Valeros

Dagki Rangvaldr's page

61 posts. Organized Play character for Dinuci.


Full Name

Dagki

Race

Rage stats:
(HP 13/15 | AC:17 | T:10 | FF:15 | CMB:+7 | CMD:18 | Fort:+4 | Ref:+1 | Will:+3 | Init:+3 | Perc:+4 | Speed 30)

Classes/Levels

Rage:
6/6

Gender

M Human Bloodrager/1 (HP 13/13 | AC:19 | T:12 | FF:17 | CMB:+5 | CMD:16 | Fort:+2 | Ref:+1 | Will:+1 | Init:+2 | Perc:+5 | Speed 30)

Size

Medium (6 ft. 3 in. / 190 cm)

Age

22

Alignment

Chaotic neutral

Deity

Gorum

Languages

Common, Skald

Strength 18
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 11
Charisma 13

About Dagki Rangvaldr

Character sheet:

CN Medium humanoid (human)
PFS#: 131682-6
Init +3 (+2 Dex +1 Trait)

Defense
AC 19 (10 +5 Armor Bonus +2 Shield +2 Dex); Touch 12 (10 +2 Dex); Flat-Footed 17 (10 +5 Armor Bonus +2 shield)
HP 13 (10 +1x2 Con +1 Class)
Fort Save +2 (+2 Class); Ref Save +1 (+1 Dex +0 Class); Will Save +1 (+1 Wis +0 Class)

Offense
Speed: Medium (40 ft) 30 ft. with armor

Melee: Hooked axe, main hand
Damage: 1d8 +4 [+2 Rage]
Attack roll: +5 [+2 Rage] (+1 Base Atk +4 Str)
Crit: x3

Ranged: Throwing axe [20 feet]
Damage: 1d6 +4 [+2 Rage]
Attack roll: +3 (+1 Base Atk +2 Dex)
Crit: x2

Statistics
Str 18 (16 + 2), Dex 14, Con 14, Int 7, Wis 11, Cha 13
Base Atk +1; CMB +5 (+4 Str +1 BAB); CMD 16 (10 +4 Str +1 Dex +1 BAB)

Feats (Other):
Power attack (-1 atk, +2 dmg)
Exotic weapon proficiency (hooked axe)
Fast movement (Class)

Traits (Racial):
Bonus feat
skilled

Traits (Other):
Strong arm Supple wrist (move at least 10 feet before throwing a thrown weapon, add 10 feet to the range increment),
Veteran of battle (+1 Ini & may draw a weapon in the surprise round as a free action)

Skills (Untrained):
Acrobatics -2 (-4 Armor Penalty +2 Dex)
Bluff +1 (+1 Cha)
Climb 0 (+4 str -4 ACP)
Ride -2 (-4 Armor Penalty +2 Dex)
Sense Motive 0 (0 Wis)
Swim 0 (+4 str -4 ACP)
Diplomacy +1 (+1 Cha)
Heal 0 (0 Wis)
Stealth -2 (-4 Armor Penalty +2 Dex)

Skills (Trained):
Craft (Varies) +5 (+1 Rank +3 Class -1 Int +2 tool)
Perception +4 (+1 Rank +3 Class)
Intimidate +2 (+1 Rank +3 Class +1 cha)
Survival +4 (+1 Rank +3 Class +0 Wis)

Languages: Common, skald

Equipment:
Combat gear:
Hooked axe (20gp, 6lbs.);
Heavy wooden shield [+2|-|-2] (7gp, 10lbs.);
Axe, throwing [x2] (8gp, 2lbs.)
Dagger [19-20/x2 | 1d4 | 10ft. | P or S] (2gp, 1lbs.)

Wearing:
Scale mail [+5|+3|-4] (50gp, 30lbs.)
Cold-weather outfit (8gp, 7lbs.)

Inventory:
Backpack (2gp, 2lbs.)
Bedroll (1sp, 5lbs.)
Chalk [x10] (each 1cp, -)
Flint and steel (1gp, -)
sack (empty) (1sp, 0.5lbs.)
Rations [5x] (0.5gp, 1lbs.)
Torch [x10] (1cp, 1lbs.)
Rope (50ft) (1gp, 10lbs.)
Waterskin (1gp, 4lbs.)
Mead [x8] (5cp, 0.5lbs.)
Alchemist's fire [x2] (20gp, 1lbs.)

Encumbrance: 86.5lbs.; Light load, (Light Load up to 100lbs., Medium up to 200lbs., Heavy up to 300lbs.)
Money: 6gp 7sp 4cp

Class Info
Favored class: Bloodrager
Favored class bonus: +1x1 hp
Alternate class bonus: Bloodrager (+1 rage round/day)

Bloodrage (Su):
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.

[4 + 0x2 level + 2 Con]

[+4 str, +4 con, +2 will, -2 AC]

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.

Aberrant bloodline:
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.

Pet:

Aberrant tumor (Hawk):
Name: Aki
Location: right shoulder

Hawk
N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 5
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception

SPECIAL ABILITIES
- The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.
- When the familiar is within arms reach you get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

EQUIPMENT
-

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Spells prepared:

Cantrips:
-

Level 1 spells:
-

Background:

In the northern lands Dagki was raised in a small city called Bildt, on one of the islands in the steaming sea. He spend most of his time in the shipyards, looking at how ships were built and learning to fight with the raiders. From his early years people always told him he was destined to raid the southern lands with his comrades, and he practiced for it day and night. One day he decided he was ready to build his own ship, he recruited some men from the docks and started working on it. Nearly a year later he set out.

The ship was finished, but poorly. Near the end of the journey the ship gave in a huge storm and only he and his mate Bjarke made it through by swimming to the storm. To be able to get back he joined the society, not caring which he walked to the closest building and put his name on the list.

Personality & appearance:

A crazy grin paints Dagki's face. His hands wring any moment they have nothing in them. A large round shield on his back and several axes at his belt, he looks the proper viking. Blood drives him over the edge, losing all his boundaries he goes on a killing spree like no other.

If this picture hasn't made him half mad his 'creature' finishes any doubt about his sanity. he turns his back and from his shoulder 'grows' a sickly piece of flesh, forming into the likes of a hawk. He seems to not sleep at night, working on small projects and talking to his bird.

Plans:

With steph:
- Shield wall

Level two:
-

Extra rage