Ulfen Raider

Skäne Ingvârssonn's page

806 posts. Alias of Black Dow.


Human (Ulfen)


Vigamaðr-Lochlannach (Fighter - Vikingr) 7 | HP: 59/71 | AC: 27 T 12 FF 25 | Saves: Fort +8, Ref +4, Will +5 CMD: 26, CMB: +10 | Init: +3 | Perception +3| 20ft. Move | Rage 2/19



About Skäne Ingvârssonn


“Never walk away from home ahead of your axe and sword. You can't feel a battle in your bones or foresee a fight."
― The Havama

"Honor is a harder master than the law."
― Mark Twain

"In bloody days, swords were worth more than gods."
― Joe Abercrombie


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr archetype) 6

Neutral Medium Humanoid

Favoured Class: Vigamaðr

Favoured Class Options:

+1 HP (selected for 2nd, 3rd & 4th Level)
+1 Skill Point
+1 to the Fighter's CMD when resisting two combat maneuvers of Skäne's choice (Selected for 1st & 5th Levels - Bullrush, Grapple, Sunder & Trip chosen.)



Speed: 30ft. Unarmoured/20ft. Armoured
Init: +3
Senses: Perception +3


AC 27 (10 Base, +2 DEX, +8 Armour [+2 Breastplate], +6 Shield [+1 Cold Iron Heavy Shield*], Amulet of Natural Armour +1) | RAGING AC 25
Touch AC 12 (10 Base, +2 DEX)
Flat Footed AC 25 (10 Base, +8 Armour [+2 Breastplate], +6 Shield [+1 Cold Iron Heavy Shield*], Amulet of Natural Armour +1)

HP 71 (7d10 [10+6+6+6+6+6+6]; +21 Con; +4 Favoured Class - 2nd/3rd/4th/7th Levels) | RAGING HP 74

FORTITUDE +8** (+5 Base; +3 Con)
REFLEX +4 (+2 Base; +2 Dex)
WILL +5 (+2 Base; +1 Wis; +2 Iron Will Feat) | RAGING WILL +7

+2 Feat bonus on saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of hags and witches.

CMD: 26***/**** (10+BAB+STRMod+DEXMod+SizeMod+MiscMods+Shield) | RAGING CMD: 28

*+1 Shield Focus feat & +2 Shield Defence class ability.
** 2 bonus on Fortitude saves to resist cold weather.
*** +1 Favoured Class bonus to resist Bull Rush, Grapple, Sunder & Trip attempts.
**** +3 Shield bonus to CMD from Shield Specialisation feat.


BAB +7/+2

MELEE*: +1 Spear +12/+7 (1d8P+5/x3) or MWK Adamantine Warhammer +12/+7 (1d8B+4/x3) or +1 Heavy Cold Iron Shield +12/+7 (1d4B+5/x2) or Cold Iron Throwing Ax +11/+6 (1d6S+4/x2)

MELEE (POWER ATTACK)*: +1 Spear +10/+5 (1d8P+9/x3) or MWK Adamantine Warhammer +10/+5 (1d8S+8/x3) or +1 Heavy Cold Iron Shield +10/+5 (1d4B+9/x2) or Cold Iron Throwing Ax +9/+4 (1d6S+8/x2)

RANGED*: +1 Spear +12 (1d8P+5/x3) 20ft. Range or Cold Iron Throwing Ax +11/+6 (1d6S+4/x2) 10ft. Range

CMB: +11 (BAB+STRMod+SizeMod)

*Additional +2 Attack and damage bonus while Raging.
** +2 Str bonus while Raging.


STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 13 (+1) | RAGING: STR 22 (+6) CON 20 (+5)

5 points - STR; 5 points - CON; 3 points - DEX; 3 points - CHA & 2 points - WIS

+2 racial bonus to STR
+1 Level 4 Ability Increase to DEX
+2 bonus to STR (Red Rider's Mantle)



Bonus Feat: Humans select one extra feat at 1st level - Additional Traits selected.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Ámáttugr (Fearsome) (Ex): At 2nd level, a viking can make an Intimidate check to demoralise an opponent as a move action. At 10th level, she can do so as a swift action. At 18th level, she can demoralise a foe as a free action once per round.

This ability replaces Bravery.

Skjǫldr Vǫrn (Shield Defence) (Ex): Starting at 3rd level, a viking learns the art of fighting with a shield. Whenever she is wearing medium, light, or no armour and wielding a shield, the viking’s shield bonus to AC increases by 1. Every 4 levels thereafter (7th, 11th, and 15th), this bonus increases by 1.

This ability replaces Armour training.

Berserkr (Berserker) (Ex): At 4th level, a viking gains the rage ability as the barbarian class feature, but her barbarian level is considered to be her fighter level –3.

This ability replaces weapon training 1, 2, 3, and 4.

Rage (Currently 8 Rounds per Day): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armour Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Jǫtun-móðr Megin (Rage Powers) (Ex): Starting at 6th level, whenever a viking gains a fighter bonus feat, she can instead choose to gain a single rage power, as the barbarian class feature, in place of the bonus feat. Once selected, these rage powers cannot be changed.


Shield Focus (1st Level Character Combat Feat) You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Additional Traits (Bonus Racial Feat) You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

Improved Shield Bash (1st Level Fighter Combat Feat)
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn.

Saving Shield (2nd Level Fighter Combat Feat)
Benefits: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.

Iron Will (3rd Level Advancement Feat)
Benefit: You get a +2 bonus on all Will saving throws.

Missile Shield (4th Level Fighter Combat Feat) You are skilled at deflecting ranged attacks with your shield.
Prerequisites: Dex 13, Shield Focus.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.

Power Attack (5th Level Advancement Combat Feat) You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Witchbreaker (6th Level Fighter Combat Feat): You are trained to be resilient to and disrupt the magic of hags and witches.
Prerequisites: Iron Will.
Benefit: You gain a +2 bonus on saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of hags and witches. In addition, whenever you confirm a critical hit against a hag or a witch, any of your allies affected by a mind-affecting effect from that creature can attempt a new saving throw against the effect as an immediate action.


Hrjufr Varðmaðr (Gruff Watcher) (Ulfen Race Trait): Having grown up among headstrong sailors and bloodthirsty raiders, you learned to keep quiet and pay attention.
Benefit(s): You gain a +1 trait bonus on initiative checks and Perception checks.

Skjǫldr Vandir (Shield Trained) (Gorum Religion Trait): You were trained to use shields as weapons.
Benefit(s): Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.

Snjárbūinn (Snowbound) (Social Trait): You came of age in a place with harsh winters amid a culture that rewarded you for testing your limits in the cold.
Benefit(s): You gain a +1 trait bonus on saving throws against cold effects and a +2 trait bonus on Fortitude saves against the effects of cold weather.

Vaka Vǫlva Veiðimaðr (Vigilant Witch Hunter) (Campaign Trait): You don’t trust witches. They deal with otherworldly beings, consort with beasts, and brew vile poisons in their cauldrons. As a child, perhaps you barely escaped some horrid fate at the hands of an evil witch, or maybe a loved one was stolen from you by a witch’s charms. Perhaps you wanted to be a witch yourself, but the local witch refused to take you on as an apprentice. Whatever the reason, you now hate witches, and have dedicated your life to ferreting them out and exposing their wickedness for all to see. You know that the North is full of winter witches, and should you ever find yourself there, you’ll relish bringing your justice to them as well.
Benefit(s): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, you begin the campaign with 1d4 hex nails (see below):

Hex Nail: A hex nail is a thick, 6-inch-long nail forged from cold iron. Usually carried like charms or concealed within the heels of shoes, these roughly worked nails are the only protection many common citizens of Irrisen have against the White Witches and the cold fey of the North. Carrying a hex nail grants its possessor a +2 resistance bonus on all saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches. A hex nail automatically grants its bonus when its possessor is targeted by such an effect. Once a hex nail has granted its bonus on a single saving throw, it becomes a nonmagical nail. Most Jadwiga consider possession of a hex nail an act of treason


Fighter Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 (2 + Int modifier)

Climb +6: 2 Ranks; +4 STR; +3 Class; -3 Armour Penalty
Craft (Armour) +4: 1 Rank; +0 INT; +3 Class
Intimidate +10: 6 Ranks; +1 CHA; +3 Class
Perception +3: 1 Rank; +1 WIS; +1 trait
Profession (Sailor) +5: 1 Rank; +1 WIS; +3 Class
Sense Motive +8: 3 Ranks; +1 WIS; +1 Trait; +3 Class
Survival +6: 2 Ranks; +1 WIS; +3 Class
Swim +7: 3 Ranks; +4 STR; +3 Class; -3 Armour Penalty

Languages: Skald; Taldan (Common)



Armour: +2 Breastplate
Belt: Bladed Belt
Feet: Boots of the Winterlands
Neck: Amulet of Natural Armour +1 (An iron disc with an old Ulfen rune on it - gifted from Karend)
Shield: +1 Heavy Cold Iron Shield (Anya's Father's)
Shoulders: Rimepelt

Combat Gear: +1 Spear; MW Adamantine Warhammer; Cold Iron Throwing Axes (2); Silvered Dagger w/ Ebony Hilt (worth ??GP); Potion of Cure Moderate Wounds; Potion of Magic Weapon (2); Decanter of Enlarge Person (2/3); Potion of Cure Light Wounds (2); Hex Nail (4).

Mundane Gear: MW Backpack (holds: Canteen, Hip Flask (holding Oldlaw Whisky); Twitch Tonic, 7 days Trail Rations, Bedroll and Blanket); Sack (holds: Everburning Torch & Shield Sconce); Cold Weather Outfit (worn); Furs (worn); Troll Styptic (2); Belt Pouch #1 (holds: Earplugs; Flint & Steel); Belt Pouch #2 (holds: Tindertwigs [10], Tobacco 1lb, Darkwood Pipe); Belt Pouch #3 (Coin); Iron Holy Symbol of Gorum (Hangs inside shield); Signal Horn; Vial of Holy Water.

78.05 lbs (Light Load with MW Backpack)

AUÐŒFI (Wealth):

Gull (Gold): 371
Silfr (Silver): 13
Eir (Copper): 7
Meiðmar (Treasure): 3 Silver Bracelets (each worth 10GP); Amber gemstone (worth 100GP); 4 Bloodstone gemstones (each worth 50GP); Decorative filigree longsword scabbard (worth XXGP); Old Ulfen ring (worth XXGP - gifted to Anya as a betrothal intent)



Age: 27 Height: 6’4 Weight: 237 lbs.

Image of Skäne

Skäne Ingvârssonn appears to be the archetypal northern warrior: Tall and heavy set whose body and armour bear the scars of a violent life. The Ulfen wears braids in his lank ruddy-blond hair and unkempt beard - which frame slate blue eyes and a hard, unemotional face.

He wears a serviceable chainmail hauberk, overlayed with the snow coloured heavy fur of an arctic beast. At his hip sits a pair of kald iron throwing axes, and about his person various packs, pouches clink with the sundry equipment of a travelling mercenary. In his rough hands Skäne grips a langsword whose plain hilt belies a keen edge, his off hand bears a battered heavy dark-wooden shield.


Primarily Gorum, but he pays lipservice to the Pantheon of the North.

Character Notes:

"Thviti" (Skald/Old Norse -"hitter, batterer - future name for shield.
Kaldrkyssa (Coldkiss) - Cold Iron weapon; Skjǫldr-Bíta (Shield-Biter) Axe?

Heggva ("Hewer") - Axe or Sword?