Sabina Merrin

Lyosha Neverhome's page

2,890 posts. Alias of Rysky.


Race

Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft

Classes/Levels

Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Gender

HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2

Alignment

CN

Languages

Common, Draconic, Erutaki, Orcish,

Strength 18
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 14
Charisma 13

About Lyosha Neverhome

Medium Humanoid (Human, Orc)
Male Barbarian 6/Linnorm Disciple 6

Vitals:

Fortitude +17(20)
+5 Barbarian
+3 Linnorm Disciple
+4 Constitution
+2 Great Fortitude
+1 Sacred Tattoo (Luck)
+2 Atrosa (Resistance)
(+3 Rage)

Reflex +8
+2 Barbarian
+2 Linnorm Disciple
+2 Dexterity
+1 Sacred Tattoo (Luck)
+2 Atrosa (Resistance)

Will +10(13)
+2 Barbarian
+3 Linnorm Disciple
+2 Wisdom
+1 Sacred Tattoo (Luck)
+2 Atrosa (Resistance)
(+3 Rage)

Fearless +2
Natural Armor +4
Regenerate 1: 12 damage


Special Abilities:

CLASS

Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her 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 barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Armor Proficiency
A berserker does not gain proficiency in medium armor or shields.

Tiring Rage (Ex)
A berserker remains fatigued twice as long as other barbarians. At 17th level, a berserker can rage even while fatigued or exhausted.
The ability replaces tireless rage.

Primal Defense (Ex)
While raging and wearing no armor, the berserker gains an armor bonus equal to her Constitution modifier (minimum 0).

Regenerate (Su)
At 2nd level, a berserker gains fast healing 1 while in rage and conscious. This increases to fast healing 2 at 8th level, fast healing 3 at 14th level, fast healing 4 at 17th level, and fast healing 5 at 20th level. This healing may only occur if the berserker has taken at least a total amount of damage equal to twice her level in the last 10 rounds.
This ability replaces uncanny dodge.

Fearless (Ex)
At 3rd level, a berserker gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 3rd.
This ability replaces trap sense.

Scarred Flesh (Ex)
At 5th level, whenever a critical hit or sneak attack is scored on the berserker, there is a 15% chance that the damage is negated and damage is instead rolled normally.
This ability replaces improved uncanny dodge.

Linnorm Rage
A linnorm disciple's class level stacks with barbarian levels when determining daily rounds of rage, the effects of rage powers, and when he gains Greater/Mighty Rage.

Blood of Linnorms
A linnorm disciple adds his class level to his sorcerer level when determining the powers gained from his bloodline. If the linnorm disciple does not have levels of sorcerer, he instead gains bloodline powers of the linnorm (wildblooded) bloodline, using his linnorm disciple level as his sorcerer level to determine the bonuses gained. He must choose a linnorm type upon gaining his first level in this class, and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Natural Armor Increase (Ex)
As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.

Ability Boost (Ex)
As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement.

Bloodline Feat
Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list.

Linnorm Bite (Ex)
At 2nd level, whenever the linnorm disciple rages, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the linnorm disciple is Small), plus 1–1/2 times the linnorm disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt matches that of the linnorm disciple's chosen linnorm type.

Claws (Su)
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Dragon Resistances (Ex)
At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

RAGE POWERS

Reckless Abandon (Ex)
Benefit: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Crag Linnorm Death Curse
The Character channels the power of a crag linnorm. The character's melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of fire (Will negates).
Curse of Fire: save Will DC 10 + 1/2 character's level + character's Charisma bonus; target gains vulnerability to fire.

Tarn Linnorm Death Curse
The character channels the power of a tarn linnorm. The character's melee attacks deal an additional 1 point of acid damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of death (Will negates).
Curse of Death: save Will DC 10 + 1/2 character's level + character's Charisma bonus; target is no longer affected by healing spells and can't heal damage naturally by resting.

Cairn Linnorm Death Curse
The character channels the power of a cairn linnorm. The character's melee attacks deal an additional 1 point of negative energy damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of decay (Will negates).
Curse of Decay: save Will DC 10 + 1/2 character's level + character's Charisma bonus; effect target takes 1 point of Con damage per day and ages at a rate of 1 year per day (eventually incurring all of the penalties of old age but none of the bonuses).

Linnorm Death Curse, Taiga (Su)
Benefit(s): The character channels the power of a taiga linnorm. The character's melee attacks deal an additional 1 point of electricity damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of electricity (Will negates).
Curse of Electricity: save Will DC 10 + 1/2 character's level + character's Charisma bonus; effect target gains vulnerability to electricity.

Linnorm Death Curse, Tor (Su)
The character channels the power of a tor linnorm. The character’s melee attacks deal an additional 1 point of fire damage. If the character is knocked unconscious or killed by an attack or spell, the attacker suffers the curse of boiling blood (Will negates). A character must be at least 8th level to select this rage power. Curse of Boiling Blood: save Will DC 10 + 1/2 character’s level + character’s Charisma bonus; effect target gains vulnerability to fire and is permanently staggered from the pain of its boiling blood (this is a pain effect).

FEATS & TRAITS

Child of Two Peoples: Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Ulfen). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects,
and you automatically know the racial or ethnic languages of both your parents.

Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Or maybe one of your ancestors had the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you've always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Pass for Human: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

RIGHTEOUS WRATH [EXALTED]
Your rage is empowered with divine fury.
Prerequisites: Rage class ability.
Benefit: When you first deal damage with a melee attack
against an evil foe during your rage, that creature must make a suc- cessful Will saving throw (DC 10 + 1/2 your raging class level + your Cha modifier) or be shaken. If you fail to affect a creature the first time you hit it, you cannot affect it in that encounter. The shaken effect remains until you withdraw or are killed or incapac- itated.
While raging, you maintain clarity of mind unusual among barbarians. You are perfectly able to deal nonlethal damage, stop your attacks to show mercy, and distinguish friend from foe even in the heat of your rage.

Extra Rage Power x2
You have unlocked a new ability to use while raging.
Prerequisite: Rage power class feature.
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Special: You can gain Extra Rage Power multiple times.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Raging Brutality
You expend some of your rage to strike your opponents with a more powerful weapon blow.
Benefit: While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.

Great Fortitude
You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.

STORY

Toughness
Endure Elements - Cold

Atrosa
+1 deflection bonus to AC and CMD
+2 resistance bonus to saving throws
+1 enhancement bonus to attack and damage rolls with a single weapon
+1 enhancement bonus to a single suit of armor or shield

RACIAL

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Chain Fighter Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Darkvision: Half-orcs can see in the dark up to 60 feet.

Appearance:

Reference
Age 16 years
Height 6'10"
Weight 215lbs
Description: A body lithe but still muscular with sharp features and piercing gold predatory eyes further enhanced by heavy dark circles is at odds with how this person dresses himself. His loose gray and black hair is complemented by the raggedy black furs he cloaks his pale ashen gray skin in. Appearing at once someone who wishes to disappear and someone hard to forget.

Background:

Born in the far reaches of Irrisen to a Jadwiga witch generations cut off from any semblance of nobility or prestige her blood would afford her, the baby soon found himself in a harsh uncaring world. Before he was six years of age he had courted Death countless times, due to the neglect and general uncaring attitude of his birth mother. His troubles only increased in his seventh year, as his mother sent him to work in the local mines with the other peasants, in doing so she hoped he would finally be of some use, or be worked to death.

Neither would turn out true, for as soon as the other workers saw a child so young forced in with them caused nearly a hive minded plan of action. Yelling for the Overseer that a large vein of silver had finally been discovered the workers waited till he and his immediate guards traveled down into the mine to inspect, at which point the workers used whatever they had at hand; tools, explosives, and even the faintest of magic to attack the supports of the mine walls itself, ensuring the death of the Overseer and large number of guards but also claiming a large number of the workers as well. The remaining workers grabbed up those injured or too weak to run and fled from the mine, overpowering what remaining guards there were.

While most of the freed workers spread to the four winds a small number banded together to travel to the Lands of the Linnorm Kings. This group would grow to be Lyosha's family, an actual family, for almost ten years.

Never settling in one spot for too long the group grew from its simple beginnings of freed slaves to a guerrilla force operating in and around the Irriseni border, striking at the White Witches in whatever way they could. Picking up more and more like minded people one day a small group of Erutaki joined the band of fighters, one of them a girl of about Lyosha's age who would end up not only being his first and longest lasting friend, the person who would give him not only his name, but also be the love of his life, Alma. Life is short in the frozen north so when Lyosha turned fifteen he asked for hand, and she joyfully agreed.

Not having enough money for the best of supplies, let alone jewelry, the two settled on getting a dark band tattooed around their ring fingers, and for once, the entire band of fighters, refugees, and fugitives knew happiness for awhile.

Soon after Lyosha turned sixteen however his whole world was once again turned upside down, shattered, and cast into the Abyss. Returning from an unsuccessful hunt Lyosha found the makeshift campsite in the throes of destruction. The groups actions against the winter witches had not gone unnoticed, and now it had caught up with them. Everyone he knew, everyone he cared for was under relentless slaughter by a group made of Winter Wolves and Giants. Rushing to aide in the futile battle he was charged by Winter Wolf, sending them both into the running river nearby.

Freezing cold piercing and breaking his body made the struggle with wolf seem to last an eternity. Finally choking the wolf into unconsciousness he released it to the river's uncaring waters to finish the beast before pulling himself from the freezing rapids. Despite the biting cold of the air, the numbing cold of the ground, and the stabbing cold of the waters, Lyosha for the first time in his life felt warmth. The warmth of pure hatred burning in his heart. With this hatred he carried himself back to the campsite, past his wounds and exhaustion, his hatred wouldn't allow his body to fall just yet.

And yet when he made it to what was left of the camp he found neither friend nor foe, merely strangers. Strangers wearing black feathers and cleaning the fresh gore from the wolves and giants from their weapons. Anger quickly turned fear as he ran about the campsite, looking for any sign of his family. Eventually he found them, but none were among the living, and by now the black feathered soldiers were long gone. Crumpling over into a heap of tears and anger and sadness and rage and spite his mind was soon consumed by darkness. First he had been denied a life, and now his family. He was even denied his own vengeance.

Lyosha doesn't recall much what occurred after he collapsed, only that he spent untold hours burring what was left of the dead. Maybe this was his mind trying to protect itself as he finally laid Alma to rest he set from forth Irrisen, from the north all together. He didn't truly come back to the land of the living till days of hunger started to overtake him, and for once he noticed there was nothing white in sight. He found himself in a strange land of greens and reds and browns and darker skinned people wearing all manner of colorful clothing. Not knowing what to do with himself, he merely looked for the nearest road not going north and set his feet to it, hoping to never return to Irrisen again. Or maybe he did yearn to return to his wintery homeland, and burn it to the ground. Whatever the case may be, the somber figure of Lyosha Neverhome traveled the next couple of months throughout the southern warm states, eventually winding to the country of Taldor. And there he chanced upon a tavern...

Personality:

Lyosha tends to speak only when necessary, though he will get vocal on the subjects of slavery, nobility and peasants, as well as oppressive laws.

When in doubt or unsure he will unknowingly rub the tattoo on his ring finger.

He becomes nervous and at unease when in (non-violent) physical contact with other people, especially women.

Often falls into aloof snarking at very serious or deadly situations.

Having never met an Orc, he considers that side of him the good one.

While he may not be the smartest weapon in the armory he has just as much fear as he does hatred for Irrisen.

In combat he will disregard himself, focusing only on protecting his allies or taking down the opponent, more so the latter if Giants, Winter Wolves, or Winter Witches are involved.

On Linnorms:

Treacherous primeval dragons of the northern regions of the world, linnorms thrive on their hatred for those they deem to be lesser creatures and seek to inflict as much suffering as possible unto their unfortunate victims. Sweeping bones and treasures alike into giant piles in its lair, the typical linnorm has a barbaric nature made all the worse by its insatiable greed and atrocious gluttony. Few creatures are as bold and as cruel as linnorms, and for that most people are thankful.
Linnorms are not true dragons, but they nonetheless possess incredible strength and deadly powers that often rival authentic dragon brutality. Their massive frames make crushing smaller enemies a simple task, and of those who have felt the sting of a linnorm’s venomous bite, few have survived the devastating poison long enough to tell the tale. A linnorm’s body is serpentine and lacks wings, yet these dragons fly through the air with supernatural ease, accomplishing the feat as easily as a fish through water.
Beyond the physical might, venom, and devastating breath weapons typical of all linnorms, the beasts all share a potent final defense—the death curse. This powerful plaguing of the mind manifests itself in myriad forms, but always serves as a horrid vengeance against any who might manage to slay a linnorm. Some theorize that the curse is a sending from malevolent gods who watch over linnorms and view them as destruction- loving pets. Others believe the linnorms’ curse is the closest remaining connection they have to the primeval world of the fey, from whence the first of these monsters is said to have come. Whatever the case may be, its curse makes killing a linnorm as dangerous as letting it live.
True dragons of higher intellect often hold linnorms in great scorn, viewing the beings as prematurely evolved beasts and refusing to even acknowledge the creatures as related to them. Linnorms have few feelings regarding the matter, battling younger and older dragons alike just as readily as any other creatures who dare to step foot in their territories. Their simplemindedness stifles any ability to assemble mass sieges or even cooperate in small groups, so linnorms almost always function alone, individually hunting over large territories in order to waylay as many travelers as possible. Linnorms only seek a mate once during their long lifetimes, the female producing several clutches of up to six eggs as a result. Of these eggs, only one will survive—the first to hatch immediately feasts on its unhatched brethren.
Despite their lust for devastation, linnorms usually live in relatively remote areas, never straying far from the northernmost reaches of the world. As they are universally hated and feared by most other intelligent creatures, their tendency to dwell in more isolated regions helps ensure their survival; while linnorms are vicious and unforgiving, their lack of organization makes them highly susceptible to raiding parties seeking to eradicate their presence, though such parties would need to be made up of truly impressive individuals. More often than not, a linnorm resides totally undisturbed in the spot it chooses as its own for hundreds of years, stewing in its own malevolence until finally snapping and going on a rampage. Sometimes, villages aren’t even aware of a slumbering linnorm’s proximity, but usually such settlements have long traditions and local legends revolving around “their linnorm.” Since a linnorm can hibernate for centuries, villages composed of shorter- lived humanoids might consider these tales as little more than quaint stories, but when the linnorm wakes, the truth becomes impossible to doubt.
Linnorms come in many different varieties, but all share the qualities of being horribly strong and bestial. They feast solely on meat, usually eating goats and other mountain animals when more intelligent creatures such as humanoids don’t readily present themselves. Linnorms are prone to gorging and then falling into a deep sleep near their treasure hordes, waking either when they become aware of intruders in their vicinity or to feed once more.
The linnorms presented on the following pages represent only four of their kind. The most legendary linnorms are the crag linnorm, ice linnorm, and tarn linnorm (Pathfinder RPG Bestiary), but others exist as well. Rumors of even more powerful unique linnorms persist in lands where these dragons are well-known and feared. The largest of their kind, unique linnorms are never less powerful than tor linnorms (who are often mistakenly thought to be the most dangerous species).

Fafnheir

Progression:

HD
1-12+3+1+1 F: Pass for Human
2-7+3+1+1 RP:
3-8+3+1+1 F:
4-7+3+1+1 RP: Crag Linnorm
5-12+3+1+1 F: Extra Rage Power (Tarn Linnorm)
6-10+3+1+1 RP: Cairn Linnorm
7-8+3+1+1 F: Extra Rage Power (Taiga Linnorm)
8-7+3+1+1 BF: Power Attack
9-7+3+1+1 F: Extra Rage Power (Tor Linnorm)
10-9+3+1+1

Equipment:

Money: 4gp7sp7cp

Armor/Weapons: Masterwork Chain Shirt, Hide Shirt, Armored Kilt, Masterwork Cold Iron Greatsword, Harpoon x2, Masterwork Cold Iron Longsword

Other Gear: Bear Trap 2 gp 10 lb., Outfit, Cold-Weather 8 gp*7 lb., Rations, Wandermeal (per serving) 1 cp 1/2 lb. x 20, Flask 3 cp 1-1/2 lb.

Loot: Bitterleaf Clan Outfit, Captain Chainmail, Giantess Greatsword, Silver Key