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Thorvald (Topic #18283)

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This Character is played by Hruda
Category: Character
THORVALD

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Personal Name: Thorvald Olafson
Aliases: Snœr, Thorvald of Birka, Thorvald Halfr-Eyra
Race: Human
Ethnicity: Swede
Gender: Male
Barbarian 9
Total Levels: 9, Total XP: 41115, Next Level: 45000, Exp. Penalty:
Alignment: Chaotic Neutral
----

Abilities

STR: 20/18* (+5)/(+4) When raging:24 (+7)
DEX: 13/11* (+1)/(+0)
CON: 20 (+5) When raging:24 (+7)
INT: 12 (+1)
WIS: 11 (+0)
CHA: 14 (+2)

* -2 penalty to Str and Dex after raging for duration of encounter.
** Thor's Blessing: Thorvald gains 3 STR and 5 CON.

----

Combat

Max HP: 103
Current Hit Points: 106 (When raging: +18: 121)
Speed: 40
Base Attack Bonus: +9/+4
Melee +14/+9
Ranged +8/+3
Grapple +14
Initiative: +5 (Dex, Improved Initiative)

----

Unarmed(1d3+3), +14, 20/x2
Speed: 40

----

Defense

Armour Class When Raging: AC 21 (+3 Studded Leather, +1 Dex, +1 helm, +4 bronze Armring of Defense, +2 floating Shield) 19, Flat-Footed 21 (uncanny dodge extraordinary ability) 13, Base Armor +3(+1 armor, +1 helm due to dwarven craftsmanship), Max Dex +5, Touch 15 (+1 Dex, +4 bronze Armring of Defense) 9, Ability +1, Size 0, Armor Check -1

----

Saves:

FORT: 13 (+5 Con +7 when enraged, +2 Great Fortitude) * See Thor's Blessing in Abilities section above.
REF: 4 (+1 Dex)
WILL: 3 When raging: 5

----

Weapons * See Thor's Blessing in Abilities section above.


Weapons
Item Size To Hit Dmg(Type) #Att Range Categ. Crit.
Battleaxe M +15 * 1d8+7(S)* 1 10 Melee 20(x3)
Daggers M +14 1d4+5(S/P) 1 10 Melee 19-20(x2)
Issbrandr (Lngswd +2) M +16 1d10+7(S) 1 - Melee 19-20(x2)


* +1 to hit, +2 dmg due to dwarven forging.

----

Feats:

Armor Proficiency (light)
Armor Proficiency (medium)
Great Fortitude
Improved Bull Rush
Improved Critical
Improved Initiative
Power Attack
Shield Proficiency
Simple Weapon Proficiency
Cleave

----

Skills: (need to add 10 points due to level increase 12/9 for 9/7/08)






Skill Name

Rank

Ability

Total

Appraise

0

1

1

Balance*

0

1

0/-2*

Bluff

0

2

2

Climb*

5

3,
6 Class

14/11*

Concentration

0

2

2

Craft (Weaponsmith)

11

1

12*

Diplomacy

0

2

2

Disguise

0

2

2

Escape Artist*

0

1

0/-2*

Forgery

0

1

1

Gather Information

0

2

2

Handle Animal

6

0

6

Heal

0

+2

+2

Hide*

0

1,
2/4 Class

2/0, 4/2*

Intimidate

0

2

2

Jump*

11

3

14/11*

Knowledge (Small Watercraft)

2

2

4

Listen

11

0

11

Move Silently*

0

1

0/-2*

Ride

0

1

1

Search

0

1

1

Sense Motive

0

0

0

Spot

10

0

10

Survival

11

0,
2/4 Class

13/15

Swim*

4

3

6/4*

Use Rope*

0

1

0/-2*




















































































































* +2 when working with armor, weapons due to dwarvish training.

* Armor check
Armor Check: -3 (-1 Studded Leather, -2 Heavy Steel Shield)

----

Equipment:



Item Equip? Qty Weight
Silver coins N 19 .5
Blue Scarab (Hematite) N 1 -
Bronze Armring of Defense +4 Y 1 1
Bullseye Lantern** N 1 3
Copper coins N 8 -
Gems: Malachite N 2 -
Griffon Drinking Horn N 1 ?
Studded Leather Y 1 20
+2 Shield, floating Y 1 15
Daggers: Fang Kleng Y 2 2
Battleaxe: Egill Y 1 6
+2 Longsword: Issbrandr Y 1 4
Traveller's Outfit Y 1 5
Silver Thor's Hammer pendant Y 1 .5
Backpack Y 1 -
Flint and Steel N 1 -
Rope: Hemp 50 N 1 10
Torches N 2 2
Whetstone N 1 1


Carrying Capacity: 77/154/231
Total Weight Carried: 71.6

*-E=equipped, nE = not equipped
**in shape of a Storm Giant


----

Languages:
Runic Swedish, smattering of Latvian

Religion
Pagan (Thor)

----

Class Traits:

Damage Reduction - -1hp dmg from weapon or natural attack
Fast Movement
Illiteracy
Nature's Healing - can heal 1hp dmg, for self: heal 2hp/day rest, 1hp/day active;
Gain +2 on Heal Checks
Rage 3 times/day (7 rounds: 3 + Con modifier)
Trap Sense +3
Improved Uncanny Dodge

----

Goals

Short term


Rescue Little Fire
Defeat Sir Gringamore
Free Stavangar

Long Term


Raid foreign lands for wealth
Visit the eastern shores of the Austmarr (Baltic Lands and further inland)
Kill Hertug Arling and avenge the deaths of Garder GreatHand and his aunt, Aesa Wavedancer
Die a glorious death so as to feast in Valhalla

----

History:

Nearly twenty years ago while on a raid, Thorvald's father, the famous Olaf Baleygr, kidnapped Galïna, the younger daughter of a minor Latvian noble. Her father offered a huge ransom, not out of love for his younger daughter, but because her absence would foul his plans for uniting his lands with those of a neighboring noble. Accepting the ransom and distributing a portion of the wealth to his underlings, Olaf was prepared to return the girl to her family. However, Galïna refused. She was not happy with her father's choice of her mate and in a fit of pique, renounced her family and her faith. She declared her love for Olaf and offered herself in marriage. Olaf was delighted and the pair was soon wed after Olaf had divorced his barren wife, Jódís. Galïna took the Norse name, Gilla, and settled with Olaf comfortably near the town of Birka. One year later Thorvald was born under a full moon's night on Thor's most sacred holiday.

Thorvald's early life was uneventful. His father retired from raiding. Due largely to a scuffle with some of Hertug Ärling's men, Olaf and Gilla purchased an inn in the semi-independent town of Björkö with the money remaining from Gilla's ransom. The inn was successful despite an economic downturn caused by the freezing of the port. Many times Thorvald himself was sent out alone on a boat to get goods from foreign ships who docked at the ice quay far from the shore. The sight of the young boy navigating the treacherous ice passage endeared him to the men and thralls unloading the ships. They gave him the nickname Snæri, meaning Little Snow. Snær is an alias he uses at times even now.

At age thirteen Thorvald was apprenticed to Skaghi to learn the craft of blacksmithing and weaponcraft. He took well to smithying, outshining the other apprentices. When he crafted his own weapons, Egill, Fang, and Kleng, Skaghi realized there was nothing more he could teach the lad and sent him back home.

Thorvald had spent five years with Skaghi and was now eighteen and ready to go ‘viking,’ he just didn’t know who he wanted to sail with and whether they would take him. His homeland was rife with trouble. Bjorn Swift Axe had declared himself King of the Norse, while RogueWolf, the cunning pirate and master sailor opposed Bjorn as did Svealand’s own leader, Jarl Udricson, either of these men would have gladly taken Thorvald aboard their ships, but neither Thorvald or his father trusted either of these men. Hertug Arling is one of Udricson’s favorites and your family’s bitter foe. Arling had killed your father’s brother, Garder Great Hand and sacrificed their sister, Aesa Wave Dancer, to ensure his fortunes. Thorvald would remember his aunt Aesa well. She was a priestess and shield maid of Freya, a fabulous sailor and was the one who taught Thorvald had to swim and spear fish while diving.
Thorvald had another reason for hating Arling and Udricson. Bissa, Vignirson, both famous warriors and traders, used to regularly sail to Birka for trade and news, even when the ice was thick and floating free and dangerous. Bissa was known to sail in the worst weather to make a trade. He was often the only one to brave the ice to reach Birka and is the man to first call Thorvald Snœri. Bissa had a large family and often would take his children, boys and girls with him on his trips. Thorvald got to meet three of his children, his two oldest sons, Hogni and Valdar, and his oldest daughter, Thora. Bissa and Olaf were old friends and often sat around the hearth after the trading was done and told tales of their wild youth. During these times, Thorvald got to know Hogni, Valdar, and Thora, Valdar and Thora in particular. Valdar because they were of the same age and shared an interest in smith work and sailing and Thora, well……She was a beauty and came from a wealthy family of renown and took a shine to Thorvald. She was always arranging events to be with Thorvald or near him and one night, she cleverly got them alone together. It was the first time for both of them and it was clumsy and awkward and wonderous. The next morning, despite their precautions and Thora’s supposed cleverness, everyone at the breakfast table seem to know and approve.
Thorvald was able to see Thora two more glorius times before their enemies and fate struck. Bissa and his son Hakon and Thor and his other daughter Atli were returning from Riga when Udricson, Arling, and Bissa’s own son, attacked them on the Baltic Sea. Hogni killed his father with a rune carved arrow. Hogni was now a priest or wizard of Hissii, a dark god of magic and necromancy among the Finns. Jarl Udricson took Bissa’s children as slaves and sold Hakon and Atli to the White Snakes, a urokoi(orcs) tribe and gave Thora to Arling as a prize.
Thorvald didn’t know about any of that until a Viking called Jedvar sailed into Birka to trade with Thorvald’s father and swap stories. Jedvar had known your father for a long time and sailed with Bissa for over ten years. When he asked for men to sail with him against Udricson and RogueWolf, Thorvald jumped at the chance, he didn’t need his parents urging.
Sailing with Jedvar was difficult. Jedvar is a demanding leader with a curious sense of humor and fate. He is fair though and treats his men with great respect and rewards well, those who have earned it through cleverness and courage. Jedvar sailed down the Rhine and attacked a Magyar camp that held Hakon Bissason and rescued him and 200 others, who he swore into his service. Jedvar then sailed in the dark of night to Uppsala, Jarl Udricson’s home and carried out a raid, rescuing Thora and many others and sailing off before Udricson, Arling, or any others could do anything about it. As much as Thorvald wanted to see Thora, he only got a few glimpses of her, during the voyage to her home in Scavanger, Norge.
After dropping her off with her family, Jedvar took Hakon Bissason on board as a bondsman crewmember, telling Hakon, he had to serve Jedvar for a year and a day to pay for his freedom. Hakon readily agreed and soon became a favorite on the ship for his story telling abilities. It was known he was trying to become a skald among his people. Thorvald was kept too busy though to talk with him at any length until he they sailed to the Frisian coast and landed on a barren, windswept shore to meet and deal with an apparently mad man called Eric and a swarm of humanoids, including bugbears, giants, and ogres. All went strangely well as Jedvar sent Hakon ashore alone to greet this Eric and his ogre companions. After an hour or so, Hakon returned and talked with Jedvar, who then chose Thorvald, Glammad, another young man from Svealand, and the Finn Vilne’, to accompany and help protect Hakon as he went to Eric’s camp. Thorvald was a little unsettled at going on to a unknown shore with Hakon to visit this mad Viking who traveled with humanoids and the finn Vilne’. Now Vilne’ was well respected by everyone on the ship. Next to Jedvar, he was the best at harpooning whales and walrus and a ferocious warrior, but he was an odd man, keeping to himself most of the time and he had a way of knowing about him that was uncanny.


XP Earned: 3860
Post Reply
Body
Horseman
avatar
Philosopher
10/1/2007 1:20:45 AM
PostID: 172696
I roll the percentile rolls. I just started doing that about 6-9 months ago because that was where we were slowing down character builds.

We do have a norse campaign starting to build, 2 characters right now, but Rasgorn is DMing that and I have to see if he can handle another character. If he is filled up, I may put you with the Mercenaries. Not sure yet, lets see what you submit for a character.

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Hruda
avatar
Scout
10/2/2007 1:01:51 AM
PostID: 172959
OK. I would like to play a male human Viking barbarian. Although quite capable as a warrior and not above larceny or worse, Thorvald Olafson sees the advantage of acquiring sustainable wealth through trade rather than pillage. In life, riches; in death, glory.

This is just the seed. Not sure how much further I should go without the percentile dice roll results. If you need more, just ask.
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Horseman
avatar
Philosopher
10/2/2007 1:21:57 AM
PostID: 172964
Secure Rolls:
Thorvald Social Standing 1d100(81) = 81
Thorvald Economic Standing 1d100(77) = 77

I rolled well for you this means
Middle Middle Class...roll 76-85 Flemish, Gaelic, Gnomes, Halflings, Tavern and Inn Keepers Guildsman, Crossbowmen, Carpenters, Weavers, Fullers, Tailors, Traders, Novice in Guilds, Friars and Monastic Brothers, Butchers, Minstrels
Inheritence Wealth-nearly all wealth goes to sustaining self, family and livelyhood live in a modest home or apartment goods worth 500sp, and 50-100sp in cash

Barbarian cool, we've got one Viking Barbarian already, it would be cool to get you two together. The way I run Barbarians the standard Core Rules Barbarian are considered Berserkers. While most Bararians follow this custom class.

Barbarians of the Western World

This Barbarian is a throwback to the original Barbarian Class first offered in the wonderful 1st Ed. AD&D supplement called UNEARTHED ARCANA.

Whats missing.
Namely the multiple and Improved Rage Feats. I don't think these really fit the Barbarian all that well unless you are a Berserker, when I think it is a wonderful class for that. In place of those are a whole slew of smaller skills and feats to make the Barbarian a master of his wild enviroment. Enjoy.

Character Class
BARBARIAN
Class Features
Alignment: Any
Hit Die: d12.
Class Skills
The barbarians class skills (and the key ability for each skill) are Handle Animal(typically dogs or horses) (Wis), Climb (Str), Craft (Int), Knowledge: Small Watercraft (Int)(canoes, rowboats, and/or small sailboats), Craft: Snares and Traps (Int), Endurance (Con). Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge: Long Distance Signals (Int), Listen (Wis), Ride (Dex), Run (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Barbarian
Level BaseAttack Bonus FortSave RefSave WillSave Special
1st +1 +2 +0 +0 Fast movement, illiteracy, rage 1/day,
2nd +2 +3 +0 +0 Camouflage, Climbing
3rd +3 +3 +1 +1 Survival, Track
4th +4 +4 +1 +1 Uncanny dodge, Mimic
5th +5 +4 +1 +1 Trap sense +1
6th +6/+1 +5 +2 +2 Improved uncanny dodge, Natures Healing
7th +7/+2 +5 +2 +2 Trap sense +2
8th +8/+3 +6 +2 +2 Damage reduction 1/
9th +9/+4 +6 +3 +3 Call Horde
10th +10/+5 +7 +3 +3 Trap sense +3
11th +11/+6/+1 +7 +3 +3 Damage reduction 2/
12th +12/+7/+2 +8 +4 +4 Great Horde
13th +13/+8/+3 +8 +4 +4 Trap sense +4
14th +14/+9/+4 +9 +4 +4 Damage reduction 3/
15th +15/+10/+5 +9 +5 +5 Indomitable will
16th +16/+11/+6/+1 +10 +5 +5 Trap sense +5
17th +17/+12/+7/+2 +10 +5 +5 Damage reduction 4/
18th +18/+13/+8/+3 +11 +6 +6 Trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/
20th +20/+15/+10/+5 +12 +6 +6 Greater Horde

All of the following are class features of the barbarian.

Weapon and Armor Proficiency:
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex):
A barbarians land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarians speed because of any load carried or armor worn.

Illiteracy:
Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex):
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a 2 penalty to Armor Class. The increase in Constitution increases the barbarians hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characters (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (2 penalty to Strength, 2 penalty to Dexterity, cant charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day.

Camouflage:
A barbarian can hide in any natural surroundings, +2. If the natural surroundings are of a type familiar to the barbarian, he hides at +4.

Climbing:
Barbarians can climb cliffs, trees, and other natural vertical faces common to his tribal area as well as a thief of the same level can climb walls(+1 per level). This ability can be transferred to walls and other surfaces if the character has the opportunity to practice(and they must practice).

Survival:
The barbarian can survive in the wild, if it is like that from which he came or he spends a month becoming familiar with the new area. Survival +2 +4 if in a familiar enviorment.


Uncanny Dodge (Ex):
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Mimic:
With this skill a Barbarian can imitate a local animal of which he/she has extended knowledge. For unfamiliar animals the skill is 4.

Trap Sense (Ex):
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex):
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex):
At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Natures Healing: The barbarian has special first aid skills. Such first aid will restore one hit point to most who are treated (including the barbarian). The barbarian who cares for himself (assumed) gains 2 hp/day of rest, 1hp/day if activity continues. The Barbarian makes all Heal checks at +2.

Indomitable Will (Ex):
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Call Horde:
Upon reaching level 9, the character may call a barbarian horde, a large number of barbarians from his native land who will come to perform a particular mission over a brief period, and then disperse. This skill effectively gives the Barbarian the Leadership Feat for a short period to call his Horde (cohort). Great Horde gives the Barbarian a +2 to his Leadership Score. Greater Horde +4.

The barbarian has skills of a third level druid to detect plants and animals and to predict weather as the spell, and can determine directions above ground. They can also track as a ranger, but only outdoors.

Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).

So go ahead and choose which Barbarian Class you want and post a character sheet.


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Hruda
avatar
Scout
10/2/2007 2:18:39 PM
PostID: 173133
THORVALD


Personal Name: Thorvald Olafson
Aliases: Snaer, Thorvald of Birka, Thorvald Halfr-Eyra
Race: Human
Ethnicity: Swede
Gender: Male
Barbarian 2
Total Levels: 2, Next Level: 3000, Exp. Penalty:
Alignment: Chaotic Neutral
----

Abilities

STR: 16/14 (+3)/(+2) When raging:20 (+5)
DEX: 13/11 (+1)/(+0)
CON: 15 (+2) When raging:19 (+4)
INT: 12 (+1)
WIS: 10 (+0)
CHA: 14 (+2)

* -2 penalty to Str and Dex after raging for duration of encounter.

----

Combat

Max HP: 22 (12 1st lvl, 6 2nd lvl, +4 Con)
Current Hit Points: 16 (When raging: +4)
Speed: 40
Base Attack Bonus: +2
Melee +5
Ranged +3
Grapple +5
Initiative: +1 (Dex)

----

Unarmed(1d3+3), +5, 20/x2
Speed: 40

----

Defense

Armour Class When Raging: AC 16 14, Flat-Footed 15 13, Base Armor +3, Max Dex +5,
Touch 11 9, Ability +1, Size 0, Armor Check -1

----

Saves:

FORT: 6
REF: 1
WILL: 0 When raging: 2

----

Weapons


+5, Med, 1d8+3 hp, S, #Att 1, Rng 10, Martial Melee, Crit 20/x3, Battleaxe
+5, Sml, 1d4+3 hp, S/P, #At 1, Rng 10, Simple Melee, Crit 19-20/x2 Daggers

----

Feats:

Armor Proficiency (light)
Armor Proficiency (medium)
Great Fortitude
Improved Bull Rush
Shield Proficiency
Simple Weapon Proficiency
Cleave

----

Skills:

1 0 Rk, 1 Int Appraise
1 0 Rk, 1 Dex Balance*
2 0 Rk, 2 Cha Bluff
7 3 Rk, 3 Str, 1 Class Climb*
2 0 rank, 2 Con Concentration
2 0 rank, 2 Cha Diplomacy
2 0 rank, 2 Cha Disguise
1 0 Rk, +1 Dex Escape Artist*
1 0 Rk, +1 Int Forgery
2 0 Rk, 2 Cha Gather Information
0 0 Rk, 0 Wis Heal
3/5 0 Rk, 1 Dex, 2/4 Class Hide* (+4 to hide in familiar environments)
2 0 Rk, 2 Cha Intimidate
7 4 Rk, 3 Str Jump*
4 2 Rk, 2 Int Knowledge (Small Watercraft)
0 0 Rk, 0 Wis Listen
1 0 Rk, 1 Dex Move Silently*
5 4 Rk, 1 Dex Ride
1 0 Rk, 1 Int Search
0 0 Rk, 0 Wis Sense Motive
0 0 Rk, 0 Wis Spot
6/8 4 Rk, 0 Wis, 2/4 Class Survival (+4 to survive in familiar environments)
7 4 Rk, 3 Str Swim*
1 0 Rk, 1 Dex Use Rope*

* Armor check

----

Equipment:

nE, Qty 19, Wt. .5, Silver Coins (+8 copper)
nE, Qty 02, Wt. -- Gems, Malachite
-E, Qty 01, Wt. 20, Studded Leather Armor
-E, Qty 01, Wt. 15, Heavy Steel Shield
-E, Qty 02, Wt. 02, Daggers(named Fang and Kleng, ie. Fang and Claw)
-E, Qty 01, Wt. 06, Battleaxe (named Egill, ie. The Little Edge)
-E, Qty 01, Wt. 05, Traveller's Outfit
nE, Qty 01, Wt. 02, Backpack
nE, Qty 01, Wt. 00, Flint and Steel
nE, Qty 01, Wt. 10, Rope, hemp 50'
nE, Qty 02, Wt. 02, Torches
nE, Qty 01, Wt. 01, Whetstone

Carrying Capacity: 77/154/231
Total Weight Carried: 63.6

*-E=equipped, nE = not equipped

----

Languages:
Runic Swedish, smattering of Latvian

Religion
Pagan (Thor)

----

Class Traits:

Fast Movement
Illiteracy
Rage

----

Goals

0Short term


Pay back Gulhoar the ogre for striking him

0Long Term


Raid foreign lands for wealth
Establish trade routes to the east (Baltic Lands and further inland)
Gain noble status
Die a glorious death so as to feast in Valhalla

----

History:

Nearly twenty years ago while on a raid, Thorvald's father, the famous Olaf Baleygr, kidnapped Galïna, the younger daughter of a minor Latvian noble. Her father offered a huge ransom, not out of love for his younger daughter, but because her absence would foul his plans for uniting his lands with those of a neighboring noble. Accepting the ransom and distributing a portion of the wealth to his underlings, Olaf was prepared to return the girl to her family. However, Galïna refused. She was not happy with her father's choice of her mate and in a fit of pique, renounced her family and her faith. She declared her love for Olaf and offered herself in marriage. Olaf was delighted and the pair was soon wed after Olaf had divorced his barren wife, Jódís. Galïna took the Norse name, Gilla, and settled with Olaf comfortably near the town of Birka. One year later Thorvald was born under a full moon's night on Thor's most sacred holiday.

Thorvald's early life was uneventful. His father retired from raiding. Due largely to a scuffle with some of Hertug Ärling's men, Olaf and Gilla purchased an inn in the semi-independent town of Björkö with the money remaining from Gilla's ransom. The inn was successful despite an economic downturn caused by the freezing of the port. Many times Thorvald himself was sent out alone on a boat to get goods from foreign ships who docked at the ice quay far from the shore. The sight of the young boy navigating the treacherous ice passage endeared him to the men and thralls unloading the ships. They gave him the nickname Snæri, meaning Little Snow. Snær is an alias he uses at times even now.

At age thirteen Thorvald was apprenticed to Skaghi to learn the craft of blacksmithing and weaponcraft. He took well to smithying, outshining the other apprentices. When he crafted his own weapons, Egill, Fang, and Kleng, Skaghi realized there was nothing more he could teach the lad and sent him back home.

Thorvald had spent five years with Skaghi and was now eighteen and ready to go ‘viking,’ he just didn’t know who he wanted to sail with and whether they would take him. His homeland was rife with trouble. Bjorn Swift Axe had declared himself King of the Norse, while RogueWolf, the cunning pirate and master sailor opposed Bjorn as did Svealand’s own leader, Jarl Udricson, either of these men would have gladly taken Thorvald aboard their ships, but neither Thorvald or his father trusted either of these men. Hertug Arling is one of Udricson’s favorites and your family’s bitter foe. Arling had killed your father’s brother, Garder Great Hand and sacrificed their sister, Aesa Wave Dancer, to ensure his fortunes. Thorvald would remember his aunt Aesa well. She was a priestess and shield maid of Freya, a fabulous sailor and was the one who taught Thorvald had to swim and spear fish while diving.
Thorvald had another reason for hating Arling and Udricson. Bissa, Vignirson, both famous warriors and traders, used to regularly sail to Birka for trade and news, even when the ice was thick and floating free and dangerous. Bissa was known to sail in the worst weather to make a trade. He was often the only one to brave the ice to reach Birka and is the man to first call Thorvald Snaeri. Bissa had a large family and often would take his children, boys and girls with him on his trips. Thorvald got to meet three of his children, his two oldest sons, Hogni and Valdar, and his oldest daughter, Thora. Bissa and Olaf were old friends and often sat around the hearth after the trading was done and told tales of their wild youth. During these times, Thorvald got to know Hogni, Valdar, and Thora, Valdar and Thora in particular. Valdar because they were of the same age and shared an interest in smith work and sailing and Thora, well……She was a beauty and came from a wealthy family of renown and took a shine to Thorvald. She was always arranging events to be with Thorvald or near him and one night, she cleverly got them alone together. It was the first time for both of them and it was clumsy and awkward and wonderous. The next morning, despite their precautions and Thora’s supposed cleverness, everyone at the breakfast table seem to know and approve.
Thorvald was able to see Thora two more glorius times before their enemies and fate struck. Bissa and his son Hakon and Thor and his other daughter Atli were returning from Riga when Udricson, Arling, and Bissa’s own son, attacked them on the Baltic Sea. Hogni killed his father with a rune carved arrow. Hogni was now a priest or wizard of Hissii, a dark god of magic and necromancy among the Finns. Jarl Udricson took Bissa’s children as slaves and sold Hakon and Atli to the White Snakes, a urokoi(orcs) tribe and gave Thora to Arling as a prize.
Thorvald didn’t know about any of that until a Viking called Jedvar sailed into Birka to trade with Thorvald’s father and swap stories. Jedvar had known your father for a long time and sailed with Bissa for over ten years. When he asked for men to sail with him against Udricson and RogueWolf, Thorvald jumped at the chance, he didn’t need his parents urging.
Sailing with Jedvar was difficult. Jedvar is a demanding leader with a curious sense of humor and fate. He is fair though and treats his men with great respect and rewards well, those who have earned it through cleverness and courage. Jedvar sailed down the Rhine and attacked a Magyar camp that held Hakon Bissason and rescued him and 200 others, who he swore into his service. Jedvar then sailed in the dark of night to Uppsala, Jarl Udricson’s home and carried out a raid, rescuing Thora and many others and sailing off before Udricson, Arling, or any others could do anything about it. As much as Thorvald wanted to see Thora, he only got a few glimpses of her, during the voyage to her home in Scavanger, Norge.
After dropping her off with her family, Jedvar took Hakon Bissason on board as a bondsman crewmember, telling Hakon, he had to serve Jedvar for a year and a day to pay for his freedom. Hakon readily agreed and soon became a favorite on the ship for his story telling abilities. It was known he was trying to become a skald among his people. Thorvald was kept too busy though to talk with him at any length until he they sailed to the Frisian coast and landed on a barren, windswept shore to meet and deal with an apparently mad man called Eric and a swarm of humanoids, including bugbears, giants, and ogres. All went strangely well as Jedvar sent Hakon ashore alone to greet this Eric and his ogre companions. After an hour or so, Hakon returned and talked with Jedvar, who then chose Thorvald, Glammad, another young man from Svealand, and the Finn Vilne’, to accompany and help protect Hakon as he went to Eric’s camp. Thorvald was a little unsettled at going on to a unknown shore with Hakon to visit this mad Viking who traveled with humanoids and the finn Vilne’. Now Vilne’ was well respected by everyone on the ship. Next to Jedvar, he was the best at harpooning whales and walrus and a ferocious warrior, but he was an odd man, keeping to himself most of the time and he had a way of knowing about him that was uncanny.


XP Earned:
  This post last edited on 11/1/2007 8:37:43 PM   Like this post
Hruda
avatar
Scout
10/2/2007 8:19:40 PM
PostID: 173241
Getting started. Not sure on Starting wealth. Do I roll 1/2D100 for starting sp as per the percentile inheritance roll? Character pre-history outlined. Do the following skills apply automatically or should I choose them? Special Skills and Abilities by Ethnicity
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Horseman
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Philosopher
10/2/2007 10:48:48 PM
PostID: 173296
First, we are starting you at 2nd level, make the appropriate adjustments. In the House Rules you will see that you get max hp at first then a random roll thereafter, or you can just take 50% of you die result. Players also get 80 ability points at first level(there is some old info still posted).

I rolled for you and you get 900sp for starting wealth, plus you have a farmstead of 40 acres outside Biirka. It is poor farm ground, but does produce enough barley for a little ale every year. Birka is a good choice for a starting location, you are a Swede. The special skills and abilities are automatic. That is so cool that you linked all that, thanks!

There will be a more detailed history for you, but can you post some of your characters goals or things he wants to do? Weapons he favors, armor, etc.


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Hruda
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Scout
10/3/2007 2:12:30 AM
PostID: 173326
Simplified sheet. Added level, changed skills, abilities, etc. Added Goals category.

Forged by his own hands, Thorvald's battleaxe which he named Egill is never far from his side. Neither are his two trusted daggers, Fang and Kleng.

Thorvald owned several pieces of malachite given to him by his father. He is fascinated by their beauty and knows that they came from the east. They have sparked an interest in eastern Europe in his mind. Although he has sold some of the gems, he would be loathe to part with all of them.
  This post last edited on 10/3/2007 2:12:41 AM   Like this post
Horseman
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Philosopher
10/3/2007 2:23:45 AM
PostID: 173329
The Current Year is 1286

Thorvald Olafson
Year of Birth: 1266
Place of Birth: Birka(Björkö, the Birch Island), Sverige (Sweden)


When Thorvald was born Birka was locked in ice. A mini-Ice Age had descended on Northern Europa. Through most of Thorvald's life all he knew was ice and snow. It wasn't until 1280 before the Coast of Sverige was open again to the sea, by 1284 there was finally a waterway channel open through to Birka. This did not stop Birka from being a trade center though. Instead they just moved their ships to the edge of the ice and established a route of trade to Birka. Birka managed to maintain trade with Riga,Ladoga, Novgorod and Bremen to name a few, but most ties to the West were broken.

Thorvald himself made the trip to the temporary ice port and sailed his small craft out to meet larger ships in the Baltic. There he transported goods back to the ice port to go on to Birka.


BIRKA


4 MAIN JARLDOMS of Sverige


Thorvald is from Svealand, which is divided into Hertug's(a norse duchy like state)


But Birka is semi-independant, being a center of trade and a member of the free trade states.
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Horseman
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Philosopher
10/3/2007 3:01:04 AM
PostID: 173333
Jarls of Sverige
Geatland(Gotaland)- Jarl Swerting
Svealand- Jarl Udrikson
Norrland- Jarl Engelbrekt
Osterland- Jarl Skule Bårdsson

Hertugs of Svealand
Dalarna- Hertug Frölander
Närke- Hertug Fornsnjallr
Södermanland- Hertug Magnus Ladulås (Magnus Barnlock)
Uppland- Hertug Ärling
Värmland- Hertug Högne illråde ("ill-ruler")
Västmanland- Hertug Malmberg

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Hruda
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Scout
10/3/2007 2:44:37 PM
PostID: 173458
It looks like Sverige was converted to Christianity by the twelfth century. Does this hold true in the campaign world? I'd like to play a pagan, but if it makes me stick out like a sore thumb, I won't.
  This post last edited on 10/3/2007 3:52:49 PM   Like this post
Horseman
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Philosopher
10/3/2007 8:30:40 PM
PostID: 173528
No Sverige held its pagan roots, primarily due to the little Ice Age. The Church of the West was well established prior to the start of the Little Ice Age, but when the priests could do nothing to stop the snow and ice the Norse threw many of them out, killed a like number and went back to Odin and his minions. A few chapels of The Church of the West remain, but the advance of the movement has been hurled backwards 200 years.

I will try to get you started tonight or tommorow, sorry for the delay.

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Hruda
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Scout
10/3/2007 8:39:12 PM
PostID: 173529
No problem. Keeping busy sorting my character out. I go to work in a few minutes, so won't be back until tomorrow am.
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Horseman
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Philosopher
10/5/2007 12:41:24 AM
PostID: 173873
A decision has finally been made. You will be joining The Viking Campaign

Rasgorn will bring you in and finish your history.

Have Fun.
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Rasgorn
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Admired Sage
10/5/2007 2:57:59 AM
PostID: 173901
History:

Nearly twenty years ago while on a raid, Thorvald's father, the famous Olaf Baleygr, kidnapped Galïna, the younger daughter of a minor Latvian noble. Her father offered a huge ransom, not out of love for his younger daughter, but because her absence would foul his plans for uniting his lands with those of a neighboring noble. Accepting the ransom and distributing a portion of the wealth to his underlings, Olaf was prepared to return the girl to her family. However, Galïna refused. She was not happy with her father's choice of her mate and in a fit of pique, renounced her family and her faith. She declared her love for Olaf and offered herself in marriage. Olaf was delighted and the pair was soon wed after Olaf had divorced his barren wife, Jódís. Galïna took the Norse name, Gilla, and settled with Olaf comfortably near the town of Birka. One year later Thorvald was born under a full moon's night on Thor's most sacred holiday.

Thorvald's early life was uneventful. His father retired from raiding. Due largely to a scuffle with some of Hertug Ärling's men, Olaf and Gilla purchased an inn in the semi-independent town of Björkö with the money remaining from Gilla's ransom. The inn was successful despite an economic downturn caused by the freezing of the port. Many times Thorvald himself was sent out alone on a boat to get goods from foreign ships who docked at the ice quay far from the shore. The sight of the young boy navigating the treacherous ice passage endeared him to the men and thralls unloading the ships. They gave him the nickname Snæri, meaning Little Snow. Snær is an alias he uses at times even now.

At age thirteen Thorvald was apprenticed to Skaghi to learn the craft of blacksmithing and weaponcraft. He took well to smithying, outshining the other apprentices. When he crafted his own weapons, Egill, Fang, and Kleng, Skaghi realized there was nothing more he could teach the lad and sent him back home.

Thorvald had spent five years with Skaghi and was now eighteen and ready to go ‘viking,’ he just didn’t know who he wanted to sail with and whether they would take him. His homeland was rife with trouble. Bjorn Swift Axe had declared himself King of the Norse, while RogueWolf, the cunning pirate and master sailor opposed Bjorn as did Svealand’s own leader, Jarl Udricson, either of these men would have gladly taken Thorvald aboard their ships, but neither Thorvald or his father trusted either of these men. Hertug Arling is one of Udricson’s favorites and your family’s bitter foe. Arling had killed your father’s brother, Garder Great Hand and sacrificed their sister, Aesa Wave Dancer, to ensure his fortunes. Thorvald would remember his aunt Aesa well. She was a priestess and shield maid of Freya, a fabulous sailor and was the one who taught Thorvald had to swim and spear fish while diving.
Thorvald had another reason for hating Arling and Udricson. Bissa, Vignirson, both famous warriors and traders, used to regularly sail to Birka for trade and news, even when the ice was thick and floating free and dangerous. Bissa was known to sail in the worst weather to make a trade. He was often the only one to brave the ice to reach Birka and is the man to first call Thorvald Snaeri. Bissa had a large family and often would take his children, boys and girls with him on his trips. Thorvald got to meet three of his children, his two oldest sons, Hogni and Valdar, and his oldest daughter, Thora. Bissa and Olaf were old friends and often sat around the hearth after the trading was done and told tales of their wild youth. During these times, Thorvald got to know Hogni, Valdar, and Thora, Valdar and Thora in particular. Valdar because they were of the same age and shared an interest in smith work and sailing and Thora, well……She was a beauty and came from a wealthy family of renown and took a shine to Thorvald. She was always arranging events to be with Thorvald or near him and one night, she cleverly got them alone together. It was the first time for both of them and it was clumsy and awkward and wonderous. The next morning, despite their precautions and Thora’s supposed cleverness, everyone at the breakfast table seem to know and approve.
Thorvald was able to see Thora two more glorius times before their enemies and fate struck. Bissa and his son Hakon and Thor and his other daughter Atli were returning from Riga when Udricson, Arling, and Bissa’s own son, attacked them on the Baltic Sea. Hogni killed his father with a rune carved arrow. Hogni was now a priest or wizard of Hissii, a dark god of magic and necromancy among the Finns. Jarl Udricson took Bissa’s children as slaves and sold Hakon and Atli to the White Snakes, a urokoi(orcs) tribe and gave Thora to Arling as a prize.
Thorvald didn’t know about any of that until a Viking called Jedvar sailed into Birka to trade with Thorvald’s father and swap stories. Jedvar had known your father for a long time and sailed with Bissa for over ten years. When he asked for men to sail with him against Udricson and RogueWolf, Thorvald jumped at the chance, he didn’t need his parents urging.
Sailing with Jedvar was difficult. Jedvar is a demanding leader with a curious sense of humor and fate. He is fair though and treats his men with great respect and rewards well, those who have earned it through cleverness and courage. Jedvar sailed down the Rhine and attacked a Magyar camp that held Hakon Bissason and rescued him and 200 others, who he swore into his service. Jedvar then sailed in the dark of night to Uppsala, Jarl Udricson’s home and carried out a raid, rescuing Thora and many others and sailing off before Udricson, Arling, or any others could do anything about it. As much as Thorvald wanted to see Thora, he only got a few glimpses of her, during the voyage to her home in Scavanger, Norge.
After dropping her off with her family, Jedvar took Hakon Bissason on board as a bondsman crewmember, telling Hakon, he had to serve Jedvar for a year and a day to pay for his freedom. Hakon readily agreed and soon became a favorite on the ship for his story telling abilities. It was known he was trying to become a skald among his people. Thorvald was kept too busy though to talk with him at any length until he they sailed to the Frisian coast and landed on a barren, windswept shore to meet and deal with an apparently mad man called Eric and a swarm of humanoids, including bugbears, giants, and ogres. All went strangely well as Jedvar sent Hakon ashore alone to greet this Eric and his ogre companions. After an hour or so, Hakon returned and talked with Jedvar, who then chose Thorvald, Glammad, another young man from Svealand, and the Finn Vilne’, to accompany and help protect Hakon as he went to Eric’s camp. Thorvald was a little unsettled at going on to a unknown shore with Hakon to visit this mad Viking who traveled with humanoids and the finn Vilne’. Now Vilne’ was well respected by everyone on the ship. Next to Jedvar, he was the best at harpooning whales and walrus and a ferocious warrior, but he was an odd man, keeping to himself most of the time and he had a way of knowing about him that was uncanny.

Here ends the early days of Thorvald Olfafson. Go ahead and read the thread, “Eric of Norge,” and feel free to join in when you are ready.

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Hruda
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Scout
11/15/2007 8:38:15 PM
PostID: 183231

Secure Rolls:
HP Lvl 3 1d12(10)+2 = 12
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Hruda
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Scout
11/16/2007 6:38:30 AM
PostID: 183314
Updated Thorvald for level increase. 12 hp added. BAB +1. Saving throw increase. Added Trap sense +1. Took 6 ranks in Listen. Added Improved Init. as feat. 16 Nov 07
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Hruda
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Scout
11/16/2007 4:02:35 PM
PostID: 183433
Noticed Skill points were off on update. Thorvald should have 36.

1st level: (4+1)x4+4(human): 24
2nd Level: 4+1+1(human) : 6
3rd Level: 4+1+1(human) : 6

Added 1 to Jump, 6 to Handle Animal, 2 to Survival.
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Hruda
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Scout
2/18/2008 1:51:45 PM
PostID: 205171
Update Thorvald Lvl 4, 11 hp, +1 Str, +1 Fort, +1 BAB, +2 Jump, +3 Craft(Weaponsmith), +1 Survival
Secure Rolls:
HP Lvl 4 1d12(9)+2 = 11
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Hruda
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Scout
3/21/2008 2:57:07 PM
PostID: 212920
For fight with Snorvgar:
+1 Atk: Skaga's blessing
+2 Atk/Dmg: Little Fire's spell
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Hruda
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Scout
4/20/2008 10:20:09 AM
PostID: 220469
At the Spring Fair, Thorvald gets +1 Elven Chainmaille, unencumbering, gifted by King Snaeborn. Snaeborn's removable badge on the armor signifies him as a friend of the king.
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