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<blockquote data-quote="Morrus" data-source="post: 6706001" data-attributes="member: 1"><p><strong>Originally posted by swurvDESN:</strong></p><p></p><p><img src="http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/Tryggvi.jpg?itok=6TzJOuPY" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Tryggvi Lithyl</strong></p><p><strong>2nd-level Human Bard (variant)</strong></p><p><strong>Medium Male Humanoid</strong></p><p><strong>Armor Class</strong> 14 (studded leather armor)</p><p><strong>Hit Points</strong> 17 (2d8 hit dice)</p><p><strong>Speed</strong> 30 ft. </p><p><strong>Str </strong>8 (-1) <strong>Dex</strong> 15 (+2) <strong>Con</strong> 14 (+2)</p><p><strong>Int</strong> 12 (+1) <strong>Wis</strong> 8 (-1) <strong>Cha</strong> 16 (+3)</p><p><strong>Alignment</strong> True Neutral</p><p><strong>Languages</strong> common, dwarvish</p><p></p><p><strong>TRAITS</strong></p><p>Background - Sailor</p><p> Feature: Ship's Passage</p><p> </p><p>Proficiency (+2)</p><p> Tools: Disguise Kit, Vehicles (water)</p><p> Saving Throws: Strength, Constitution</p><p>Feat: Healer</p><p>Bardic Inspiration</p><p>Jack of all trades</p><p>Song of rest</p><p></p><p><strong>SKILLS</strong></p><p>acrobatics (+4), arcana (+3), deception (+5), Stealth (+4), history (+4) performance (+5)</p><p> </p><p><strong>SPELLS</strong></p><p><strong>Cantrips</strong></p><p>Vicious Mockery, mage hand</p><p><strong>Level One</strong></p><p>Cure wounds, Feather fall, Thunder wave, Sleep, Bane</p><p> </p><p><strong>ACTIONS</strong></p><p><strong>Melee Attacks— Rapier:</strong> +4 to hit (reach 5 ft.; one creature). </p><p><em>Hit:</em> 1d8+2 slashing damage </p><p></p><p><strong>EQUIPMENT</strong></p><p>Studded leather armor, Rapier, backpack, bedroll, 2 costumes, 5 candles, 5 days rations, waterskin, disguise kit*, potion of healing*, 10 torches, tinderbox, mess kit, horn, component pouch, healers kit, common clothes</p><p></p><p><strong>PERSONAL CHARACTERISTICS</strong></p><p><strong>Trait: </strong>I'm driven by a wanderlust that led me away from home. I stretch the truth for the sake of a good story.</p><p><strong>Ideal: </strong>Tradition. The stories, legends and songs of the past should never be forgotten, for they teach us who we are.</p><p><strong>Bond: </strong>I idolize a hero of the old tales, Arumark Lithyl, and measure my deeds against his.<strong>Flaw:</strong> Word has reached home I might have been in league with a Cult of the Dragon agent, I can't go home until this scandal has been resolved. That kind of trouble seems to follow me around. </p><p> </p><p><strong>Back Story</strong></p><p>Past the Whalebones Isles, across the Trackless Sea, lies Ruathym, haven of scoundrels, raiders, cutthroats, and killers in the bloodiest barbaric traditions north of the Moonshaes. As a youth, Tryggvi waited impatiently to come of age and join the seasonal southern raids of his countrymen, eagerly absorbing the tales of distant lands they brought back with the plunder. The proud raiders boasted of desperate battles at sea, of ceaseless storms and sea monsters and foreign towns cloaked in sheets of cascading flames. Tryggvi committed these stories to memory, adding his own embellishments to create an oral history for his people—vowing to one day make a place for himself within it.</p><p>Key to Tryggvi's youthful mythology was Arumark Lithyl, one of the few honorable First Axe's of Ruathym, Knight of Myth Drannor and his great-great-grandfather. Tryggvi's account of Arumarks's victory over the Luskan Navy became something of a phenomenon in the Isle's capitol settlement of Ruathym. Other skalds tried to outdo Tryggvi's telling, adding ever more fantastic feats to the story, increasing Arumark's legacy. Nevertheless, even the embellishments acknowledged the original tale as Tryggvi's as much as that of Arumark Lithyl, and the young storyteller became a minor celebrity in Ruathym. When he turned 17 later that year, Fjorin Ruthmaald, a captain of a long ship, claimed him for his crew and appointed Tryggvi as his personal lorekeeper and legend-spinner.</p><p>Tryggvi set out on Fjorin Ruthmaald's Long Ship, the Sea Wench, among a crew of raiders with hungry eyes on the sword coast. Not a fortnight had passed when Sigbjorn, a despicable scallywag, staged a mutiny at sea. He discovered Fjorin had been smuggling goods across the sea for the Cult of the Dragon. A victorious Sigbjorn had his slain enemies thrown overboard, food for seabirds and the ravenous beasts of the sea. </p><p>Tryggvi awoke among floating debris, near a rocky beach, to witness Fjorin's death. In his final words Fjorin implored Tryggvi to investigate the cult and undo the evil he has helped foster. He urged to begin the search in the town of Phlan. Tryggvi knows that his journeys must continue until his deeds shine like those of Arumark. Only then will the Saga of Tryggvi be complete.</p><p>*I borrowed heavily from an Iconic of paizo for this story. Erik mona's character Hakon[ATT class]/modules/file/icons/application-pdf.pngTrygvvi.pdf(x)[//ATT]</p><p> </p></blockquote><p></p>
[QUOTE="Morrus, post: 6706001, member: 1"] [b]Originally posted by swurvDESN:[/b] [IMG]http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/Tryggvi.jpg?itok=6TzJOuPY[/IMG] [b]Tryggvi Lithyl[/b] [b]2nd-level Human Bard (variant) Medium Male Humanoid Armor Class[/b] 14 (studded leather armor) [b]Hit Points[/b] 17 (2d8 hit dice) [b]Speed[/b] 30 ft. [b]Str [/b]8 (-1) [b]Dex[/b] 15 (+2) [b]Con[/b] 14 (+2) [b]Int[/b] 12 (+1) [b]Wis[/b] 8 (-1) [b]Cha[/b] 16 (+3) [b]Alignment[/b] True Neutral [b]Languages[/b] common, dwarvish [b]TRAITS[/b] Background - Sailor Feature: Ship's Passage Proficiency (+2) Tools: Disguise Kit, Vehicles (water) Saving Throws: Strength, Constitution Feat: Healer Bardic Inspiration Jack of all trades Song of rest [b]SKILLS[/b] acrobatics (+4), arcana (+3), deception (+5), Stealth (+4), history (+4) performance (+5) [b]SPELLS[/b] [b]Cantrips[/b] Vicious Mockery, mage hand [b]Level One[/b] Cure wounds, Feather fall, Thunder wave, Sleep, Bane [b]ACTIONS[/b] [b]Melee Attacks— Rapier:[/b] +4 to hit (reach 5 ft.; one creature). [i]Hit:[/i] 1d8+2 slashing damage [b]EQUIPMENT[/b] Studded leather armor, Rapier, backpack, bedroll, 2 costumes, 5 candles, 5 days rations, waterskin, disguise kit*, potion of healing*, 10 torches, tinderbox, mess kit, horn, component pouch, healers kit, common clothes [b]PERSONAL CHARACTERISTICS[/b] [b]Trait: [/b]I'm driven by a wanderlust that led me away from home. I stretch the truth for the sake of a good story. [b]Ideal: [/b]Tradition. The stories, legends and songs of the past should never be forgotten, for they teach us who we are. [b]Bond: [/b]I idolize a hero of the old tales, Arumark Lithyl, and measure my deeds against his.[b]Flaw:[/b] Word has reached home I might have been in league with a Cult of the Dragon agent, I can't go home until this scandal has been resolved. That kind of trouble seems to follow me around. [b]Back Story[/b] Past the Whalebones Isles, across the Trackless Sea, lies Ruathym, haven of scoundrels, raiders, cutthroats, and killers in the bloodiest barbaric traditions north of the Moonshaes. As a youth, Tryggvi waited impatiently to come of age and join the seasonal southern raids of his countrymen, eagerly absorbing the tales of distant lands they brought back with the plunder. The proud raiders boasted of desperate battles at sea, of ceaseless storms and sea monsters and foreign towns cloaked in sheets of cascading flames. Tryggvi committed these stories to memory, adding his own embellishments to create an oral history for his people—vowing to one day make a place for himself within it. Key to Tryggvi's youthful mythology was Arumark Lithyl, one of the few honorable First Axe's of Ruathym, Knight of Myth Drannor and his great-great-grandfather. Tryggvi's account of Arumarks's victory over the Luskan Navy became something of a phenomenon in the Isle's capitol settlement of Ruathym. Other skalds tried to outdo Tryggvi's telling, adding ever more fantastic feats to the story, increasing Arumark's legacy. Nevertheless, even the embellishments acknowledged the original tale as Tryggvi's as much as that of Arumark Lithyl, and the young storyteller became a minor celebrity in Ruathym. When he turned 17 later that year, Fjorin Ruthmaald, a captain of a long ship, claimed him for his crew and appointed Tryggvi as his personal lorekeeper and legend-spinner. Tryggvi set out on Fjorin Ruthmaald's Long Ship, the Sea Wench, among a crew of raiders with hungry eyes on the sword coast. Not a fortnight had passed when Sigbjorn, a despicable scallywag, staged a mutiny at sea. He discovered Fjorin had been smuggling goods across the sea for the Cult of the Dragon. A victorious Sigbjorn had his slain enemies thrown overboard, food for seabirds and the ravenous beasts of the sea. Tryggvi awoke among floating debris, near a rocky beach, to witness Fjorin's death. In his final words Fjorin implored Tryggvi to investigate the cult and undo the evil he has helped foster. He urged to begin the search in the town of Phlan. Tryggvi knows that his journeys must continue until his deeds shine like those of Arumark. Only then will the Saga of Tryggvi be complete. *I borrowed heavily from an Iconic of paizo for this story. Erik mona's character Hakon[ATT class][IMG]/modules/file/icons/application-pdf.png[/IMG]Trygvvi.pdf(x)[//ATT] [/QUOTE]
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