Daji

Bhornkild "Walks with Spirits"'s page

36 posts. Alias of Crisischild.


Full Name

Bhornkild - "Walks with Spirits"

Race

Init: +13 | Perc: +13 | +1 Furious Adamantine Earth Breaker: +13/+8 (3d6+7/×3) | Speed 40ft | Stamina: 14/14 | Martial Focus: 1/1 | Active Conditions: *None* |

Classes/Levels

Special Abilities Extend Rod: 3/3 |

Spells Per Day:
Level 1: 8/8 | Level 2: 8/8 | Level 3: 6/6 | Level 4: 4/4

Gender

HP 160/160 Nonlethal 0/160 | AC 29 T 22 FF 23 | CMB +12, CMD 22 | F: +14, R: +10, W: +10|

Age

114

Alignment

N

Deity

Pharasma

Languages

Ancient Osiriani, Auran, Common, Draconic, Ignan, Necril, Nightsong, Shoanti, Sphinx, Varisian

Strength 18
Dexterity 8
Constitution 22
Intelligence 13
Wisdom 14
Charisma 22

About Bhornkild "Walks with Spirits"

Bhornkild - Walks with Spirits
Male sunsoul (solar ifrit) unchained barbarian (painted savage) 8/oracle 8/gestalt 8
N Medium outsider (native); humanoid (human)
Init +13; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 29, touch 22, flat-footed 23 (+5 armor, +1 deflection, +6 Dex, +7 natural)
hp 160 (8d12+64)
Fort +14, Ref +10, Will +10
Defensive Abilities improved uncanny dodge; DR 1/—
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Offense
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Speed 40 ft.
Melee (L) +1 adamantine earth breaker +13/+8 (3d6+7/×3)
Special Attacks rage powers (ghost rager (+4), spirit totem (20%), lesser spirit totem (+14; 1d4+6)
Spell-Like Abilities (CL 8th; concentration +14)
. . 1/day—sun metal (DC 17)
Oracle Spells Known (CL 8th; concentration +14)
. . 4th (4/day)—cure critical wounds, legend lore, greater path of glory
. . 3rd (6/day)—cure serious wounds, dispel magic, locate object, shield of wings
. . 2nd (8/day)—cure moderate wounds, defending bone, levitate, minor image (DC 18), communal protection from evil[UC], lesser restoration, tongues
. . 1st (8/day)—comprehend languages, cure light wounds, detect evil, divine favor, endure elements, identify, shield of faith
. . 0 (at will)—create water, detect fiendish presence, detect magic, ghost sound (DC 16), grasp, guidance, mage hand, mending, purify food and drink (DC 16), read magic
. . Mystery Lore
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Statistics
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Str 18, Dex 8, Con 22, Int 13, Wis 14, Cha 22
Base Atk +8; CMB +12; CMD 22
Traits corpse hunter, fate's favored
Skills Acrobatics +3 (+7 to jump, +7 to jump), Bluff +9, Climb +12, Diplomacy +20, Disguise +9, Handle Animal +16, Intimidate +20, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility) +15, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +9, Perception +13, Survival +6, Swim +12
Languages Ancient Osiriani, Auran, Common, Draconic, Ignan, Necril, Nightsong, Shoanti, Sphinx, Varisian

Combat Gear +1 adamantine earth breaker, irongrip gauntlets, ring of protection +1

Other Gear extend metamagic rod, boots of striding and springing, circlet of persuasion, 920 gp

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Special Abilities
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Berserker Gain Berserker as a bonus sphere; may add an extra extertion talent to a brutal strike by spending 3 rage rounds
Berserker: Berserking Take -2 penalty to AC to gain 11 temporary HP (both end at start of your next turn)
Berserker: Brutal Strike +16 (Battered 1 rd) Melee attack that inflicts Battered condition on enemies damaged, can benefit from a single (exertion) talent, gains [BAB x2] bonus damage if you expend martial focus
Brute: Giant Muscular Surge becomes permanent; carrying capacity is doubled
Brute: Muscular Surge (6 rounds) Add 1/2 BAB (or full BAB if you expend martial focus) to STR checks/skills, jump checks, and STR for carrying capacity for [COND mod} rds
Burly You do not gain the shove ability. You must take the Muscular Surge talent with the bonus talent granted by this drawback.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Training (DC 20) You have training in one or more combat spheres
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Equipment: Oversized Weapons Use weapons 1 size larger without decreasing ease of use, and same-size weapons as 1 step lighter (-2 to-hit)
Equipment: Rock Toss You can catch thrown or falling rocks, and use them as thrown weapons
Equipment: Unarmored Training +5 While unarmored and unencumbered, gain an armor bonus to AC and touch AC
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Focused Stamina You may spend 5 stamina points instead of expending martial focus
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Furious Focus [Combat Trick] 5 stamina points to reduce penalty from Power Attack by 1 for each successful two-handed attack.
Ghost Rager +4 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging (max normal AC)
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Noble Scion of War You are a member of a proud noble family.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Spirit Totem (Su) While raging, 20% concealment from non-adjacent attacks.
Spirit Totem, Lesser (+14, 1d4+6) (Su) Spirits attack 1/round at +14 to hit, dealing 1d4+6 negative energy damage.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Combat Trick] 2 stamina points to reroll up to two damage dice of a Vital Strike attack.
Wildfire Heart +4 racial bonus on initiative

Barbarian:
(Painted Savage)
Level 1
Proficiencies: Painted savages are proficient with simple weapons, as well as bucklers. In addition, if this is the character’s first level in any class, they may select a martial tradition of their choice. This modifies weapon and armor proficiencies.

Muscles of Steel: When wearing no armor and unencumbered, the painted savage adds her Strength bonus (if any) as a natural armor bonus to her AC; this bonus cannot exceed her class level. This bonus to AC does not stack with other sources of natural armor, but stacks with the armor bonus granted from the Unarmored Training talent. She loses these bonuses when she wears light, medium, or heavy armor, or when she carries a medium or heavy load.

Enduring Temper: At 1st level, a painted savage gains Berserker as a bonus sphere and Combat Stamina as a bonus feat. This replaces fast movement.

Mystical Tattoos (+6)(Sp): At 1st level the painted savage gains the ability to unlock certain tattoos granting herself increased strength, speed, and endurance. As a swift action, the painted savage may grant herself a +2 bonus to either her Strength, Dexterity, or Constitution score for a number of rounds equal to her Constitution modifier, or for 1 minute if the painted savage spends 5 points from her stamina pool when activating the ability.

At 3rd level, and every 3 levels thereafter, the bonus granted by this ability increases by an additional +2. The painted savage may apply all of this bonus to a single physical ability score, or divide it in units of +2 between multiple physical ability scores; regardless of how the painted savage assigns this bonus, she cannot add more than +10 to a given ability score.

At 4th level, and every 4 levels thereafter, the painted savage gains one (enhance) talent from the Enhancement sphere as a bonus talent. The painted savage may take (enhance) talents from the Enhancement sphere without possessing the Enhancement base sphere. She may utilize mystic tattoos to use any (enhance) talent she knows as a swift action. When using mystic tattoos in this way, she may only target her own body or tattoos she possesses and their effects last for only a number of rounds equal to the painted savage’s Constitution modifier, or for 1 minute if the painted savage spends 5 points from her stamina pool when activating the ability. The effective caster level of (enhance) talents or abilities used this way is equal to her painted savage level, this does not stack with caster levels from other sources. The save DC for (enhance) talents used this way is 10 + 1/2 her painted savage level + her Constitution modifier. This replaces rage, mighty rage, greater rage, and tireless rage.

Level 2:

Rage Powers (Ex): A painted savage may spend 2 stamina points from her stamina pool when under the effect of mystical tattoos. This allows the painted savage to be treated as if under the effects of a rage, though she gains none of the other benefits or drawbacks of raging. This effect lasts for the remaining duration of the mystical tattoos effect. New instances of mystical tattoos will require additional stamina to be spent. Rage powers that require additional rage rounds may instead use 5 points from her stamina pool per required rage round. In addition, whenever the painted savage would gain a rage power from her class levels, she may instead gain a bonus talent from the Berserker sphere. This modifies rage powers.

Rage Power (2): Lesser Spirit Totem (+14; 1d4+6) (Su) While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

Rage Power (4): Spirit Totem (Su) While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).

Rage Power (6): Ghost Rager (+4) (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can’t raise her touch AC above her full AC.

Rage Power (8): Extra Berserker Sphere Talent (Genie’s Wrath (exertion))

Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Level 5:

Improved Uncanny Dodge: At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels. If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.

Oracle:

Mystery: Lore
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills.

Bonus Spells: identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).

Curse: Haunted Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

Revelation (1): Lore Keeper (EX) Use CHA for Knowledge Skills.
Revelation (3): Sidestep Secret (EX) Use CHA instead of DEX for AC and REF Saves.
Revelation (7): Mental Acuity (+1) (EX) +1 Inherent Bonus to INT at levels 7, 10, 13, 16, 19.

Spheres Stuffs:

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Martial Tradition (Giant)
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Creatures who are larger than their peers often learn to fight in fashions leveraging their enormous size, shoving their enemies around the battlefield and hurling objects far too large for their enemies to handle.

Bonus Talents:

Equipment: Rock Toss
Brute sphere
Variable: Giants gain a talent of their choice from both the Brute sphere (Brute) and the Equipment sphere (Unarmored Training).

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Berserker Sphere
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Berserking: As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

Brutal Strike (+16; Battered 1 RND): As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus. Each brutal strike may be modified by a single (exertion) talent.

Battered (Condition): -2 penalty to the creature’s CMD and preventing them from taking attacks of opportunity provoked by a creature performing a combat maneuver.

Genie’s Wrath (exertion): You gain the following (exertion) options which may only be used when you use the Elemental Might feat to change your brutal strike’s additional damage to energy damage. Each (exertion) may only be chosen with the matching chosen energy type:

== Djinn’s Crackling Blow (electricity): Your brutal strike violently channels electricity through the target’s body, jolting their body. A creature damaged by your brutal strike must succeed at a Fortitude save or drop all held items (as though stunned). If the target of your brutal strike was battered before being damaged by your brutal strike, the target also provokes an attack of opportunity from you and your allies.

== Efreeti’s Arcing Flame (fire): Your brutal strike is a destructive whirl of brilliant flames and smoldering ash. After successfully damaging a creature with your brutal strike, you may choose any number of creatures within your threatened area other than the initial target to also suffer your brutal strike’s additional damage (Reflex half). If the target of your brutal strike was battered before being damaged by your brutal strike, the target must succeed at a Reflex save or be blinded for 1 round.

== Marid’s Whirlpool Strike (cold): Your brutal strike envelops the target in swirling, frigid water. A creature damaged by your brutal strike treats other creatures as though they had partial concealment (20% miss chance) for as long as the creature is battered. If the target of your brutal strike was battered before being damaged by your brutal strike, you may move the target into any unoccupied square inside your threatened area (Reflex negates). This movement does not provoke an attack of opportunity and is treated as a reposition combat maneuver performed as a free action. This movement may place the target into a dangerous space (including into the air).

== Shaitan’s Eroding Assault (acid): Your brutal strike is a resolute blow which shakes the target’s foundation. A creature damaged by your brutal strike treats any enemy’s threatened area as difficult terrain for as long as the creature is battered. Damage dealt by a brutal strike augmented with this (exertion) ignores an amount of hardness equal to your base attack bonus. If the target of your brutal strike was battered before being damaged by your brutal strike, your brutal strike also ignores an amount of damage reduction equal to your base attack bonus.

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Brute Sphere
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Drawback: Burley You do not gain Shove; You must take Muscular Surge.

Muscular Surge: As a move action, you gain a bonus equal to 1/2 your base attack bonus (minimum 1) on Acrobatics checks made to jump, to all Strength checks and Strength-based skill checks, as well as to your Strength for determining your carrying capacity, for a number of rounds equal to your Constitution modifier. This does not apply to combat maneuver checks nor attack and damage rolls. You are fatigued for 1d4 rounds after the duration ends, even if you would normally be immune to fatigue. If you are fatigued when you begin or end this effect, you are instead exhausted. If you are already exhausted, you cannot use this ability. If you expend your martial focus, this bonus increases to become equal to your full base attack bonus, but automatically leaves you exhausted for 1d4 rounds afterward.

Giant: You may use your Muscular Surge talent as a free action rather than a move action, and are not fatigued after its duration expires; in essence, the bonuses become permanent. Your total carrying capacity is also multiplied by 2. This does not stack with other effects that multiply carrying capacity, such as the ant haul spell.

You may still expend your martial focus as a free action to gain the more powerful bonus for a number of rounds equal to your Constitution modifier, and are only fatigued afterward rather than exhausted. For this duration, you also count as being one size larger than you are for the purpose of targeting creatures with combat maneuvers and for talents that have effects dependent on size, such as Rock Toss or Thrower’s Reflexes from the Equipment sphere, the Terrain Trasher legendary Brute talent, or Living Weapon from the Wrestling sphere.

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Enhancement Sphere (Mystical Tattoos only)
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Barbarian 4: Physical Enhancement (+4)(enhance): You may enhance creatures, granting them a +2 enhancement bonus to either their Strength, Dexterity, or Constitution scores. This increases by +2 per 7 caster levels.

Barbarian 8: Staunch Resistance (+3)(enhance): You may enhance creatures, granting them a +2 untyped bonus to one saving throw. This bonus increases by +1 per 5 caster levels.

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Equipment Sphere
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Custom Training: Proficient with Earth Breaker, Klar, Longbow, Totem Spear.

Rock Toss (discipline): As long as you have martial focus, you can catch thrown or falling rocks (or projectiles of similar shape) that are no larger than your current size. Once per round, when you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 25 for a rock of your current size, -5 for each size category it is smaller than you. If the projectile has a magical bonus on attack rolls, the DC increases by that amount. You must be aware of the attack in order to make a rock catching attempt.

Additionally, you are considered proficient with thrown rocks. You can hurl rocks of up to two size categories smaller than you. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5.

You can hurl the rock as a thrown weapon with a range increment of 10 ft. +10 per size category it is smaller than you. Tiny rocks deal 1d6 bludgeoning damage, Small 1d8, Medium 2d6, and Large 3d6. As long as you have martial focus and a suitable rock is within your reach, you may pick them up as part of your attack. At +7 and +14 base attack bonus, increase the maximum size rock you may throw by one size category, to a maximum equal to your current size.

Unarmored Training (+5): Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.

This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.

This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Oversized Weapons: You may wield weapons sized for creatures 1 size larger than yourself without increasing the effort required (i.e., you do not increase the weapon’s category by 1 step from light to one-handed, one-handed to two-handed, etc.), though you still suffer a -2 penalty on attack rolls with the oversized weapon. In addition, you may treat two handed weapons of your normal size as one-handed weapons and may treat one-handed weapons of your normal size as light weapons, but suffer a -2 penalty to attack rolls made while doing so. These penalties are doubled when making a full attack action.

Oaths:

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Oaths
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Oath of the Cryptkeeper (1 Oath Point)
Oath: You have sworn to respect and honor the dead. You may never defile or loot a grave, crypt, or other similar location where a body has been respectfully laid to rest (a defiled crypt, such as one inhabited by a lich, would not be prohibited by this oath). Whenever you encounter the corpse of a creature with an Intelligence score of 3 or greater, you must respectfully bury that corpse and give it proper burial rights (or other appropriate funeral rights, such as a viking’s pyre). You may never raise undead (such as with the Death sphere reanimate sphere effect or animate dead spell) or work alongside the undead, but you are not required to slay the undead.

Defiance Penalty: Failing to perform your duties leaves you stricken with guilt. You cannot sleep (or otherwise gain the benefits of 8 hours of rest) without succeeding on a Will saving throw with a DC equal to 10 + your character level. This guilt can be manifested in numerous ways, such as seeing the spirits of those you failed to put to rest or simply being unable to sleep.

Atonement: You must spend three days assisting in funerary rites, such as grave digging, delivering sermons, or cleaning and maintaining resting places such as gravestones and crypts.

Note: Oath of the Cryptkeeper and Burying the Dead
This oath requires the oathbound to respectfully bury the fallen. In some instances, this can be incredibly time consuming, and even detrimental to a party under time constraints. It is advised that a character with this oath attempts to bury the fallen within a reasonable amount of time after encountering the corpse (that can either be immediately or within a few days) or before departing the area for a significant length of time.

Oath of Loyalty (Pharasma) (1 Oath Point)
Oath: You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.

Defiance Penalty: Breaking an Oath of Loyalty is not something a patron easily forgets, and those who break an Oath are likely to be pursued and cast out by the patron’s other followers. You are constantly shaken so long as you still benefit from this Oath, and this condition cannot be removed nor can it be averted by an immunity to fear. In addition, others who have sworn Oaths of Loyalty to your former patron are likely to know that you have broken your Oath.

Atonement: Atoning for betraying your patron’s trust requires you to spend 3 days beseeching your patron for forgiveness and making 50 gp x your character level squared worth of offerings to them. Patrons are not required to forgive you if you have offended them. Alternatively, you may spend 3 days seeking out a new patron, paying the cost as a sign of your dedication to this new patron.

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Boons (3 Oath Points)
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Enhanced Abilities (Su) (2 Oath points) (+2 Con, Cha, Wis): Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.

Inhuman Resilience (Su) (1 Oath point) (+2 Saves; +2 Natural Armor): Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).

Feats n stuffs:

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Feats
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EitR
Bonus (Barbarian 1): Combat Stamina.
1: Noble Scion (War) Use Cha for Init instead of Dex.
2: Focused Stamina You may spend 5 Stamina Points instead of your Martial Focus.
3: Furious Focus Do not suffer penalties for Power Attack on first Attack.
4: Improved Oathkeeping You may benefit from one additional Oath point’s worth of Oath boons.
5: Combat Talent (Equipment) Custom Training
6: Combat Talent (Equipment) Oversized Weapons
7: Vital Strike Roll Weapon Damage Twice on Single Attack.
8: Elemental Might Whenever you make an attack action or attack of opportunity, you may expend your martial focus and choose acid, cold, electricity, or fire. If you do, your attack deals additional energy damage of the chosen type equal to 1d6 + your base attack bonus.

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Traits
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Corpse Hunter (Religion; Pharasma): +1 Trait Bonus on Attacks vs Undead.
Fate's Favored (Faith Trait): +1 to Luck Bonuses

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Ancestry
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Ifrit
Sunsoul: +2 STR/CHA; -2 WIS.
Darkvision 60'
Fire in the Blood: Fast Healing 2 for one round after taking fire damage. Up to LevelX2 HP per day.
Mostly Human: Count as Humanoid (Human) and Native (Outsider). Does not learn Ignan.
Wildfire Heart: +4 Init.

Bhornkild:

===============Personality===============
Like any shoanti, Bhornkild carries himself with cool confidence, trusting both in his own skill and the guidance of the spirits. Unlike most shoanti, Bhornkild has a charismatic quality that might even be called "forceful", far more approachable than his tribal kin. Despite a natural gift for socializing a winning people over, Bhornkild is a loner, though he is never really alone. Haunted by visions of the spirit realms and those who reside there, he has always been distant with those who still have two feet firmly planted within the land of the living. He can come off as more aloof and spontaneous than his stoic brethren, but that is only because the spirits are fickle, often changing their minds without notice, and he follows where they lead. His calm and quiet personality stands in stark contrast to his appearance. He does not seek confrontation, but he does not shy away from battle or challenge. Bhornkild has a surprising mastery of all scholastic subjects, from the mundane the the most cryptic and esoteric, a feat he attributes, like all things, to the spirits.

===============Appearance===============
Pic of Bhornkild
Age: 114 | Height: 6'6" | Weight: 230 lbs. | Hair: Dark Brown| Eyes: Dark Blue

Bhornkild is a sunsoul ifrit of shoanti descent. His most notable feature are his dark blue eyes, which shoanti do not normally have. Dark blue eyes that tend to wander, following the paths of the spirits that leap and play about him. The spirits that have guided him since birth. Brown hair hangs to his shoulder blades and he has a full, medium length bear. He has copper colored skin - a feature as much a gift from his shoanti heritage as it is from endless hours spent under the sun. His skin is crisscrossed with many battle scars, some from beasts, some from more intelligent foes, but he has somehow managed to acquire a collection of only what would generally be considered "attractive" scars - scars that make readily apparent his tale as a skilled and powerful warrior, but do not leave him disfigured or maimed. His copper skin is also covered in tribal tattoos, mostly on his arms and back, representing his Quah. He is tall even for a shoanti, with broad shoulders, barrel chest, and heavy muscling. His clothing is of traditional shamanic styling: open toed leather sandals and loose-fitting flame-orange linen trousers under a simple, white sleeveless cotton robe of sorts that is often left open to bare his chest. He wears a large amount of jewelry and piercings for a warrior, mostly gold and onyx, each piece representing a different spirit or rite or ward against the undead. He wields a mighty adamantine earth breaker - the weapon of his people - and wears a mithril breastplate, cut down to minimize its interference in moment and only covering enough to protect his vital organs from direct blows.

===============Story===============
The boy was born with blue eyes. Shoanti are not born with blue eyes. They say children with blue eyes are favored by the spirits - that blue eyes can better see the spirit world. Son of the chieftess, he was born into the Skoan-Quah - the Skull Clan. His blue eyes were seen as a great blessing. It was the duty of the Skoan-Quah to protect the spirits of all the dead clansmen who had come before.

Life on the Storval Plateau was hard, even for survivors like the shoanti. Children were raised not by their parents, but by the clan as a whole. This gave the children access to the resources of the whole clan, not just of their parent's, and gave children the best chance to survive. But life was hard on the Storval Plateau. Less than half of the children born would survive to see eight summers. With so few children making it to adulthood, children were not seen as one of the Quah until their twelfth year. The children were not even named. A sort of emotional survival mechanism; if you do not love them, you will not miss the majority that do not make it. Those who do make it their twelfth summer undergo a rite of passage where they will take their true place beside their clansmen and where they will receive their name. The rite of passage is determined by the shaman of the Quah, who communicates with the spirits to find a suitable test for each child. The rites were not intended to kill, but they were nevertheless deadly, as were all things on the plateau.

Being born with blue eyes was a mark of the spirits favor; it was not a promise that a child would rise to greatness, or even survive childhood, but the boy with blue eyes seemed destined for greatness. He grew fast and strong, hale and hearty, clever and charming. A favored child, but he did not seek attention, or even seem to enjoy it. From infancy, the blue-eyed boy seemed distracted by things only he could see. His gaze would dart erratically around the room, following something only he could see before he burst into laughter at the antics of the sprits invisible to all but him. The blue eyed boy learned all the things needed to survive on the hostile plateau and he did his share of the basket fixing and fire tending and other jobs suitable for young children, but when not needed for anything specific, he often wandered far and away from the rest of the clan, ever chasing his spirit companions. The lad was easy prey for the Cinder Wolves and Bush Tigers, but he always defied fate, always being in the right place at the right time to avoid the deadly predators.

His twelfth summer came, and it was time for the blue-eyed boy to undertake his rite of passage and earn his name. Atsila, the clans shaman, communed with the spirits and set the boy on his task: steal an egg from the nest of an inferno eagle, who make their nests atop the cliffs of the Wyvern Mountains. A harrowing task, the inferno eagles themselves were half the size of roc's, never mind all the other threats the mountain harbored. He eagerly set upon the rite and succeeded. The boy claimed a mischievous and cunning fox spirit named Máii iiłtsoí guided him on his quest. On his return, the blue-eyed boy was named Bhornkild - "Walks With Spirits" in the common tongue.

Bhornkild's wanderings away from the main body of the tribe rapidly increased in distance and duration over the next few years. One day, in his sixteenth winter, he left and did not return.

That was near a century ago.

Bhornkild is a warrior who fights for the spirits of the dead. He has many spirit companions; Skeind, the powerful bear spirit and Fiere, the wise owl spirit are two of his most prominent companions, but he has always been led throughout the world by his constant companion Máii iiłtsoí, the playful fox. He has traversed much of the inner sea region in his quest to bring peace to the restless undead and the souls bound to their twisted and corrupted forms. Some journeys see him delving alone deep into forgotten tombs to slay wights and zombies, while others have him joining forces with armies to put down hoards of undead summoned to the face of Golarion by liches or foolish mortal necromancers.

His most recent (and final) task was to put down the risen mummy of a forgotten pharaoh-turned-lich in the sands far below the deserts of Osirion. For centuries, God'zou Ra-s-hotep-het had built an army of followers and risen dead, carving out a twisted stone city miles below the capitol city of Osirion, Sothis. The Medjay, old allies of Bhornkild's, assembled their army of Pharasmin's and invaded the blasphemous catacombs. They fought their way to the center of the city, slaying countless undead, only for the lich to raise his ghouls again and again. Bhornkild engaged the lich in combat, but despite the shoanti's martial and magical prowess, he was no match for the long gone pharaoh, and the numbers of the Madjay were rapidly dwindling.

The city was built around a singular central pillar, which held aloft the stone roof of the cavern. Bhornkild called upon the power of the shaitan and, with his mighty adamantine earth breaker, brought down the pillar, dooming himself and any Medjay that had not yet fallen, in the hope that Ra-s-hotep-het's phylactery would be destroyed as well, if it was even in the city.

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Bhornkild opens his eyes. "This is not the Boneyard."