Thrunvar
Human barbarian 3
Common, CG, Medium, Human, Humanoid Perception +7
Languages Common, Jotun, Skald
Skills Athletics +9, Diplomacy +9, Gladiatorial Lore +5, Intimidation +7, Occultism +5, Performance +7 (+8 when making a performance of type Singing.), Saga Lore +5, Sailing Lore +5, Society +5
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 14 (+2)
Other Items hide, +1 greatsword, javelins (4), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, grappling hook, rations (1 week)s (2), rope (foot)s (50), sheaths (2), soap, torchs (5), waterskin, purse (83 gp; 24 sp; 8 cp)
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AC 19; Fort +9; Ref +6; Will +7
HP 50 Hero Points 1
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Speed 25 feet
Melee [1] +1 greatsword +10 (versatile P, magical), Damage 1d12+4 piercing/slashing
Ranged [1] javelin +6 (thrown 30 ft.), Damage 1d6+4 piercing
Occult Bard Occult Spellcasting DC 12; Cantrips (2nd) guidance, shield
Rage [1] (barbarian, concentrate, emotion, mental) Requirements You aren’t fatigued or raging. Effect You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
• You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
• You take a –1 penalty to AC.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Feats Bard Dedication, Dubious Knowledge, Intimidating Glare, Moment Of Clarity, Natural Ambition, Raging Thrower, Sudden Charge, Underwater Marauder, Virtuosic Performer
Other Abilities component substitution, deny advantage, fury instinct, horizon hunters champion, instinct, lands of the linnorm kings, maestro, muses, scrolls, swords, ulfen raider
Background:
Thrunvar, son of Hjalti, son of Galmar was born in Kalsgard, where the skalds sing tales of ancient days around roaring mead-hall fires. He grew up among them, hearing the tales of the great deeds of his father Hjalti and grandfather Galmar. They were skalds, warrior-poets who wandered Golarion seeking ever greater glories. Thrunvar knew that was to be his path. He signed on with a raiding party, seeking to find his fortune by taking it from the soft and defenseless southlanders. It did not go as planned. An Ulfen longboat full of marauders stands little chance against the fire and shot of a Chelish merchant ship. Thrunvar was one of three survivors of a crew of dozens. Together, the three surviving crew members wandered the Inner Sea, ending up in Absalom as nearly every drifter in Avistan does.
It was there that Thrunvar learned of the Pathfinder Society. This was his calling. The gods had steered him south for a reason, and he would be a fool not to follow fate’s siren call. He joined them, and his skills as a warrior proved valuable to the Society. His mind was made up, he would fight for the Pathfinders, and his name would live on in legends. The skalds would come to sing of his great deeds to, he was sure.
Chronicles:
1-00 Origin of the Open Road
1-01 The Absalom Initiation
1-02 The Mosquito Witch
1-03 Escaping the Grave
1-04 Bandits of Immenwood
1-05 Trailblazer’s Bounty