Sveinn Blood-Eagle

Thrym Thyrsson's page

237 posts. Alias of Kirsdrake.


Full Name

Thrym Thyrsson

Race

Human Oracle (Spirit Guide) 3| HP: 24/24 | AC: 20 (10 Tch, 20 Fl) | CMD: 13 | F: +3 R: +3 W: +4 | Init: +0 | Perc: +4 SM: +7 |

Classes/Levels

Spoiler:
Ancestral Weapon 3/3, Sacred Council 3/3, Spells: 1st 6/6, Active effects: Wisdom of the Ages

Gender

Male

Size

Medium

Age

23

Alignment

LN

Deity

Ancestral spirits

Strength 14
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 12
Charisma 16

About Thrym Thyrsson

Build:

Human Oracle 3
NG medium humanoid
Init +0; Senses Perception +4
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Defense
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AC 20 (+7 armor, +3 shield), touch 10, flat-footed 20 (+7 armor, +3 shield)
CMD +13
HP 24 (3d8 + 6)
Fort +3 (+2 Con), Ref +3 (+2 Familiar), Will +4 (+1 Wis)
Special

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Offense
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Speed 20 ft.
Melee

Battleaxe +6 1d8+2 x3 S
Dagger +4 1d4+2 19-20/x2 P/S

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Statistics
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Str 14, Dex 10, Con 14, Int 13, Wis 12, Cha 16 (+2 racial)
Base Atk +2; CMB +4

Feats

Extra Revelation (Ancestral Weapon)
Martial Weapon Proficiency (Battleaxe)
Weapon Focus (Battleaxe)

Traits

Harrow Chosen You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

Viking Blood You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Skills (12 + 3 int + 3 race + 3 FCB + 6 background)
ACP -6

Diplomacy +9 (+3 class, +3 Cha, +3 ranks)
Heal +7 (+3 class, +1 Wis, +3 ranks)
Intimidate +10 (+3 class, +3 Cha, +3 ranks, +1 trait)
Knowledge +5 (Arcana) (+3 class, +1 Int, +1 ranks)
Knowledge +5 (Geography) (+3 class, +1 Int, +1 ranks)
Knowledge +5 (History) (+3 class, +1 Int, +1 ranks)
Knowledge +5 (Local) (+3 class, +1 Int, +1 ranks)
Knowledge +5 (Religion) (+3 class, +1 Int, +1 ranks)
Perception +4 (+1 Wis, +3 ranks)
Profession (Fortune-telling) +9 (+3 class, +1 Wis, +3 ranks, +2 circumstance)
Sense Motive +7 (+3 class, +1 Wis, +3 ranks)
Spellcraft +7 (+3 class, +1 Int, +3 ranks)

Languages Common, Skald, Varisian

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Special Abilities
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Bonded Spirit (Su) At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects.

At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Mystery (Ancestor)

Oracle's Curse (Tongues: Skald) Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Revelations

Ancestral Weapon (Su) You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

Sacred Council (Su) As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Charisma bonus.

Spirit Guide A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Weapon and Armor Proficiency Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

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Spells
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Orisons DC 13 Create Water, Enhance Diplomacy, Mending, Resistance, Stabilize
1st 5+1/day, DC 14 Bless, Cure Light Wounds, Shield of Faith, Weapons Against Evil

Wandering Spirit:

Type Arctic Fox (outsider, natural)
Size Small
Speed 40'
AC 16 (+2 natural, +2 dex, +2 size) / 14 / 14
HD 3
HP 12
BAB +0
CMB +0
CMD +9 (+13 vs. trip)
Fort/Ref/Will +3 (+1 con)/+4 (+2 dex)/+4 (+1 wis)
Attacks Bite +4 (1d3-1)
Ability scores Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Feats Alertness, Skill Focus (Perception)
Skills Acrobatics +2 (+6 when jumping), Perception +8 (+10 Alertness), Stealth +10 (+14 in snow), Survival +1 (+5 scent tracking), Swim
Special Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells

Mystery Ancestors
Spirit animal ability Necril, Skald, Sylvan The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows.

The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.
Hex Wisdom of the Ages (Su) The shaman can call upon her ancestors for lore and guidance. She can use her Charisma modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

Gear:

Masterwork Battleaxe (6lbs) (310g)
Dagger (2) (1lbs) (2g)
Breastplate +1 (30lbs) (1350g)
Heavy steel shield +1 (15lbs) (1170g)

Harrow Deck

Traveler's Outfit (5lbs) (-)
Belt sheath (2) (-)
Backpack, masterwork (50g)
Bedroll (1s)
Blanket (5sp)
Waterskin (1g)
Trail rations (2 days) (1g)
Kit, mess (2cp)
Kit, healer's (50gp) (10 uses)
Flint and steel (1gp)
Whetstone

64G, 3S, 8C

Appearance & Personality:

Thrym stands 6'8" tall and weights 220lbs, mostly of bone and muscle, but his sharpest warrior's edge had begun to rust a little during his years of exile among the Southlanders and their tender ways. His hair is straw blond and shoulder length, with small braids tied with gut-string behind the ears. A full beard covers most of his face. His eyes are the lightest of blue, shadowed under heavy brows. His skin is fair and marked by many tattoos; clan tattoos in red and dark brown over his heart and left shoulder area, shoulderman's tattoos in shades of blue on his right cheek and forearm.

Thrym always dresses for business: warm and comfortable wool leggings, thick leather kilt, boots, linen shirt, wool undercoat and fur-rimmed leather cloak, all in mostly uninspiring shades of light grey and deep brown. More often than not he's also wearing his armor: a heavy mail of metal scales decorated with Ulfen runes and shoulder guards crafted to resemble the skulls of carrion birds. A face-covering, horned helm rides on top of his backpack, to be worn only when battle calls. His battleaxeon the other hand is never far from his reach.

Knowing he once had life on a platter and then lost everything, Thrym is a gloomy fellow to have around, with an overall fatalistic attitude that gets people down. He had everything, then lost it, and now lives forever in exile. Nothing he will do will ever wash his hands clean of this shame. Every victory is only temporary and will in time turn to dust. And while he could live his life in the moment, he by nature tends to look ahead, only seeing the inevitable shameful death looming every closer. A man shrouded in mystery, the magically sensitive around him can occasionally sense the fact that an Oracle of the Ulfen clans is never alone, and that an unseen army marches in his shadow...

Still, there are moments when one manages to catch him off guard to catch a glimpse of the man underneath the burden of shame and self-accusation. During those short moments, Thrym can be almost pleasant company, certainly by comparison. Honor, even stained, is something he still holds dear and one should never put his to the question unless one enjoys the sights of one's own blood.

Born of a proud warrior culture, Thrym despises people who take advantage of others' weakness (unsurprisingly this does not extend to judging his people's traditional livelihood as raiders and pillagers - an enemy deserves whatever he gets, and anyone who possesses a thing than an Ulfen desires is automatically an enemy), almost as much as the wrecks of men who allow others to lord over them.

Background:

Thrym Thyrsson was born in the far north 23 years ago, to the proud people of Ulfen. Raiders and warriors by trade, the clan Froyr was well placed in the people's ever-shifting hierarchy, and Thrym himself was doubly blessed, as the clan's shouldermen discovered him as one beloved by the spirits at an early age. Thus, he was selected to join the ranks of the clan shamans as an oracle - a well-respected role, as while priests could be trained, an oracle could only be born into his power.

As an oracle and shoulderman, Thrym was to one day wield great power as an adviser to clan chieftains and elders, safe from clan feuds and wars as none wished to anger the ancestral spirits by slaying the interpreter of their will in the mortal realm. One day, ancestors willing, he would stand rival to the clan warlord in power, and perhaps even that didn't need to be the end to his ambition...

Still, his childhood was much like that of other children; he learned to bear arms and hunt, sailed on ships as deckhand, got into fights and up to no good, was punished, only to rise again, wiser from the beating. Then, at the age of 16 when his training as shoulderman almost complete, his father announced Thrym's impending marriage; using Thrym's future social station as a lure, his family had managed to arrange a very prospective marriage agreement with a higher-placed family's leader's only daughter, Valka.

Thrym was pleased with these news; he had grown to well understand the position of power he was being groomed into, and an arranged marriage to such an important family further increased his own prestige and that of his own family. Also, Valka was most fair a maiden, beautiful as well as well-mannered, and even though there was no love between them, there was the kind of respect and understanding that had a good chance of eventually blossoming into genuine feelings. And that was as well and in fact better than many arranged matches offered.

A week before the day of marriage, Thrym's dreams were shattered.

Thrym had caught another young woman's eye, and she was not one to lose without a fight, as she also understood the position of power Thrym would grow, and the power that position in turn offered to his wife. Opting for a direct assault, the young little vixen called Alfsigr stole into his bed one night.

Thrym, drunk of lust didn't question his own good luck and proved a willing host to the late-night visitor.

The next morning, however, the two were caught, still in bed, by Valka's brother. Furious, the brother demanded blood to settle the score, and despite all duels had been forbidden by the elders decree during the harvest festivals, the two hot-headed youths along with witnesses from both families headed into the wilderness, to match blades beyond the elders' reach.

The duel, intended for first blood only, ended before it properly began. Thrym opted for a probing thrust while the angry brother decided on a feint. But his feet slipped on a loose stone, and he fell forward heavily into Thrym, burying Thrym's knife deep in his guts. Horrified, there was nothing the youngsters could do but watch one of them die a painful death, slow but not so slow that help from the village could have a chance to arrive in time.

Thrym knew then he was doomed.

The clan elders had no choice but to judge him harshly, no matter the loss of an once-in-a-generation Oracle to the clan. Death could have been called for, but the elders settled on the shorning of the name and imposing exile on Thrym. With nothing more than his weapons and armor, and the clothes on his back, he was banished from the clan, never to return, on pain of death. His dreams crushed, burdened by shame and loss, Thrym left the Ulfen lands, heading south, feeling like a dead man walking. A bright future turned to ashes, all because of the wily ways of women, the fickle fate and his own adolescent weakness of will.

Since then, he has made his home in the world, wandering as the fates took him, never settling for long in one place. Working as a guard-for-hire and a healer, as well as making the most of his prophetic gifts, Thrym made a good enough living, if he could find it in himself to appreciate life among the weak Southerners. A good judge of men, Thrym quickly learned to tell when someone sought him out for true visions of the future and when one merely looked for a good show; ironically, it was often the latter sort who were more generous with their money, and even as it shamed him to accept gold for such a service, accept it he did.