The Nemedian Chronicles
5.0/5 Stars (4 votes)
  • Currently 5.0/5 Stars.
  • 1
  • 2
  • 3
  • 4
  • 5

Sir Tullweim Grimnir; Fjellet. Sønn av Ulaf Grimnir.

Barbaric North-Man hailing from Asgard on a journey to test his skill and sword arm in the world.

Sir Tullweim Grimnir; Fjellet.  Sønn av Ulaf Grimnir.

Author: Explodinator

PC in: The Nemedian Chronicles

Race: Nordheimer (Aesir)

Level: 8

Game System: Conan


Description

Sir Tullweim Grimnir; Fjellet. Sønn av Ulaf Grimnir. Tidligere Sjef for den Crimson Ulvene. Ridder av Ophir. Slåmaskin av Tarantia. – Pirate Alias: Hollen the Sea Wolf
(Sir Tullweim Grimnir, The Mountain. Son of Ulaf Grimnir. Former Captain of the Crimson Wolves. Knight of Ophir. Reaper of Tarantia.)
Race: Nordheimer (Aesir)
Class(s): Barbarian 6 / Soldier 2
Level: 8
HD: 8 – 106 HP (46)
Code of Honor: Barbaric

Str: 19(+4) 23(+6); Dex: 15(+2); Con: 22(+6) 24(+7); Int: 14(+2); Wis: 12(+1); Cha: 11(+0)
Fort: +14 +16; Ref: +7; Will: +8 +10
BAB: +8/3; Grapple: +12/7;
Dodge: 17 15; Parry: 17 17
DR: 6

Italics indicate status change for Crimson Mist and Fighting Madness.

Trained Skills: Climb: +7 +8; Craft(Herbalism): +3; Craft (Weaponsmithing): +5; Craft (Armorsmithing) +4; Handle Animal: +3; Hide: +10 +11; Intimidate: +9; Jump: +7 +8; Listen: +4 +6 (No Helm); Move Silently: +3 +4; Ride: +7; Spot: +3 +5 (No Helm); Survival: +10; Swim: +9 +10
Numbers in italics indicate the skill modifier without armor on.

Untrained Skills: Appraise: +2; Balance: +2; Bluff: +0; Concentration: +6; Diplomacy: -2; Disguise: +0; Escape Artist: +2; Forgery: +2; Gather Information: -1; Heal: +1; Perform: +0; Search: +2; Sense Motive: +1; Use Rope: +2;
Numbers in italics indicate the skill modifier without armor on.

All numbers are calculated for wearing the armor presented below, and all penalties have been applied.

Feats: Fighting Madness, Combat Reflexes, Weapon Prof: Greatsword, Diehard, Iron Will, Tough as Nails, Power Attack

Class/Race Abilities/Bonuses: Toughness; Mobility (+4 Defense vs. AOO); Track; Fearless (+2 on Fear saves); Versatility; +1 dmg with all “Swords”; Bite Sword (6rds/6min); Trapsense (+2 Ref vs. Traps); Endurance; Uncanny Dodge; +2 vs. Hypnosis; +1 to Hide, Move Silently, Survival and Spot in cold environments; Weapon Familiarity (can use War Sword as martial instead of exotic weapon)

Attacks:

Greatsword: Attack: 12/7 (14/9); Damage: 1d10+1d8+6 ; Crit: x3; AP: 8 _10
Arming Sword: (Main-Hand) 11/6 (13/8); Damage: 1d10+5 _; Crit: 19/20×2; AP: 6 _8
Short Sword: (Offhand) 11/6 (13/8); Damage: 1d10+3 _; Crit: 19/20×2; AP: 5 _5
Broadsword: (Main-Hand) 11/6 (13/8); Damage: 1d10+5 _; Crit: 19/20×2; AP: 6 _8

Italics indicate status change for Crimson Mist and Fighting Madness.

Armor:
Leather Jerkin: DR: 4, Penalty: -1, Weight: 5 lbs
“Fenris” Helm: DR: 2, Penalty: -2 (Spot/Listen), Weight: 7 lbs

Combat Manoeuvres: Aim, Bull’s Charge, Dance Aside, Force Back, Hooking Parry, Improvised Attack, Leaping Charge [Favored, charge attack and take 2 attacks at max bonus -2], Masterful Disarm, Shield Slam, To The Hilt

Carried Gear: Masterwork metalwork repair & maintenance tools, Healer’s Kit (8 Charges), Scabbards for swords, Fishing Supplies (Net, Pole, Line, Hooks), Scalps: Wan-a-naka, Mach, Arisawe, Zago-Yaga, Gio-iomando, Standard Clothes, 1/4 bottle of strong liquor, 2 Silver

Total Weight Carried: 43 lbs (Light Load = 116 lbs)

Languages: Aquilonian, Cimmerian, Corinthian, Hyperborean, Hyrkanian, Nemedian, Nordheimr, Ophirean, Zamorian
Reputation: 38
Corruption: 1
Fate Points: 0 (Left 4 Dead)
Experience: 26,425


Bio