Fire Giant

Torgeir Strømsvik's page

125 posts. Alias of Black Dow.

About Torgeir Strømsvik

The dvergr before you looks every inch the beserkr of Northern lore. Almost as wide as he is tall, this squat warrior is covered with symbols both inked and branded into his torso. He wears no armour, save a reinforced kilt and the heavy shield across his back. Through one glowering eye he takes in the world, while his other; milky and withered is framed by the runic symbol of fire. At his belt sits a bearded ax of ancient design, and the trademark sporran of the Sea Reavrs o’ Skjoldmur – folk known for hearts of stone and hot tempers...

Male Dwarf Barbarian (Sea Reaver) 1
CN Medium Humanoid (Reaver Dvergr)
Favoured Class: Barbarian XP: 0
Speed: 20ft (armoured & unarmoured)
Init: +1
Senses: Darkvision 60ft. Perception +2

AC 14 (10 Base, +1 Dex, +1 Armoured Kilt, +2 Heavy Wooden Shield)
Touch AC 11 (10 Base, +1 Dex)
Flat Footed AC 13 (10 Base, +1 Armoured Kilt, +2 MW Heavy Steel Shield)
HP 16 (1d12; +3 Con, +1 Favoured Class)
Fort +5 Ref +1 Will +1 *
CMD 14 (10+1BAB+2STR+1DEX) **

*++2 trait bonus on Fort saves against poison/drugs, & a +4 trait bonus on Fort saves to avoid the effects of alcohol.
** +4 racial bonus vs Bullrush & Trip attempts.


AC 12 (10 Base, +1 Dex, +1 Armoured Kilt, +2 MW Heavy Steel Shield, -2 Raging Penalty)
Touch AC 10 (10 Base, +1 Dex, -2 Raging Penalty)
Flat Footed AC 14 (10 Base, +1 Armoured Kilt, +2 Heavy Wooden Shield, -2 Raging Penalty)
HP 18 (1d12; +5 Con, +1 Favoured Class)
Fort +7 Ref +1 Will +3
CMD 16 (10+1BAB+4STR+1DEX) *
*+4 racial bonus vs Bullrush & Trip attempts.

BAB +1
Melee: Berserkr Iron Dwarven War Ax +3 [1d10+2/x3]** or Cold Iron Scramaseax+3 [1d6+2/19-20 x2]*** or Heavy Shield Bash +3 [1d4+2/x2]
Ranged: Insults.
CMB: +3 (+1 BAB; +2 STR)

* gain a +1 trait bonus to attack rolls to confirm critical strikes.
** Berserkr Iron weapons grant a +2 bonus to confirming critical hits (stacks with trait bonus below).
*** gain a +1 bonus to your CMB to sunder shields and handheld items with a scramasax.


BAB +1
Melee: Berserkr Iron Dwarven War Ax +5 [1d10+4/x3] or Cold Iron Scramaseax+5 [1d6+4/19-20 x2]* or Heavy Shield Bash +5 [1d4+4/x2]
Ranged: Insults.
CMB: +5 (+1 BAB; +4 STR)

STR 15 [+2] Raging 19 [+5]
DEX 12 [+1]
CON 17 [+3] Raging 21 [+5]
INT 12 [+1]
WIS 12 [+1]
CHA 10 [ – ]

Racial Qualities
Slow & Steady: Movement always 20ft – unaffected by encumbrance & armour.
+2 Constitution, +2 Wisdom, -2 Charisma.
Darkvision 60ft.
Defensive Training: +4 AC vs monsters of the Giant subtype.
Mountain Master: +1 racial bonus to Acrobatics & Climb checks (replaces Greed).
Foe af the Aptrgangr: +1 racial bonus to Attack rolls against creatures with the Undead type.(replaces Hatred).
Weathered: +2 racial bonus against cold effects, spells and spell-like abilities. +2 racial bonus to avoid effects of fatigue and exhaustion (replaces Hardy).
Stability: +4 racial bonus to CMD when resisting Bullrush and Trip attempts when standing on ground.
Rune Mastery: Has mastered one rune [Kaunan chosen; granting +1 insight bonus to Perception checks] (replaces Stonecunning).
Weapon Familiarity: Proficient with Battle Axe, Heavy Pick & Warhammer. Treats all “Dwarven” weapons as Martial.

Weapons & Armour Proficiency
Sea Reavers are proficient with all simple and martial weapons, light armour and shields (excluding tower).

Rune Mastery; Mastery of Kaunan grants you the following powers as you increase in level:
1st Level: Invoked upon the ground, Kaunan burns as bright and hot as a campfire for up to 8 hours. It counts as magical fire, cannot be moved,and does 2d6 fire damage (Reflex save for half) to any creature who steps in it. Supernatural ability - Standard Action to activate. Provokes AoO.

Class Abilities/Restrictions
Marine Terror [Ex]: Can hold breath for a number of rounds equal to four times her Constitution score (68 rounds normally, 92 while raging). In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water.(This ability replaces Fast Movement).

Rage [Ex]: A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess.

Rage Mechanics:
Starting at 1st level, Torgeir can rage for a number of rounds per day equal to 4 + his Constitution modifier (currently 7 rounds). At each level after 1st, he 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 Torgeir 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 his Strength and +4 Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 3 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, Torgeir cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Torgeir can end his 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, his rage immediately ends.

Rugged Northerner: Treat extreme cold conditions as severe cold, and severe cold as cold weather conditions. You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by frostbite or hypothermia.
Additional Traits: Gain extra 2 traits.


Born For The Longship [Regional – Land of the Linnorm Kings]
Benefit: You never get sea-sick. You gain a +1 trait bonus to acrobatics and Profession (Sailor) checks while aboard ship. Profession (Sailor) is always a class skill.

Ghost Sight [Magic]
Benefit: You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).

Iron Liver [Equipment]
Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Ruthless (Dwarven Racial Trait)
Benefit: You gain a +1 trait bonus on attack rolls to confirm critical hits.

Skills: 5 ranks per level (4 base +1 INT)

Acrobatics +5 [1 rank, +1 Dex, +3 Class, +1 racial bonus, -1 armour penalty]
Climb +2 [+2 Str, +1 racial bonus, -1 armour penalty]
Intimidate +6 [1 rank, +2 Str, +3 Class]
Knowledge: Nature +5 [1 Rank, +1 Int, +3 Class]
Perception +1 [+1 Wis, +1 insight bonus]
Profession: Sailor +6 [1 Rank, +1 Wis, +3 Class, +1 trait bonus]
Survival +1 [+1 Wis]
Swim +5 [1 Rank, +2 Str, +3 Class, -1 armour penalty]

Languages: Dwarven, Skald, Jotunn

Combat Gear: Armoured Kilt, MW Heavy Steel Shield (Stag Engraving - Varisian made), Berserkr Iron Dwarven War Ax (named "Börur Fylla" lit: "Filler of Barrows"), Cold Iron Scramaseax.

Other Gear: Backpack (holds): Winter blanket, Waterskin, Drinking Horn, Leather Flask of Aquavit,Cauldron; Traveller’s Outfit (worn), Heavy Furs* (worn)Waterproof Sporran (worn/holds): (Flint & Steel, Whetstone, Gumpuss (3), Fish Hooks x3), Barbarian chew x6, pouch with coin. Heavily tattooed torso (20gp) Encumbrance: 53.0 lbs (Light Load)

* Furs grant an additional +2 bonus to resist cold weather effects

Rage (free action) (6 rounds/day) - 0/6
Barbarian Chew (extends Rage by 1 round)- 0/5

Coin & Treasure
Gold 10
Silver 26
Copper 8


Age: 44 Height: 4’4 Weight: 199 lbs. Runic Symbol brand (over withered eye) - thick torso covered in tattoos/brands of dwarven, vikingr, runic themes.


Amongst the Hvalurskútu [whale cutter] clan, blood work both at sea and shore were part of the daily toil. Torgeir, eldest son to the clan‘s patriarch, had already shown promise as a whaler and seaman. However two events changed the course of young Torgeir‘s fate. The first, was the draugr...

In the treacherous waters surrounding Skjoldmur; net snags, lost lines and foul storms, are the fisherman’s constant banes. On a particularly blighted morn, a youthful and headstrong Torgeir, while hauling in netting, and was violently pulled overboard by the perilous sea.

Under the briny waves Torgeir’s peril was no errant wave, nor fell current. The true cause was as far from the natural order of things as the sea can yield. For also tangled in the net, struggling with an unholy might that had wrenched the young dweorg into the sea’s embrace was one of the living dead - a draugr.

Under the waves, the bloated, barnacle crusted corpse hauled its flailing catch towards its grinning skull, framed with a beard of seaweed and lampreys. Through the murky silt Torgeir caught a brief glimpse of eerie crimson eyes, before the draugr’s fetid claw pulled the veil of this world from his right eye forever...

As a piercing pain and unholy chill spread through Torgeir’s wreck of an eye, skull and nape, the skein of fate took a further twist. His dogged kin marshalled their strength to reclaim their lost prize; hauling back both net and maimed young dvergr.

Of the draugr there was no sign, save Torgeir’s ruined eye and fevered state. In the months that followed the young dvergr’s resilience was pushed to the limit as his body and mind healed. “Tis sea chills” the wise fisherwives of Skjoldmur would mutter as Torgeir lay shivering and nauseated. “Were the net hooks” the greybeards would knowingly state of the young dwarves lost sight. Yet Torgeir knew better... the dead of the sea had touched him, granted him sight to their world at the cost of an eye in this one...

Ostracised by his own kin, the young Torgeir became increasingly embittered and volatile. When his family became involved in a blood feud amongst the local whaling clans, Torgeir fury saw him at the forefront of the fight. Blood was spilt, wives widowed and beards shorn... In the enforced peace, the Jarl’s headman Arik Grimfyr imposed harsh weregilds upon all parties and Torgeir’s family were hit hard.

Torgeir and his sister Vekka were both given over to serve a rival lodge; Vekka in the langhus, and Torgeir on their oars. With an established reputation as a decent scrapper amongst the Hvalurskútu, and Vekka a renowned beauty, their loss cut deep. Anger and pride still fuelled the young dvergr, traits ideal to his future role...

Amongst the reavr dvergr of Skjoldmur, there are a small number of warriors known as the “heitr blóð” or lit:“hot bloods”... These dwarves are berserkers whose very souls burn with a raging fire; an anger borne of the fire rune Kaunan itself. The heitr blóð are a mixed blessing amongst any raider crew; as their skills upon the cold sea are valued, their mastery of the fire rune welcomed and their burning tempers feared.

So it was that 10 years ago, a young Torgier found himself indentured into one such lodge, headed by the infamous Kullik Strømsvik. In the decade that followed Torgeir became a Strømsvik; was taught the ways of the heitr blóð and now carries both their ancient weaponry, and recent brand markings proudly.

And thus fate spun the second event that would shape the dvergr: When Kullik’s Höfðingi Jarl Arngrim called for arms, Torgeir seized the opportunity to earn a name and reputation worthy of the heitr blóð he now was...