About ÓbjarniHuman (Norse) skald 1 (Dragon Skald)
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Feats
Traits armor expert, maestro of the society Skills
* Armor Check Penalty (ACP) = -2 Chain shirt +1 armor expert Background Skills
Languages Norse --------------------
Combat Stamina You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost. Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess. Heart of the Sea alternate racial trait +4 concentration to cast spells underwater, and you can hold your breath twice as long. +2 Profession (sailor), +2 Swim. Replaces Skilled. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Maestro of the Society +3 rounds of Bardic Performance (or an equivalent ability) each day. Raging Song (standard action, 9 rounds/day) (Su) At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. (9 = 3 +3 Cha +3 Maestro) Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first. . . Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features. Sea Legs (Ex) +1 A dragon skald adds 1/2 his class level (minimum 1) on all Profession (sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks. This ability replaces bardic knowledge. Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2. Wind Whistler (Su) At 1st level, a dragon skald adds alter winds, fog cloud, and obscuring mist to his class spell list, at the same levels the wizard gains them. He still must add these spells to his spells known as normal. This ability replaces Scribe Scroll. --------------------
Worn
Current load 53 lb, light load Medium load = 77 - 153 lb Background:
Óbjarni Ivarason was born in the village of Grenå eighteen summers ago. His father Ivar was going to name him for a great ancestor but was over-ruled by his wife and brother the Jarl. Óbjarni did not cry for attention and the gaze from his eyes looked mature almost wizened. So they called him Ó, for the opposite of, and –bjarni for young baby. Even as an infant, he was deemed not a baby.
After he was weaned from his mother’s milk, his family gave Óbjarni to Floki to care for. This was particularly unusual, because Floki was an old hermit who lived alone up in the caves above the village. But Floki understood. And as it has been recounted to Óbjarni by witnesses who saw this, Floki lectured to Óbjarni before he could walk. Óbjarni would fuss when he was hungry or wanted to be clean, but otherwise sat there and listened to Floki explain how the world worked, about Töfrar and Galdur. Óbjarni just listened. Floki described Töfrar as enchantment magic that could change nature by invoking true names. Galdur, as trickery magic, merely hid true nature. Both types of magic had their place and proponents. Óbjarni joined the other kids of his age running, jumping, climbing, and swimming (Climb & Swim). His relationship with Floki made him different, but all the kids had differences and settled scores the usual way learning to fight at a young age. Of his several siblings, only his younger sister Áfríðr survived childhood. The five year gap in age prevented them from becoming too close. Their village lived off the sea and raiding, because the soil prevented most farming. When boys usually turned seventeen, they would join a longship for a season of raiding between winters. While raiding, the women would farm what they could, shepherd their flocks, and protect the village. During the winters, the village would celebrate and repair their equipment and ships. When Óbjarni’s cousin, Ragnarr, who was the son of the jarl and a year younger than him, began occasionally joining the jarl’s council. Ivar brought Óbjarni, too. Although the cousins were to be seen but not heard, they began to learn of the world and the politics of raiding ( Diplomacy & Knowledge (nobility)). At that age, they also began to seriously train for raiding with weapons, armor, and ships (Weapon & armor proficiencies, Armor expert, & Profession (sailor)). Óbjarni and his cousin also began to grow and maintain beards as soon as they could to look older. At first, it did not help their look, but eventually the village adapted. The jarl held Óbjarni behind last raiding season to continue to learn and work with Floki. The real reason that his father explained was to ensure that Óbjarni could accompany his cousin Ragnarr on his first raid. Óbjarni was not content but made the most of last summer finally learning to call the wind where he wanted and charming villagers. This raiding season they all sailed under the great Jarl called Ubba Lothbrok, the last living son of a former king called Ragnar Lothbrok, who had sent out a general call for warriors, offering silver and slaves as a reward for service. Óbjarni’s jarl pledged his ships and loyalty to Ubba, bringing him to Brittania as a new huscarl. Many were killed in the battle where Óbjarni was captured, including his jarl, his father Ivar, his cousin Ragnarr, and Ubba putting an end to the final living son of Ragnar, and the last living commander of the Great Heathen Army that had been ravaging Brittania for the past thirty odd years. Óbjarni awoke on the battlefield having been left for dead. He was taken prisoner when he staggered toward the sea. If he just could get to the sea he could get home, he tells himself. His grief and suffering prevent him from thinking about much more than returning home and exacting revenge. However, his mind is constantly at work, so he carefully listens to his captors.
Personality:
Óbjarni is too young to be called wise, but he has the nature of it. He is slow to anger and brings allies with him when roused to anger. He respects the power of words but currently believes that frank truth is more powerful than deception. He will learn.
He knows the world is more than what he has experienced so is cautious, especially of unknowns. He believes the strength of his people are their boats to strike whenever and wherever they want and then to tactically withdraw. The land that they plunder is their rightful hunting grounds given from the gods.
Description Ht: 6' 1" Wt: 185 lbs Age: 18 Hair: Red with mustache and beard Eyes: Pale gray Óbjarni looks much older than he has summers. He is taller than average but not the tallest. His full beard and calm eyes mark him as a veteran. However, his lean, muscular frame and lack of many combat scars show his youth. A brand upon his left arm of an X signifies a Roman ‘criminal’ who has betrayed the great and eternal love of Christ and his chosen mortal vassals. |