The Isle of Dread
Female Human Bard Archaeologist 4
N Humanoid (Human)
Init +8; Senses Perception +9
AC 19, touch 13, flat-footed 16 (+2 Dex, +6 armor, +1 Dodge)
HP 29 (4d8) (8 + 5 + 7 + 8)
Fort +1, Ref +6, Will +4
Speed 30 ft.
Melee Longsword +3 (1d8, 19-20/x2)
Melee Short Sword +3 (1d6, 19-20/x2)
Melee Light Mace +3 (1d6, x2)
Ranged Shortbow +5 (1d6, x3)
Space 5 ft.; Reach 10 ft.
2nd (2/day) – Cure Moderate Wounds, Suggestion
1st (4/day) – Cure Light Wounds, Comprehend Languages, Sleep, Identify, Charm Person
0 (at will) – Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic, Spark, Open/Close, Know Direction
Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 19
Base Atk +3; CMB +3; CMD 15
Feats Lingering Performance, Improved Initiative, Combat Casting
Skills Acrobatics +9, Bluff +11, Intimidate +11, Knowledge (Arcana) +8, Knowledge (Local) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +9, Sense Motive +7, Spellcraft +9, Stealth +9, Use Magic Device +11
Languages Common, Viken, Elven
SQ Fate’s Favored, Reactionary, Bardic Knowledge (Ex), Archaeologists Luck (Ex), Clever Explorer (Ex), Uncanny Dodge (Ex), Trap Sense (Ex), Rogue Talent: Combat Trick: Dodge
Gear Longsword, Short Sword, Light Mace, Shortbow, +1 Glamoured Chain Shirt, Masterwork Buckler
Grimsdottir is an outsider, dressed in what are assumed to be the fashions of her strange homeland. She was born in a foreign land so distant that even the most traveled merchants and learned scholars are unlikely to be aware of it: the Viken Empire. It’s an ocean away, has ships capable trans-oceanic voyages, and has developed firearms and cannons alongside magical resources. However, the fact that seas, lands and skies are full of dangerous and hostile monsters has limited the Empire’s reach. While it (and its competitors/neighbors) may be technologically, socially and economically similar to the various European Age of Sail empires, it is substantially smaller in terms territory controlled and how far it’s explored. So much so that Grimsdottir has traveled sufficiently far away from it that returning is all but impossible (short of ‘raiding the actual gates of hell’ level magic).
Grimsdottir was press-ganged into the service of an Imperial Navy exploration vessel when she was twelve. The naturalists aboard taught her to read, write, and work through problems logically. The relatively good conditions aboard the Araquiel (at least in comparison to being a starving orphan) earned her loyalty to the purported ideals of the Empire. When the Araquiel’s mission came to an end, Grimsdottir was transferred to the Caliburn, a frigate.
While the Araquiel and her crew showed the best of the Empire, the Caliburn and her captain, Gideon, showed its worst. It wasn’t long until the crew mutinied, successfully expelling Gideon and a few of his officers from the ship (although the crew was unsuccessful in their attempt to kill them). Grimsdottir, still a teenager, was in no position to argue with her mutinous comrades, whether she agreed with them or not. Rechristened the Revenge, the ship and her crew turned pirate.
As a pirate, Grimsdottir excelled. Her ‘diplomatic’ talents resulted in many a prize surrendering without a fight, and her martial talents helped end things quickly when ‘diplomacy’ failed. The Revenge soon became feared and, somewhat begrudgingly, respected. If you surrendered, you would be relived of most of your valuables, but otherwise treated well. If you resisted, you would be dealt with in a practical and efficient fashion and then robbed blind. Captured slaves would be freed, not sold.
Grimsdottir doesn’t quite remember what happened before the Revenge crashed upon the shores of this land. There was definitely a storm; possibly a magical one. The slow bolts of lightning, taste of purple, and the way small objects hung in the air strongly suggested so. There was definitely another ship; she can’t remember if they were chasing or being chased. For some reason she remembers Gideon being involved, but not how or why.
When she awoke upon the shores, she was alone. Shattered wooden planks, presumably the remains of the Revenge and/or the other ship washed lazily ashore. After salvaging what she could and searching for survivors or corpses (and finding neither), she was discovered by a traveling alchemist.
Matilda and her family were friendly, caring for Grimsdottir and teaching her Common. After a few months, the caravan was waylaid by bandits. Grimsdottir quickly un-waylaid them and returned the Alchemist’s earlier kindness by providing security. However, it soon became clear that Grimsdottir was not meant for the life of a merchant. When tracking down exotic reagents proved insufficiently stimulating, Grimsdottir said goodbye (for now) to her adoptive family and joined [the party].
Grimsdottir is a lost pirate negotiator from a Viking commercial empire on the cusp of the industrial revolution.
Sleepy, her pet/mount, is a wolliped; a horse sized spider-weasel.
After being shipwrecked, she was cared for by a traveling alchemist named Matilda and her family.
Prior to being shipwrecked, she had an enmity with a Captain Gideon.
Grimsdottir enjoys fighting, but does not enjoy killing.
Prior to being shipwrecked, Grimsdottir had never been in a leadership position or a position of significant autonomy.
Sleepy the wolliped: Pet
Matilda the Alchemist and her family: Friends
Captain Gideon: Terrible captain
Mera Veskat: Foolishly attempted to save