Duke Arvanoff

Vermundr's page

1,095 posts. Alias of Feral.


Rage 9/23 | Spells: 1st 2/3, 2nd 1/1


Zelda | 47/47 HP (0 nonlethal) | AC: 21


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0

About Vermundr

Before you stands an imposing Ulfen man with the build and look of the classic viking sea reaver: hirsute, tall, broad-shouldered, and brawny. His rugged features are prematurely aged by a life of hard living and exposure to the elements and framed by the northerner's long pale blonde hair and shaggy matching beard. Dense thatches of slightly darker hair are visible on his forearms and chest and presumably elsewhere on his powerful thickly muscled frame.

He's clad in a breastplate of rough blackened iron and tight doeskin leggings and armed with a deadly-sharp two-handed sword which is strapped to his back. A frighteningly large wasp with a black and yellow striped thorax buzzes calmly over his head.


Born with one of the lesser strains of lycanthropy common among the northern peoples, Vermundr learned from his father at a young age the importance of avoiding the greater world of Man. Within his home, and the rest of the Land of the Linnorm Kings, such a condition was respected but the greater world often viewed such a bestial heritage as a curse and its bearer a dangerous monster. Beyond this caution, his father, huscarl to the hold's jarl, trained Vermundr in the warrior's ways, including how to battle with sword, axe, and fist; how to wear and tend a suit of armor; how to take a life; and how to honor a death. His mother, a talented Wind Rider, taught him how to survive in the harsh northern climes, how to influence wild beasts, and helped him hone his minor talent for magic.

But the Land of the Linnorm Kings can be treacherous, even for the mighty, and one cold day one of the jarl's rivals launched a bloody coup in which both of Vermundr's parents were killed. Even though he was barely old enough to call himself a man, as the son of one of the previous regime's supporters the young ulfen's life was in danger as well. He had to choose: risk death himself should the usurper decide that he was a loose end that was better off tied up or flee his home and see his parents' deaths go unanswered. Faced with this difficult decision, shamefully, young Vermundr fled.

His first refuge was the neighboring village. It was smaller than the hold he was raised in but similar enough and he even had a few cousins there to help him settle in but Vermundr found that it reminded him too much of what he'd lost, what he'd fled from, and the shame of doing so. So he traveled further east, through the witch-haunted lands of Irrisen and across the primeval Realm of the Mammoth Lords. Eventually he made his way south, ending up in Ustalav.

The Nation that Was turned out to be a good fit for the displaced young northerner. It was full of wild isolated places and her people were a good deal smaller and leaner than his kin but they were also grim, pale, and superstitious in a way that was familiar enough to be a comfort. Over the course of several years, he scratched out a simple but comfortable life for himself as a hunter and trapper at the edges of the Lorzeri woods.

Though he rarely ventured far from his little corner of the woods and the cabin he'd built for himself in it, he did travel to the nearby town for supplies he couldn't scavenge from the wild and to sell the stacks of hides and furs he'd collected over the past few months. During one such trip he encountered the traveling troupe of circus performers known as the Crooked Kin. Even though they were considered freaks or monsters by most, Vermundr couldn't help but feel some kind of connection with the group of mottled oddities. After all, he too was a monster without a home.

It paid little more than a few coppers and three square meals a day but, after a short meeting with the Crooked Kin's ringmaster, Vermundr had a job as the troupe's bouncer.

Werewolf-kin skinwalker bloodrager (metamagic rager, primalist) 9
CN Medium humanoid (shapechanger, skinwalker)
Init +0; Senses low-light vision; Perception +15
AC 19, touch 11, flat-footed 19 (+8 armor, +1 deflection)
hp 94 (9d10+36)
Fort +10, Ref +4, Will +8; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, uncanny dodge; DR 1/—; Resist cold 2
Speed 40 ft. (30 ft. in armor)
Melee (L) +1 bastard sword +12/+7 (2d8+7/19-20) or
. . dagger +13/+8 (1d4+4/19-20)
Special Attacks blood casting, bloodrage (23 rounds/day)
Bloodrager (Metamagic Rager, Primalist) Spells Known (CL 9th; concentration +10)
. . 2nd (1/day)—frigid touch[UM], mirror image, rovagug's fury, stone discus[ACG]
. . 1st (3/day)—frostbite[UM], jump, ray of enfeeblement (DC 12), shield, shocking grasp, true strike
. . Bloodline Bestial
Str 19, Dex 10, Con 16, Int 8, Wis 10, Cha 13
Base Atk +9; CMB +14 (+15 grapple); CMD 24
Feats Arcane Strike, Blind-fight, Eschew Materials, Extra Feature, Fast Change, Iron Will, Power Attack, Quicken Spell, Wasp Familiar
Traits built for war, indomitable faith
Skills Climb +5, Escape Artist -3 (-2 competence to break a grapple), Handle Animal +13, Intimidate +10, Perception +15, Profession (trapper) +9, Spellcraft +4, Survival +12 (+14 to avoid becoming lost), Swim +5; Racial Modifiers +2 Perception
Languages Common
SQ change shape, change shape (+2 to all saves), change shape (bite), change shape (claws), change shape (darkvision), demonic bulk, fast movement, frost-forged steel, loyal bodyguard, meta-rage, rage powers (savage dirty trick, scent), shield master
Combat Gear oil of bless weapon (2), barbarian chew, barbarian chew, rager's aid[ACG] (2); Other Gear +2 frost-forged steel breastplate, +1 bastard sword, dagger, mwk greatsword, armbands of the brawler[UE], cape of free will +1/+2[MA], cracked incandescent blue sphere ioun stone, lesser talisman of warrior's courage[OA], ring of ancestral blood magic[ACG], ring of protection +1, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 138 gp
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Change Shape (+2 to all saves) (Su) You can choose to gain a +2 racial bonus to all saves when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form.
Change Shape (move action) (Su) Shapeshift into bestial form, granting animal-like powers.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Beastly Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extra Feature Gain additional feature in bestial form.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fast Change Assume your bestial form as move action.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frost-Forged Steel This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly t
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Meta-Rage (Su) Use bloodrage rds to apply metamagic to spells (increased casting time, no slot increase).
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Savage Dirty Trick (1/round, DC 18) (Ex) Fort save vs. additional dirty trick effect.
Scent (Ex) While raging, you gain the scent ability.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Greater wasp familiar (protector)
CN Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft.; Perception +13
AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
hp 47 (3d10); fast healing 2
Fort +6, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +14 (1d6 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
. . Constant—detect good, detect magic
. . 3/day—unnatural lust[UM] (DC 14)
. . 1/day—augury, suggestion (DC 15)
. . 1/week—commune (6 questions, CL 12th)
Str 10, Dex 17, Con 10, Int 20, Wis 12, Cha 14
Base Atk +9; CMB +10; CMD 21
Feats Bodyguard[APG], Combat Reflexes, Dodge, Weapon Finesse
Acrobatics +9 (+5 to jump), Bluff +8, Climb +4, Fly +22, Handle Animal +11, Intimidate +7, Knowledge (arcana) +11, Knowledge (planes) +11, Perception +13, Spellcraft +11, Survival +10, Swim +4
Languages Common, Infernal; speak with master
SQ change shape (boar, giant spider, rat or raven, beast shape I), empathic link, loyal bodyguard, shield master
Special Abilities
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Change Shape (boar, giant spider, rat or raven, beast shape I) (Su) You can change your form.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Poison - DEX Damage (DC 13) (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Master (Ex) You can communicate verbally with your master.