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Koukonsögur - Saga of the Trollfed Aerie - OOC
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<blockquote data-quote="Voda Vosa" data-source="post: 5669973" data-attributes="member: 51271"><p>Here you can find Olaf, the Mean</p><p></p><p>Olaf was born about 30 years ago, the same day the Dooming curse fell upon the land.</p><p>His father, a stern worshiper of the gods, thought the boy was cursed, and that he signalled the coming of another great evil to torment the land. So, he delivered the boy to a group of nomad warriors, strong men, of glory and great deeds, hoping the child could be saved from his destiny. Olaf grew up as a stout warrior, although lacking the normal strength of his adoptive brothers, his will was strong, and through it he prevailed in battle, and finally discovered the origin of his biological father's fears. As he was fighting a practice against one of his brothers, his consciousness was transported to a dark place, the realm of Hella! There, the goddess of death offered him a deal, to become the scourge of the land, in exchange of power, unfettered, unhinged power. Instead, the witty warrior took to power for himself, at least part of it, and tricked the goddess, and stopped the corruption from entering his mind. </p><p>The angry goddess unleashed a band of undead minons on his adoptive family, but the warriors were able to take down the enemy. Unfortunately, one of Olaf's brothers was killed in the battle. Knowing he was going to be chased by Hella's minions for the rest of his life, Olaf abandoned his clan, and wandered the land, searching for a way to use his power in favour of its suffering people.-</p><p></p><p><a href="http://1.bp.blogspot.com/_Y--JTXHbg3M/THHvOiUXo0I/AAAAAAAAAH0/607AqF27bSs/s1600/6222-viking-warrior.jpg" target="_blank">http://1.bp.blogspot.com/_Y--JTXHbg3M/THHvOiUXo0I/AAAAAAAAAH0/607AqF27bSs/s1600/6222-viking-warrior.jpg</a></p><p></p><p>[sblock=Sheet]</p><p>Name: Olaf the Mean.</p><p>Aligment: Unaligned</p><p>God: Hemindal</p><p></p><p><strong>11 (+0) Strength</strong></p><p>>>-1 Athletics</p><p><strong>14 (+2) Constitution</strong></p><p>>>1 Endurance </p><p><strong>15 (+2) Dexterity</strong></p><p>>>1 Acrobatics</p><p>>>6 Stealth </p><p>>>6 Thievery</p><p><strong>8 (-1) Intelligence</strong></p><p>>>-1 Religion </p><p>>>-1 Arcana</p><p>>>-1 History</p><p><strong>10 (+0) Wisdom</strong></p><p>>>0 Dungeoneering </p><p>>>0 Heal </p><p>>>5 Insight</p><p>>>0 Nature </p><p>>>0 Perception </p><p><strong>18 (+4) Charisma</strong></p><p>>>9 Streetwise </p><p>>>4 Bluff </p><p>>>9 Intimidate</p><p>>>4 Diplomacy </p><p></p><p>HIT POINTS</p><p>MAX HP 26 HEALING SURGES</p><p>BLOODIED 13 SURGE VALUE 6 SURGES/DAY 8</p><p></p><p>SPEED</p><p>5 (6-1 from armor)</p><p></p><p>SENSES</p><p></p><p>Passive Insight 15</p><p>Passive Perception 10</p><p></p><p>Defenses</p><p></p><p>AC: 16 (Armor 6)</p><p>Fort: 15 ( abil 2, class 1, feat 1, race 1)</p><p>Ref: 14 ( abil 2, feat 1, race 1)</p><p>Will: 17 ( abil 4, class 1, feat 1, race 1)</p><p></p><p>Explorer:</p><p>Level 1 Explorer Feature - You can tell which way is north, you gain a +5 bonus to any skill </p><p></p><p>check to avoid becoming lost, and you gain the surefooted stride power</p><p></p><p>RACE FEATURES</p><p>Bonus Feat - Choose an extra feat at 1st level.</p><p>Bonus Skill - Trained in one additional class skill.</p><p>Human Defense Bonuses - +1 to Fortitude, Reflex, and Will.</p><p>Human: Heroic Effort - Gain the Heroic Effort power</p><p></p><p>FEATS</p><p>Improved Defenses - +1/2/3 bonus (by tier) to Fortitude, Reflex, and Will.</p><p>Axe Expertice - +1/2/3 (by tier) to axe weapon attack rolls. Reroll 1's on damage die.</p><p></p><p>CLASS FEATURES</p><p></p><p>Gloom Pact Reward - Gain tiered damage bonus= Dex bonus</p><p>Gloom Pact Weapon - Gain the Axe of Exquisite Agony warlock item, as well as the Flesh Rend </p><p></p><p>and Spirit Flay attack powers</p><p></p><p>EQUIPMENT</p><p>Chainmail (E)</p><p>Rod Implement (E)</p><p>Backpack (empty)</p><p>Bedroll</p><p>Flint and Steel</p><p>Footpads</p><p>Torch</p><p>Waterskin</p><p>Pact weapon: Axe of Exquisit Agony: 1d10, prof +2.-</p><p></p><p>Matial techniques: Master Artisan</p><p></p><p>POWERS:</p><p></p><p>At Will</p><p></p><p>Eldrich bolt: 1 creature, range 10, +4 vs ref, 1d10+6 force dmg. Usable as ranged basic </p><p></p><p>attack</p><p>Flesh Rend: 1 creature, melee, +7 vs AC, 1d10+6 necrotic damage, slides target 1, and takes </p><p></p><p>-2 to attack rolls UENT. Usable as melee basic attack</p><p>Convocation of Shadows: You reduce an enemy to 0 hit points, or an enemy adjacent to you </p><p></p><p>drops to 0 hit points.Effect: You are insubstantial and phasing until the end of your next </p><p></p><p>turn.</p><p></p><p>Encounter</p><p></p><p>Surefooted stride: You move up to your speed, ignoring difficult terrain. Until the end of </p><p></p><p>your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you </p><p></p><p>gain combat advantage against enemies that are in difficult terrain.</p><p></p><p>Heroic Effort: Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 </p><p></p><p>racial bonus to the attack roll or the saving throw.</p><p></p><p>Spirit Flay: 1 or 2 creatures, Melee, +7 vs Ref, 1d10+6 and the target is dazed UENT. Effec: </p><p></p><p>Gain partial concealment UENT.</p><p></p><p>Daily</p><p></p><p>Armor of Winter's Grasp: Burst 1, each creature in area, +4 vs Fort, 2d6+6 cold dmg, target </p><p></p><p>slowed (save ends). Half dmg on a Miss. Effect: +2 AC and Fort UEE.[/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5669973, member: 51271"] Here you can find Olaf, the Mean Olaf was born about 30 years ago, the same day the Dooming curse fell upon the land. His father, a stern worshiper of the gods, thought the boy was cursed, and that he signalled the coming of another great evil to torment the land. So, he delivered the boy to a group of nomad warriors, strong men, of glory and great deeds, hoping the child could be saved from his destiny. Olaf grew up as a stout warrior, although lacking the normal strength of his adoptive brothers, his will was strong, and through it he prevailed in battle, and finally discovered the origin of his biological father's fears. As he was fighting a practice against one of his brothers, his consciousness was transported to a dark place, the realm of Hella! There, the goddess of death offered him a deal, to become the scourge of the land, in exchange of power, unfettered, unhinged power. Instead, the witty warrior took to power for himself, at least part of it, and tricked the goddess, and stopped the corruption from entering his mind. The angry goddess unleashed a band of undead minons on his adoptive family, but the warriors were able to take down the enemy. Unfortunately, one of Olaf's brothers was killed in the battle. Knowing he was going to be chased by Hella's minions for the rest of his life, Olaf abandoned his clan, and wandered the land, searching for a way to use his power in favour of its suffering people.- [URL="http://1.bp.blogspot.com/_Y--JTXHbg3M/THHvOiUXo0I/AAAAAAAAAH0/607AqF27bSs/s1600/6222-viking-warrior.jpg"]http://1.bp.blogspot.com/_Y--JTXHbg3M/THHvOiUXo0I/AAAAAAAAAH0/607AqF27bSs/s1600/6222-viking-warrior.jpg[/URL] [sblock=Sheet] Name: Olaf the Mean. Aligment: Unaligned God: Hemindal [B]11 (+0) Strength[/B] >>-1 Athletics [B]14 (+2) Constitution[/B] >>1 Endurance [B]15 (+2) Dexterity[/B] >>1 Acrobatics >>6 Stealth >>6 Thievery [B]8 (-1) Intelligence[/B] >>-1 Religion >>-1 Arcana >>-1 History [B]10 (+0) Wisdom[/B] >>0 Dungeoneering >>0 Heal >>5 Insight >>0 Nature >>0 Perception [B]18 (+4) Charisma[/B] >>9 Streetwise >>4 Bluff >>9 Intimidate >>4 Diplomacy HIT POINTS MAX HP 26 HEALING SURGES BLOODIED 13 SURGE VALUE 6 SURGES/DAY 8 SPEED 5 (6-1 from armor) SENSES Passive Insight 15 Passive Perception 10 Defenses AC: 16 (Armor 6) Fort: 15 ( abil 2, class 1, feat 1, race 1) Ref: 14 ( abil 2, feat 1, race 1) Will: 17 ( abil 4, class 1, feat 1, race 1) Explorer: Level 1 Explorer Feature - You can tell which way is north, you gain a +5 bonus to any skill check to avoid becoming lost, and you gain the surefooted stride power RACE FEATURES Bonus Feat - Choose an extra feat at 1st level. Bonus Skill - Trained in one additional class skill. Human Defense Bonuses - +1 to Fortitude, Reflex, and Will. Human: Heroic Effort - Gain the Heroic Effort power FEATS Improved Defenses - +1/2/3 bonus (by tier) to Fortitude, Reflex, and Will. Axe Expertice - +1/2/3 (by tier) to axe weapon attack rolls. Reroll 1's on damage die. CLASS FEATURES Gloom Pact Reward - Gain tiered damage bonus= Dex bonus Gloom Pact Weapon - Gain the Axe of Exquisite Agony warlock item, as well as the Flesh Rend and Spirit Flay attack powers EQUIPMENT Chainmail (E) Rod Implement (E) Backpack (empty) Bedroll Flint and Steel Footpads Torch Waterskin Pact weapon: Axe of Exquisit Agony: 1d10, prof +2.- Matial techniques: Master Artisan POWERS: At Will Eldrich bolt: 1 creature, range 10, +4 vs ref, 1d10+6 force dmg. Usable as ranged basic attack Flesh Rend: 1 creature, melee, +7 vs AC, 1d10+6 necrotic damage, slides target 1, and takes -2 to attack rolls UENT. Usable as melee basic attack Convocation of Shadows: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points.Effect: You are insubstantial and phasing until the end of your next turn. Encounter Surefooted stride: You move up to your speed, ignoring difficult terrain. Until the end of your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you gain combat advantage against enemies that are in difficult terrain. Heroic Effort: Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw. Spirit Flay: 1 or 2 creatures, Melee, +7 vs Ref, 1d10+6 and the target is dazed UENT. Effec: Gain partial concealment UENT. Daily Armor of Winter's Grasp: Burst 1, each creature in area, +4 vs Fort, 2d6+6 cold dmg, target slowed (save ends). Half dmg on a Miss. Effect: +2 AC and Fort UEE.[/sblock] [/QUOTE]
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