Vencarlo Orinsini

Alekzander Ingerbalaur's page

93 posts. Alias of Necro All Star.


Full Name

Alekzander Ingerbalaur

Race

Spoiler:
HP:14/14, AC:15, Init +1, CMD 16 Fort:+3, Ref:+1, Will:+3, Spells Per Day:1st:4/4

Classes/Levels

Barbarian(Unchained, Savage Barbarian) 1//Sorcerer 1 (Draconic [Astral])

Gender

Male

Age

19

Alignment

NG

Deity

Apsu

Languages

Common, Draconic, Celestial, Giant

Strength 18
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 12
Charisma 17

About Alekzander Ingerbalaur

Basic Info:

Race Aasimar (Angelkin)
Age 19
AL NG
Deity Apsu

Stats:

STR 16 +2 Race
DEX 12
CON 12
INT 12
WIS 12
CHA 15 +2 Race

BAB +1
Init +1
HP 14
CMD 16 (+4 Str, +1 Dex, +1 BAB)
AC 11 (without spells) (+ Dex)
Resist Acid, Cold, Electricity 5

Class Features:

Fast Movement (Ex)

A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she 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 base speed.

Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Variant Bloodline Arcana: When selecting spells known,
you can choose spells from the psychic class spell list
(Pathfinder RPG Occult Adventures 69). The psychic spells you
select must normally be unavailable to your class. You can
know only a number of psychic spells equal to the highest
level spell you can cast from your class spell list, based on
your current class level. When you’re casting these spells,
they function as psychic magic instead of arcane. You use
thought and emotion components (Occult Adventures 144)
instead of verbal and somatic components when casting
these spells.

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.

Race Features:

Aasimar Racial Traits
+2 Strength, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to
the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence
scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling,
and Sylvan.

Scion of Humanity: Some aasimars’ heavenly ancestry
is extremely distant. An aasimar with this racial
trait counts as an outsider (native) and a humanoid
(human) for any effect related to race, including feat
prerequisites and spells that affect humanoids. She can
pass for human without using the Disguise skill. This
racial trait replaces the Celestial language and alters the
native subtype.

Truespeaker: There are some aasimars whose language
transcends all boundaries. They gain a +2 bonus on
Linguistics and Sense Motive checks, and they learn two
languages each time they gain a rank in Linguistics. This
racial trait replaces skilled.

Incorruptible: Occasionally, aasimars arise with the
ability to further ward away evil. Aasimars with this
racial trait can cast corruption resistance (Pathfinder RPG
Advanced Player’s Guide 212) against evil once per day as a
spell-like ability. If an aasimar uses this ability on herself,
the duration increases to 1 hour per level. This racial trait
replaces the spell-like ability racial trait.

Saves:

Total/Save/Base/Stat/Magic
+3 Fort 2 1
+1 Ref 0 1
+3 Will 2 1

Offense:

Melee +5
Power Attack -1 +2

Glaive-guisarme +5 1d10+6 Rage(+7 1d10+8)
(Rage + PA +6 1d10+11)

Claws +5 1d4+4 Rage(+7 1d4+6)
(Rage + PA +6 1d4+8)

Ranged +2

Feats:

Eschew Materials
Favored Prestige Class(Dragon Disciple, Knowledge(Arcana))

Skills:

4/lvl for class 1/lvl for int 2/lvl for background
Total/Skill/Ranks/Stat/Class/Misc

Bluff
Craft
Diplomacy
Fly
+7 Intimidate 1 3 3
+7 Knowledge (Arcana) 1 1 3 2
+2 (Religion) 1 1
+2 (History) 1 1
+4 Linguistics 1 1 2
+6 Perception 1 1 3 1
Profession
+2 Sense Motive 1 1
+6 Spellcraft 1 1 3 1

Languages:

Common
Draconic
Celestial
Giant

Traits:

Giant Slayer: Your family’s village was plundered
by giants in the wilds of Varisia, leaving nothing
but a smoldering ruin. After the destruction of your
village, your family trained for combat against giants
to prevent such a tragedy from ever happening again.
Since hearing of giants mobilizing throughout the
countryside, you ventured to Sandpoint to help the
town prepare for a possible incursion. You gain a +1
trait bonus on Bluff, Perception, and Sense Motive
checks and +1 trait bonus on attack rolls and damage
rolls against creatures of the giant subtype.

Spell Intuition: Blessed by a priest of a deity of magic
at birth, you demonstrated a remarkable knack for
guessing the nature of spells without the schooling of
your instructors. You gain a +1 trait bonus on Spellcraft
checks, and Spellcraft becomes a class skill for you.

Supportive: You were forced to get by in an isolated
enclave, whether surrounded by a community that feared
and suspected you or in a remote locale far from other
people, and you became practiced at assisting your
friends. You gain a +1 trait bonus on skill checks to use
the aid another action.

Spells:

Spells Known

0/1st
4/2

0- Detect Magic, Mending, Mage Hand, Arcane Mark
1st- Mage Armor, Shield

Spells Per Day
1st
3
Bonus from Stat
1
Total
4

Equipment:

48gp

19lbs
Explorers Outfit x 2
Sorcerers Kit
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin

Kit, Scrivener’s

Price 2 gp; Weight 1 lb.

This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.

Adventurers Chronicle x 2
(Arcana, History) 2lbs

Glaive-guisarme 10lb

Potion of Cure Light
Potion of Aid

Background:

Growing up in the dangerous Fenwall Mountains would have been difficult to most children, but not for Alekzander. He had a family, children to play with among his relatives and... a purpose. His family was an old family who's duty it was to serve the lore-keepers that were their patrons.
Those lore-keepers were dragons. An ancient group of celestial dragons that served to keep the records of the higher realms for eventual inclusion into tomes such as the Chronicle of the Righteous. Over the centuries Alek's family had grown close to the beings they served until they began to share some of their attributes.

Alek spent his time learning the knowledge that was so important and the skills that would serve him during his time. Sorcery came naturally and so did the might of arms bred into his bones. However one evening deep into the winter, on a night when the distant mines grew quite and dark monsters roamed the mountains.

Screams filled the night and fire blazed in the sky throwing great shadows against the mountain-tops. Giants had found them, giants bigger than the homes they lived in and more ravenous than the fires that they lit. Most of Alekzander's family died that night, his family, his purpose, his life. Escaping with the only family he had left, his uncle he swore that no-one else would have to suffer then pain he did.

For the next few years Alek traveled with his uncle training so that when the time came he would be able to fight back against the monsters that stole everything from him. When Alek was 19 his uncle passed from the wounds he gained that night, so long ago. Alek, now alone was unsure what to do when he heard a rumor. Giants were gathering, preparing to attack a town called Sandpoint. Alek now knew what he had to do.

Personality:

Alek's personality is very much formed by his early life and the tragedy that followed. He has a big brother attitude towards anyone that does not meet his standards of maturity but he will never be much of a peace-maker. When he sees something that irks him he has a very hard time controlling his temper but only in a righteous sense. Going berserk will never be his first choice.

Party Role:

Alek's roll early on will mostly be pure melee combat, expanding later to include utility spells and some area spells, but blast as such will never be his prime focus.