concentration +0) CANNOT CAST WHILE CHANNELING CHAMPION SPIRIT
. . 0 (at will)—guidance, light
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Statistics
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Str 17, Dex 15, Con 15, Int 7, Wis 11, Cha 12
Base Atk +1; CMB +6; CMD 16
Feats Spirit Focus (Champion), Two-weapon Fighting, (Alertness)
Traits guiding spirit, veteran of battle
Skills Acrobatics +4 (+8 to jump), Climb +7, Perception +7, Sense Motive +2, Swim +7, Use Magic Device +5
Languages Common, Skald
SQ champion's prowess (bastard sword), fast movement, powerful bond, relics (6), spirit bonus (+2 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6
Combat Gear wand of cure light wounds, alchemist's fire (5), antiplague[APG] (3), antitoxin (3); Other Gear chain shirt, dagger, mwk cold iron bastard sword, mwk cold iron gladius[UC], steel harpoon, belt pouch, blanket[APG], climber's kit, cold weather outfit, crowbar, flint and steel, grappling hook, masterwork backpack[APG], pickaxe, silk rope (50 ft.), smoked goggles[APG], soap, spell component pouch, sunrod (3), trail rations (5), waterskin, whetstone, iron holy symbol (Gorum), 228 gp, 9 sp
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Special Abilities
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Champion's Prowess (Bastard sword, Harpoon, steel) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Powerful Bond (Su) Enhance benefits of spirit powers and alertness when under influence penalty.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Relics (Su) Require relic to channel spirit, and power/taboo always take same form with each spirit.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium's concentration.
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.

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raging statistics:

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Defense
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AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, -2 rage)
hp 26 (2 HD; 1d8+1d12+5+4)
Fort +6, Ref +2, Will +4
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Offense
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Speed 40 ft.
Melee bone dagger +8 (1d4+7/19-20) or
. . steel harpoon +8 (1d8+10/×3) or
. . mwk cold iron bastard sword +9 (1d10+10/19-20) or
. . mwk cold iron gladius +9 (1d6+10/19-20) or
. . TWF bastard sword +7 (1d10+9/19-20)/ gladius +7 (1d6+7/19-20)
Special Attacks rage (6 rounds/day), spirit (Champion, 1 influence)
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Statistics
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Base Atk +1; CMB +8; CMD 14
Skills Acrobatics +4 (+8 to jump), Climb +7, Perception +5, Swim +7, Use Magic Device +5
SQ champion's prowess (bastard sword), fast movement, powerful bond, relics (6), spirit bonus (+2 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge 1d6

Champion Spirit:

Skødir channels the champion spirit via an ancient runestone that houses the spirit of the linnorm king, Krøl, whose soul was bound to the runestone on death, preventing him from entering Elysium. Undiscovered and isolated for centuries, Krøl is restless and eager to fight by proxy through Skødir, hoping that doing so might break the linnorm's curse and grant him entry into the afterlife.

Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.

Seance Boon: You gain a +2 bonus on all non-spell damage rolls.

Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can’t benefit from effects that increase your caster level.

Taboo: You must accept any challenge to prove your prowess in battle, including challenges to single combat—if you or an ally breaks the rules of the challenge, you break this taboo.

Champion’s Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, Which you choose each time you channel a champion spirit.

Relic Channeler:

Relics (Su): A relic channeler begins with one relic for each of the six spirit legends. Each relic corresponds to a specific spirit, and could be any type of psychically resonant item—from a runestone with a symbol related to that spirit to a bone remnant from a legendary hero. Once a relic channeler selects a choice for taboos and spirit powers (such as archmage arcana and legendary champion), those choices remain in effect every time she channels that legend; unlike normal mediums, she can’t select a different option each time. A relic channeler can’t choose to channel a weaker spirit to reduce her influence from spirit surge. She doesn’t need to find an appropriate location to channel her spirits, since she can simply use her relics. If she loses one of her relics, she is incapable of channeling that legend until she recovers the relic.

If the relic is destroyed, the relic channeler can use her strong bond with the spirit of that relic to forge a new relic for that spirit from her own essence. The process takes 1 week of intense seances and 500 gp per medium level she possesses.

This ability alters spirit.

Powerful Bond (Su): Because of habitually channeling the same spirits and possessing physical links to the spirits’ former lives and legends, a relic channeler possesses a strong bond with her spirits. She receives the benefit of the Alertness feat whenever she is suffering a spirit’s influence penalty. She chooses two spells of each level with the archmage arcana and divine surge spirit powers instead of one, two exotic weapon proficiencies with champion’s prowess instead of one, three combat feats with legendary champion instead of two, and three skills with trickster’s edge instead of two.

This ability alters spirit.