Jhavhul

Surtr Eyvindr's page

30 posts. Alias of Green Smashomancer.


RSS


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Surtr's warchant swells in response to his successful strike and takes aim at the skiff behind his previous target.

Bolt-action: 1d20 + 2 ⇒ (18) + 2 = 20
Dam: 3d8 + 2 ⇒ (7, 8, 1) + 2 = 18 I don't think I have to spend a standard action reloading the ballista, but I could be wrong.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Oh dang, I just assumed I missed.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Surtr moves over to a ballista onboard his own ship and fires on the propeller of the closest skiff.

*THUNK*: 1d20 + 1 ⇒ (8) + 1 = 9 This is assuming I can't transfer the Weapon Song bonus to the ballista. Adds +1 enhancement bonus otherwise.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Does a skiff have any notably important machinery exposed, like an engine? Figure it's worth asking.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Mmm, are we missing something?


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

"Awright, whats the plan down there?! We gotta stay together!"

Surtr begins his Weapon Song once again with the same bonuses as before, and gets ready to fire on the first guy on a skiff to attack him, or the party.

Readied Arrow: 1d20 + 6 ⇒ (8) + 6 = 14
Dam: 1d8 + 5 ⇒ (5) + 5 = 10


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Will post in the morning, sleep now.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Like you mentioned I'd definitely suggest staying in something resembling a formation in the future. As is, I can't support Pike or Seps in any way where they are. Or our future friend Darian. A skeleton crew would be a decent idea so no-one gets stuck waiting behind.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Well, I can't really make those checks. I'll just hang out so no-one steals our ship. Note-to-self: dropping onto a ship doesn't work out if we still plan to keep the last ship.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

While the group below ties people, Surtr begins to tie the boat.

Not sure what that constitutes, but I'll occupy Surtr with that for the time being.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Not much I can do from here. Surtr was put on duty to wait with the car, so to speak.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Your turn. It's essentially a free melee attack, but without a weapon. Lesser Spirit Totem."These spirits make one slam attack each round against a living foe that is adjacent to the barbarian." Replace "barbarian" with PC, and you're good to go.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Alrighty then. So, everyone adds an extra attack to their routines. A dark flame whirls around everyone, at +7 to-hit, and dealing 1d4+4 negative energy. It can reach targets adjacent to everyone. As for weapon bonuses, Surtr can only give himself the +1 since he's hanging back. Then for Pike and Seps, they get Keen. Mog and Jale get Flaming on their crossbow/club respectively.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Someone had to stay with the boat. Where would I be roughly if I don't jump?

Surtr tries to identify the incantation being prepared by the woman. If he can anyway, I'm unsure if I can see from up on deck.
Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14

Then, walking over to the railing of the Still Untitled the man from the north chants rhythmically:

"au"

"au"

Sonorous and growing louder, the sound of his voice and pounding fist ring in the minds and hearts of Surtr and his allies.

"AU"

"AU"

And soon their weapons resonate as well.

Activating Weapon Song as a standard. So, here's a question Avr, do I choose the bonuses Weapon Song confers? Also, do I roll the attack from Spirit Totem? I need to know.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

That's a good idea too, and the spell lasts long enough to cast in advance. I can also shoot at the bad guys with this bow I bought if the opportunity arises.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Surtur can slap Feather Fall on four people just before the party jumpsdepending ho wfar we want to take "descending."


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

I like the sound of something sneaky.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Well, I would think the leaderly position would require a bit of charisma. That could be my bias though, if there's to be a more specific negotiator position. Surtr would be good for that as well since his sense motive is also high. Thats as close to recommending myself as I'm gonna get out-of-character though.

We do definitely need a navigator with the strongest Prof: Sailor IMO.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

"Aye."

Sounds good to me. Surtr can go be intense somewhere else now.


1 person marked this as a favorite.
Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Lets try again. *ahem* "Well, I have this here class feature I might as well try out."

Know: Engineering: 1d20 + 2 ⇒ (4) + 2 = 6

...This is what I waited a week for?


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

"Feh. Weak-willed."

Yep! At least if everyone else is.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

"OI, WE AINT LETTIN' A DAMN SOUL SLOW OUR DESTINED COURSE! ILL 'AVE ALL YER HEADS ABOARD WITHOUT YER NECKS!" Surtur raises his great blade in both hands as his temper ignites, his hair ignites, and the other group ignites. One of those things is not like the other things.

Blistering Invective Intimidate: 1d20 + 12 ⇒ (16) + 12 = 28
Dam if successful: 1d10 ⇒ 6

Anyone that demoralized takes that damage and catches fire unless they pass a reflex save. Sorry if I was taking anyones thunder, but Ive wanted to use that spell for years.


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Surtur latches a rope firmly with his free hand showing a strong grip anyone here would be more than familiar with. He keeps an eye on Harper. Always looking so... frail to him. He should know better by now.

"Folly? Fickle? Ya really know how ta pick inspirin' words Mog. We're on tha same page wit' freedom though. We'll figure it out later. Over somethin' to drink maybe? Mayors gotta have a stash."


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Who has profession sailor? I picked Siege Engineer for Surtur.

"Ey, Mog. Are you volunteering?" Surtur boards the Bluebird methodically.

"I can 'ave 'er cleaned up soon enough, Jale. After we set course of course. She'll need a new name at tha least. Any ideas? Otherwise, this'll be the maiden voyage of the Free Blacktail."


Male Ifrit Skald (Spell Warrior) 4|| HP: 29/29, AC: 19 (FF: 17 T: 12) || Init: +6, Fort: +7 Ref: +4 Will: +4 (+7 vs. Mind affecting)||Per: -1

Down the street just after Jale walks a man with a confident gait. It looks like fireflies follow him, but a close inspection reveals something more to it. A fire flickers in the sword he cradles despite the lack of an obvious source.

"We best hurry. Opportunity don't knock twice. "

Hi guys! So, how well do we know each other prior to this? I'm happy with whatever, but only with buy-in from everyone else.


Okay, tweaks accomplished. I now re-present for the final time again my submission for this cool game.

Ol' Pike wrote:
Pike would love a spell warrior in the party!

Here's hoping! I like this combo of Spell Warrior and functioning myself. And we could be armor spike buddies! Shop for our spikes at the same spike... store.


@Avr I have a couple questions before the recruitment closes.

1. It looks to me like Raging Song wouldn't be helpful for most of the other PC's submitted, could I switch Surtur here to the Spell Warrior archetype in the interest of teamwork? With the follow-up (and the real question I'm getting at):

2. Can I treat Weapon Song as Raging Song for the purpose of applying the Rage Powers the skald gets? I noticed that only Raging Song allows the skalds Rage Powers to work, but the Spell Warrior doesn't trade out the Rage Powers, which effectively wastes a big-time class feature. Feels like poor design in an otherwise cool archetype.

3. If not, is there a different thing you would allow me to replace the inaccessible rage powers with? I have an idea of my own if you're interested.


*And debauchery. Can't forget wild parties.


Alrighty then, I think I'm done playing around with my skald. I could trim the backstory down if it's too long for your liking. I tried not to add too much to the setting, but I can adjust if a viking inspired corner of the map is too out there.

Otherwise, he's all finalized and if I do get chosen, I think it'd be cool to add a connection to another party member or two. Saw some interest in that earlier.


Hey, I'm back with my Skald, Surtur Eyvindur. I have some more gold to spend, but he's all set to make himself (Inspired Rage), his buddies (Same), and the ship itself (Siege engineer ranks) as deadly as can be. I'll write up a bit of backstory (Alias incoming as well), but the fiddly bits are all here.

I was thinking his home island could be a drifter that's said to have come from even further in the sky long, long ago (re: large meteor collided with something on it's entry). Does this jive with the setting? It isn't essential, but I thought it'd be cool.

Edit: Link should be fixed, and Alias exists.

That can work too. I'll see what I come up with in the next couple of days.