Warren Chief

Albern Fee's page

130 posts. Alias of Tangaroa.


Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2


Rage 0/7; fatigued



About Albern Fee

dice rollers:

[dice=arcane strike,rage]1d8+3+3+1[/dice]

In human myths, human children are often stolen away by faeries to share in a life of timeless joy, full or mirth and drink.

In gnomish myths, children are sometimes taken by stranger things yet - but it isn't considered misfortune. Rather, it is an exciting opportunity to exchange cultural views. In Albern's case, after losing his parents to a white dragon attack, he was taken in by some passing flumphs. Here to scout out the world and keep it safe from the creatures between the stars, they did the best they could raising the strange boy. However, the flumph's odd food and spores had a profound effect on the young gnome (gnomes physiology tends to mimic their surroundings anyways). Now his blood flows the power of the flumphs!

He eventually (after about 40 years) returned to the Wispil to reintegrate with gnome society, where he quickly became obsessed with everything sailing. He recently tried to join the Taldan navy, but was rejected for the combination of his size and strange mannerisms. Now he is on his way back home, head hung in defeat.

Albern Fee
Male Gnome bloodrager 1
CG Small humanoid (gnome)
Init +2, Senses low-light vision; Perception +2
AC 17, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 size)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +1, +2 vs. illusion spells or effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Speed 30 ft.
Melee mwk. bardiche +5 (1d8+3/19-20) S, brace, reach, +2 CMD vs. sunder
Melee brass knife +4 (1d3+2/19-20) P/S, fragile
Melee cold iron light flail +4 (1d6+3) B, trip
Melee nodachi +4 (1d8+3/18-20) P/S, brace
Ranged sling +4 (1d3+2) B
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, staggering strike (DC 14), rage (7 rounds/day)

Spell-Like Abilities (CL 1st, concentration +3)
1/day - dancing lights, ghost sound, prestidigitation, speak with animals

Bloodline aberrant
Str 14, Dex 14, Con 16, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Arcane Strike, Armor Proficiency (light, medium, shield), Weapon Proficiency (simple, martial)
Skills Climb +4, Perception +2, Profession (Sailor) +7, Swim +4 (ACP -2)
Traits Indomitable Faith, Ship Aptitude
Languages Common, Gnome, Sylvan
SQ fast movement, uncanny dodge
Combat Gear
Other Gear mwk. bardiche, brass knife, cold iron flail, nodachi, leather lamellar, traveler's outfit, sling with 20 bullets, pouch, sling, backpack, blanket, flint and steel, rope, soap, waterskin, iron pot, torch (10), rations (5), 4.8 gp

Bloodline Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.

At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.

At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on the table above. These spells cannot be exchanged for different spells at higher levels.

If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Bloodrage (Su) The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet.

Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.

Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Ship Aptitude You are used to crewing on many of the different types of ships that sail the River Kingdoms. As a result, you have a knack for quickly determining the weaknesses and strengths of any ship, even ones you've never set foot on before. You gain a +1 trait bonus on Profession (sailor) checks, and Profession (sailor) becomes a class skill for you.

Staggering Strike (Su) At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.


A typical sailor is a 2nd-level expert (NPC Codex 260) with 2 ranks each in Acrobatics, Climb, Perception, Profession (sailor), Survival, and Swim.

Captain: Acrobatics, Diplomacy, Knowledge (geography), Profession (sailor)