About Skaldi the TallestSkaldi the Tallest
Defense:
AC 13, touch 10, flat-footed 13 hp 9 (1d8+1) Fort +1, Ref +0, Will +4; +2 vs. enchantments Immune magic sleep; Resist elven immunities Offense:
Speed 30 ft. Melee Dagger +1 (1d4+1/19-20/x2) Spell-Like Abilities Summon Nature's Ally I (6/day) Summoner (Wild Caller) Spells Known (CL 1): 1 (2/day) Enlarge Person (DC 14), Grease (DC 15) 0 (at will) Daze (DC 13), Light, Mage Hand, Mending Statistics:
Str 13, Dex 10, Con 12, Int 13, Wis 14, Cha 17 Base Atk +0; CMB +1; CMD 11 Feats Spell Focus (Conjuration) Languages Common, Elven, Sylvan SQ eidolon, eidolon link, elf blood, life link, share spells with eidolon Other Gear Runestone bag and summoning sack, Ritual Summoning Dagger, Studded Leather Armor. Class Abilities:
Eidolon Your eidolon is more natural and savage than normal. Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots. Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells. Summon Nature's Ally I (6/day) (Sp) You may cast summon nature's ally of increasing level. Racial Abilities:
Adaptability – You gain skill focus as a bonus feat. Elf Blood You are counted as both elven and human for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Feats:
Skill Focus (Diplomacy) You get a +3 bonus on all checks involving diplomacy. If you have 10 or more ranks in that skill, this bonus increases to +6. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Traits:
Barroom Talespinner
World Traveler (Knowledge: Local) Skills:
Climb +2 Diplomacy +11 Knowledge (Local) +9 Perception +5 Profession (sailor) +6 Swim +2 Myrkr:
Serpentine CN Medium Outsider Init +3; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) hp 11 (+1) Fort +1, Ref +5, Will +2 -------------------- Offense -------------------- Speed 30 ft., climbing (30 feet), swimming (30 feet) Melee Bite (Bite) +2 (1d10+1/x2) and Tail slap (Tail Slap) -3 (1d6/x2) -------------------- Statistics -------------------- Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11 Base Atk +1; CMB +2; CMD 15 Feats Improved Natural Attack (Bite} Skills Acrobatics +3 (+5 to balance), Climb +9, Intimidate +1, Knowledge (nature) -1, Perception +4, Stealth +7, Swim +9 Modifiers tail Languages Common Other Gear You have no money! -------------------- Special Abilities -------------------- Climbing (30 feet) You have a Climb speed. Darkvision (60 feet) You can see in the dark (black and white vision only). Swimming (30 feet) You have a Swim speed. Tail (Ex) Tail grants +2 Acrobatics checks for balance. Background:
Skaldi is the youngest born son of a logging family in Losthome. He is the spitting image of his father, which is odd as the man didn’t actually sire him. Gunnr and Svala were happily married for near a decade when Nithveil appeared surprisingly close to Losthome in the spring. Many ventured into the Faerie city just to see what it might be like, Svala among them. Many of those that entered never left, as is the way of things in Nithveil.
She ventured into the city to sell wildflowers to the locals. After all, she figured, even wildflowers can be exciting if you change your location every moon. What she found instead was an amorous Elf Lord with a rather bewitching stare. She returned home, having sold all of her flowers and remembering very little of her time within the city. She returned several times over the course of the month and might have stayed, had Hring not come down with a fever. Shortly after the city vanished, Svala realized that she was again with child. She bore a son, her fifth, with Gunnr’s red hair and blue eyes. Surprisingly, the boy also bore the pointed ears that marked him clearly as a half-elf. Gunnr was confused, enraged and heartbroken. They eventually resolved that the boy’s heritage was not due to infidelity, but due to the proximity of Nithveil. Gunnr suspected the truth, in his heart, but wasn’t willing to admit it even to himself. Skaldi grew, as boys do, but had to keep pace with his human brothers. He often faced hardships due to his size and this helped temper him into a stubborn young man. He had a bad habit of starting fights and a worse habit of not being able to finish them. He and Hring became quite close and fought at one another’s sides quite often. Skaldi was raised in the old ways, in the Shadow of Grungir forest. His faith in the Eldest is as strong as the wood itself. Its roots grow just a deep in his soul. He has seen, time and again, that to worship the Eldest is the truest way of life for those in Losthome. Skaldi’s Mother, Svala, taught him most of what he knows of the eldest. Her family has been in Losthome for generations. Living as close as they have to the fey wood of Grungir Forest, they learned quickly to pay homage. Sooner than later, other gods were forgotten. He pays them all homage, but kept a particular place in his heart for the Lantern King for a majority of his life. When his brother set out for a journey across the Arcadian Ocean to Valenhall itself, Skaldi decided it was his right to travel along. He was, after all, a man grown. He caught his brother at the shore, preparing to depart, and informed him that they’d journey together. They fought, out of sight of the crew, and Skaldi eventually won. He had always had a way with words and with his brother. When they returned to the company, Hring announced Skaldi was coming along and took the burden of protecting the young man on his own shoulders and that Skaldi would be carrying his own weight on the longship. Eight men and a boy set sail for Arcadia. Several of the men had skipped those rocks before. Months later one sodden and sullen young man washed ashore on Thoska. He was bleary eyed and generally unaware of his circumstances. He had flashes of memory, but the most firm were of the time before he left solid land. He has found that he has the opposite problem most landbound mortals have on the sea. His legs seem to betray him when he is on land, but on a ship he’s stable as could be. He knows little of what happened at sea. He has memories of sinking into the dark sea, the surface roiling above him. Pieces of his brother’s longship sank beside him and men already drowned. He felt a presence and found himself rising. He can picture the black face of Myrkr, the Linnorm that he made a bargain with. He feels that he’s responsible for his brother’s death and has a vague image of Hring standing between some great horror and himself. Myrkr desires more influence in the world of men and, outside of terrifying the locals, his options are generally to send minions out into the world. Myrkr saw ties to the fey in Skaldi and saw an opportunity. He offered to save Skaldi’s life for influence in the world. World changing events are afoot and Myrkr wants to ensure things go his way. Recently, Skaldi’s been saying more prayers to Magdh, for guidance and patience. It seems calling on the Trickster too often can lead to... interesting circumstances.
Personality:
Skaldi was always treated as the youngest son and always acted like one. He hated hearing what he couldn’t do and wound up getting himself in trouble far too often. His eldest brother, Hring, tended to act as his focus. When he had too much energy to direct in any one place, Hring kept him on target. Skaldi grew into an attention-hungry and selfish young man. He strove to excel at everything he did and was in constant competition with his brothers. He rarely accepted that he’d lost just because they were a few years older than he. Hring announced that he was leading an expedition to the Hag’s Tooth. Supposedly there were riches to be found in the ruins on the old crag and Hring felt he had some right to them. Skaldi, ever seeking to belong and show off to his brother, insisted on coming along. His brother refused. Skaldi came anyway. It was his right, no? The events of the expedition are a blur, but the impact on Skaldi is fairly plain. He’s much more reserved now. His brother, his favorite brother, has died along with many friends. He’s not spoken of what happened, but he appears to have given up on his selfish ways. Skaldi suffers from guilt about that night. It weighs heavily on him and his brother often haunts him in dreams, accusing him. Myrkr is not helping with the guilt, the dragon whispers in his mind frequently and these are not uplifting words.
Skaldi enjoys telling tales. He is extroverted and amiable. He wasn’t called the tallest for his height, but for the tales he tells. He’s caught fish as long as a man is tall and wrestled a troll until it cried.
Appearance:
Skaldi is of slight build and short height. His bright red hair and ice blue eyes would catch the eye anywhere else, but among the Ulfen they are fairly common place. He wears heavy clothing and carries a pack that is, at this point, mostly empty. Skaldi is attempting to grow a beard, but it is the patchy attempt of a young man as opposed to the full beard of a man grown.
Skaldi wears Hring’s helmet. The last piece of his brother that he might carry with him. He doesn’t remember seeing his brother die. He doesn’t know how he came upon the item itself. But he knows his brother is dead simply by the fact that he carries his brother’s prized helm. It was a mark of station to Hring. Most of those from the warm lands believe all Ulfen charge about wearing a horned helm, but it’s actually fairly rare for an Ulfen of low birth to be able to afford such a fine piece as a helmet. Skaldi will never willingly part with this item. He’s often grumpy when southerners ask where the horns are. When close, Myrkr looks like a miniature Linnorm. His back is black and his belly a pale white. He has short muscular arms that end with wicked claws. His horns sweep foreward, as opposed to the outswept horns of most of his kin. From a distance he takes on a blurry, hazy image, as if viewed underwater or through a fog. Like so. |