Ardran's page

248 posts. Alias of Mightypion.

Full Name

Ardran Skuggason


Human Stats:HP 48/48 AC 21/18/13 Saves 7/5/2or6 CMD 22 Init 3 Perc 6 S.M. 10


Mixed Blood Abyssal-Infernal Bloodrager 4/Spell warrior4 Gestalt Resources Raging Song 12/12 Bloodrage 16/16 Level 1 spells 4/4 Level 2 spells 2/2














Common, Iraen (flavor), Abyssal, Sylvan, Celestial, Infernal, Goblin, Elfen

Strength 20
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 8
Charisma 16

About Ardran

About Ardran Skuggason
Male Human (Half Balor) Bloodrager(Urban Bloodrager Mixed Blood)/Skald (Spell Warrior)/Gestalt 4
NE Medium Outsider (Native)
Init: +3 Senses: Darkvision 30ft Perception: +6 Villain Points: 0

Allies look here for current buff package:

Raging Song:
Everyone gets a Gore attack, everyones weapon and natural attack receives and extra +1 bonus to hit and damage, making it count as magical.
Tears to wine:
For 40 minutes, everyone receives +2 to all int and wis checks

AC 22 TAC 14 FF: 18 (Mwk Agile Breastplate - AC: +6; Max DEX: +3; ACP: -3/-2 for acrobatic and swim; ABP: +1 enhancement)
HP 48 Fort +7 Ref +5 Will +2/6 (6 vs charm, compulsion, sonic, laungage, bardic performance)
Special Defenses:
Half Balor Resistance: Cold, Acid, Elec: 4 Fire resistance 5, +2 bonus vs poison
Half Balor DR: DR2/ Magic and good
Irrepressible: +4 vs charm and compulsion
Well versed: +4 vs bardic performances, language dependent and sonic
ABP: Resistance: +1 resistance bonus to all saves

Defense while raging (+4 STR, + enlarge person) with shield and heroism active
AC=24 TAC=12 FF=21
HP=48 (no con bonus typically) Fort=9, Ref=7, Will=+4/+8

Melee (non blood rage)
. . MWK Bardiche +10 (1d10+7/19-20x2)
... power attacking ... +8 (1d10+13/19-20x2)
. . Claw 2x +10 (1d6+6/20x2)
... power attacking ... +8 (1d6+10/20x2)
. . Bite +9 (1d6+5/20x2)
... power attacking ... +7 (1d6+9/20x2)

Melee (blood rage)
. . MWK Bardiche +12 (2d8+12/19-20x2)
... power attacking ... +10 (2d8+18 / 19-20x2)
. . Claw 2x +11 (1d8+8/20x2)
... power attacking ... +10 (1d8+12/20x2)
. . Bite +11 (1d8+8/20x2)
... power attacking ... +9 (1d8+12/20x2)
. . Gore +11 (1d8+8/20x2)
... power attacking ... +9 (1d8+12/20x2)

. . Pilum +7 (1d8/+5/x2) 20 feet range increment

Speed 30ft. (40ft.)
Str 20 (+5) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 8 (-1) Cha 16 (+3)
Base Atk +4 CMB +9 CMD 23
Feats (EITR): Power Attack, Weapon Finesse, Deadly aim, Combat expertize
Feats (Class): Eschew Materials, Improved Counterspell
Feats (chosen): Combat Reflexes, Lingering Performance, Dodge + Mobility, extra rage power savage inution, Spring attack
Rage powers (Skald, shared): Fiend totem lesser

Skills: Acrobatics +10/+8 (4), Diplomacy +7(1), Initimidate +7(1),
Kn. Arcana +8(1), Kn. Dungeoneering +8(1), Kn.Nature +8(1), Kn.Planes (+11)(4), Kn. Religion +8(1), Perception +6 (4), Spellcraft +9 (4), Swim +9/+7(1), UMD +7 (1)

Background Skills: Linguistics +6 (1), Kn: Nobility +4 (0), Kn: History +8 (1), Kn: Geography +8 (1), Perform Sing (used for bluff and sense motive) +10 (4), Perform String (7) (for flavor)
Languages: Common, Iraen (flavor), Abyssal, Sylvan, Celestial, Infernal, Goblin, Elfen

SQ: Skilled, Smite Good (1/day), Scorching ray (3/day) Darkness (3/day)
Traits Desecration, Irrepressible, Highlander, Attached
Favored Class: +spells known (Skald)
Combat Gear: mwk.Agile Breastplate (+1 attuned) 650 gold, mwk. Bardiche 314 gold, 6 throwing axes (48 gold), 2 pila (10 gold)
Magic gear:
Wand of Cure light wounds (50 charges, 750 gold)
(in spring loaded wrist sheath on left arm) 15 gold
Wand of shield (25 charges, 375 gold)
(in spring loaded wrist sheath, right arm) 15 gold
Wand of Longarm (25 charges, 375 gold)
(on belt)
Sleeves of Many garments wrists (200 gold)

Mundane Gear: mwk backpack (52 gold), bedroll, belt pouch, MWK disguise kit (52 gold), flint and steel, iron pot, mess kit, silk rope, soap, trail rations (5 days), waterskin, Iron Bracelet, amulet of a full moon with a stylized hawk flying in front of it.
Fireproofed masterwork violine 70 gold

2920 gold used on wands, armor, mwk bardiche
Special Abilities

Class abilities:

Controlled Bloodrage

When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects.

This ability alters bloodrage.

Fast Movement (Ex)
A bloodrager’s land speed is faster than is normal for his 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 bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge (Ex)
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Restrained Magic (Su)

At 3rd level, an urban bloodrager can attune her spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures she is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area.

This ability replaces blood sanctuary.

Blood Casting (Su)
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Eschew Materials
At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Bardic Knowledge (Ex)
A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Improved Counterspell
At 1st level, the spell warrior receives the Improved Counterspell feat as a bonus feat.
This ability replaces Scribe Scroll.

Weapon Song (Su)
A spell warrior gains the following raging song, allowing him to grant his ally’s weapons enhancement bonuses and special powers.
Enhance Weapons (Su) At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.
The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon.
This ability replaces the inspired rage raging song.
Rage Powers (Ex)
At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.

Well-Versed (Ex)
At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.

Uncanny Dodge (Ex)
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a skald already has uncanny dodge from a different class (I do receive it from level 2 Bloodrager), he automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex)
At 8th level and higher, a skald can no longer be flanked. This defense denies enemies the ability to sneak attack the skald by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has skald levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Bloodrager Caster Level: 4
Spell DC: Spell Level + CHA (3) + 10
Spells Per Day
1st Level: 2/2

Spells Known
Shield, Long Arm

Spell warrior Caster Level: 4
Spell DC: Spell Level + CHA (3) + 10
Spells Per Day
1st Level: 4/4
2nd level: 2/2
Spells Known:
Level 0:
Detect magic ; Daze ; Ghost Sound ; Dancing lights ; Mage hand ; Mending ; Open/Close
Prestigitation ; Summon instrument
Level 1:
Tears to wine ; Grease ; Hideous laughter ; Ear piercing scream ; Play instrument

Level 2:
Heroism ; Mirror image


Very polite (to his superiors and the party) very Cocky (to enemies) suave professional mercenary.
Has a chip on his shoulder about allegations of "Barbarism", can truely claim that he propably had a better education then most Mithrans. How many of the sunsuckers even speak Celestial?
His peoples traditions do state that warriors should be proficient in something that adds to the lure of the world, he can sing pretty well, and is quite proud about using this as a weapon.

He is relatively easily manipulated by attractive females.


A tall broad shouldered man with fairly refined features stands before you. His well kept hair covering most of his brow before it his bound behind his head as a pony tail.
Wearing a dimmed Brestplate, which looks to be dimmed on purpose, as to not reflect light, an assortment of axes and javelins is visible as armaments.
Alas, closer inspection reveals the presence of lengthened incisors, the gauntlets have concealed claw slits, for the extraction and retraction of claws. A closer look into the mans eyes show human eyes, far too human, but wait, are these some type of lenses?
He grins as he removes a pair of lenses covering his eyes, revealing pitch black eyes with vertical, cat like slits in bright red behind them. Definitly otherworldy tain being quite evident now.

The high and most fair Lady Thiadora mentioned I am to assist you, I may as well show my war face. He speaks in a sonorous deep and quite pleaseant Bariton voice, eyes meeting yours...

He changes, Nearly doubling his formdidable size, his claws extend, to the size of shortswords that seem to partly crackle with Abyssal power, a pair of horns erupt from his forehead, and his incissors make him look a bit like a Sabertooth Tiger, but one who is party on fire. Thick Red scales begin to cover vulnerable points at his throat, and his skin takes on a Reddish color.

The more my soul grows, the more of my Balor ancestors power can I hold. The Demon informs you matter of factly before breathing out and reassuming his normal size.
Dont fret too much, I am fully in control during my rage. I can even continue singing. He chuckles.

Looks while disguised:

Looks undisguised:

Looks while Bloodraging:

Sample music:

[url=]Sabaton Stormtroopers
Altered Lyrics:
There is a standstill in the war
The Mithran foe come to our shore
They will come to an end
and we will ascend!

At the start twenty and five
and under fire they would thrive
The Talon is drawn
our enemies mourn!

Omen of our Future
Black Tactics at war
New Doctrines in combat

As fast as Lightning
Our foes we shall scorn
Omen of our Future
And Nachtkrieg is born!

Strike at zero hour
With overwhelming Speed and Power
We are fueled by the fear
in our enemies eyes
Its a Talon infiltration
Fast and violent devastation
Blades black as Midnight
The Black Talons rise!

Background part 1 the raid:

They are here. The gruff strike leader spoke
F#@+ us I guess? Countermeasures? Ardran answered
We have hostages Another Iraen spoke
You mean the hostages from other Iraeni tribes we are meant to free from the Mithrans, convert to well, appreciate our Ladies in Shadows gifts at some friendly festivities in our tribes hold, and then gallantly release back to their societies? Totally not bearing any profane gifts whatsorever? In other words, hostages we cant afford to murder? And some of the sunsuckers will know this Ardran spoke, exasperated.
One of us has to distract them. 6 Lots, one short. The strike leader spoke.
Oh well. Ardran drew first, it went alphabetically after all.
Qlipptohs beneath bugger my lovelife. He cursed as his stick was short.

Well, was an honor to fight alongside most of you, yadayada, I need the barrel with lampoil, and you clowns hurry. When you see a big f#$+ing fire, you know I was semi succesfull.
Ardran hid as the Mithran force rushed by him, well hidden.
Sir Balin, we must give chase, we have left Father Donnegal and Mother Sayona to aid the wounded in the makeshift hospital. One of the Paladins spoke.

About 15 minutes later, the makeshift hospital started burning.
About 20 minutes later, he had a hostage, and elderly matron of the Mitrhans capable of casting healing spells.
Another 10 minutes, and the hostage was dead, he was on a horse and well...
Unfortunately for him the pursuing Paladins were better riders then him, Iraeni mostly fight on foot.
He managed to slay one squire, before the others did him in.

Background part 2 escaping Brandscar:

Good Sirs and Madams[b]Ardran spoke, chuckling slightly, addressing his group of fellow escapees.
[b]Have these sunsucking chucklef$&%s actually been daft enough to leave our armaments nearly within our reach? Perhaps that "totally not a powerfull outsider" Lady Thiadora had a hand in this stupidity?
Ardran could barely believe his luck.
According to Mithran law, the effects of captives are to be kept within the same building. One of the others, a Mithran or rather ex-Mithran said with a sneer.
You are looking less at that axe and more at that barrell of lantern oil, arent you Iraen? Another escapee spoke.
That one is smart, good, but also dangerous

Only minutes later, Branderscar burned, and a group of clearly guards, the soot from the flames blackening their faces, were transporting several people, who were also difficult to identify, out of the prison.
Some more minutes later, the town went up in flames as well.
It would have been less bad, for both prison and town, if either Sergeant Blackerly or the Warden Richter were alive to provide leadership, but apparently neither was anywhere to be found.
Their bodies being snuggly fit into Grumblejacks stomach, their heads being in a package to be delivered to a presumably more disinguished connoisiuer.