Ranged:
+ 1 flaming compositeLongbow (+5 str) + 23/+18/+ 13/+8 [1d8+4, + 1d6 fire, 110 ft. P or B]
+ 2 Revolver +24/+19/+14/+9 [1d8, 30 ft, x2, P&B]
Rage: @ 40, HP + 51, AC -4/-6 lg., will + 3
Abilities:
Boon's from Baba Yaga
The party feels empowered by the mantle (gain a +2 to any ability score of your choice) + 2 to stat: Dex.
Boon: DR/5
receives the benefit of a breath of life spell
Second Bonus: + 2 to stat: Con.
Traits: Trap finder: Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Berserker of the Society
Feats: Bonus Feats: Intimidating Prowess,
First Level:Tribal Scars: Night Hunt
Third Level: Power Attack
Fifth Level: Combat Reflexes
Bloodline feat: Toughness Seventh Level: Iron will
Ninth Level: Furious focus
Bloodline Feat: Improved Bullrush Eleventh Level:Cleave Bloodline Feat:Improved Sunder Thirteenth Level:Cleaving Finish bloodline Feat: Greater Fortitude Fifteenth Level: Exotic weapon: Firearms.
Seventeenth Level;Great Cleave
Race:Tiefling:Demon Spawn
Languages: Tieflings begin play speaking Common and Abyssal.
Scaled Skin: A tiefling with this trait gains resistance 5 in the fire energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Skilled: Demon-Spawn: gain a +2 racial bonus on disable Device and perception checks.
Maw: These tieflings exhibit powerful, toothy maws. The tiefling can choose a bite attack that deals 1d6 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Class:Bloodrager ArchetypeSteelblood First Level:
Bloodline: Abyssal
Bloodrage: 43 [4 + 32 + 4 [con] + 3 [trait]
Bloodline power: claws At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier.
Indomitable Stance: gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Second Level:
Armored Swiftness: When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
third Level:
Blood sanctuary
Fourth Level:
Claws: At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance.
Blood casting,
bloodline power: Demonic Bulk (Su) when entering a bloodrage, you can choose to grow one size category larger than your base size.
eschew materials
Fifth Level:
Armor Training (Ex) reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1
sixth Level
Bloodline feat: Toughness
Seventh Level
Bloodline Spell: Ray of enfeeblement
Blood Deflection: At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough.
Ninth Level:
Bloodline Feat: Improved Bullrush
Armor Training (Ex) reduces the armor check penalty by 2 and increases the maximum Dexterity bonus allowed by his armor by 2
Tenth Level:
Bloodline spell: bull's strength
Eleventh Level:
Greater bloodrage: Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3.In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.
Twelfth level:
Claws: At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
Bloodline Feat: Improved Sunder
Bloodline Power: Abyssal Bloodrage: At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes –4 instead of –2.
Thirteenth Level
Bloodline Spell: Rage
Armor Training (Ex) reduces the armor check penalty by 3 and increases the maximum Dexterity bonus allowed by his armor by 3
Fourteenth Level
Indomitable will: +4 bonus on Will saves to resist enchantment spells while bloodraging.
Fifteenth:
Bloodline feat: Greater Fortitude
gains +1 to Nat AC from Baba Yaga
Sixteenth
Bloodline spell: Stone skin
Blood Deflection (Su)
Bloodline power:a primalist can choose to take either his bloodline power or two barbarian rage powers. two rage powers selected
renewed Vigor World Serpent Totem Unity
Seventeenth
Tireless bloodrage: At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Spells Per Day:1 st. Level: 4+1, 2nd. Level: 3+1 3rd Level: 2+1, 4th Level: 1+1,
Inventory Purchased:
Outfit, Traveler's: N/A 5 lbs
MW cold iron Glaive 316 gp. 10 lbs.
Alchemical Silver Kunai 22 gp. 2 lbs.
Barbarian Kit: 9 gp. 26 lbs. This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
rations @ 15: 15.75 gp. 15 lbs.
cold weather outfit: 8 gp. 7 lbs.
found :
snowshoes
Javelin @ 3, 6 lbs.
MW thieves tools: 2 lbs.
Ivory Ale Jack
Morningstar: 6 lbs.
Consumables: Ice Floe Elixir
Alchemist's Fire @ 3
Oil of Magic Weapon
Wand of True strike @ 5
Fairy Mead Aleskin @ 7 (same effect as Barbarian Chew)
Blood-Clotter Salve
potion of delay poison
arrows @ 68; 8 lbs.
coldiron arrows @ 56; 7 lbs.
Grappling arrow
Magic Items:
+ 5 Cold Resistant 10 Mitheral Plate
Labrys of the Stone Idol
+ 1 Treasonous Irrisen Human Bane Adamantine greatsword:
+1 ghost touched longsword
+1 giant bane longspear
+1 dragonbanethawing longspear
Frost Thunder HammerIce spell: [ ]
+1 flaming composite longbow (+5 str)
+ 2 Mosin-Nagant revolver
Handy haversack Crumoocks Jug
Silver Spiraling comet Brooch. Can be used as a holy symbol
Travelers any tool
Cracked Deep Red Shere: Disable Device
Cracked Pale Green Prism(+ 1 Attack) Cracked Pale Green Prism(+ 1 Saves)
Deep Red Sphere (Ioun Stone) +2 enhancement bonus to Dexterity.
Dusty Rose Prism (Ioun Stone) + 1 insight bonus to AC.
Cracked Dusty Rose Prism (Ioun Stone) + 1 competence bonus on initiative checks Cracked Incandescent Blue Sphere (Ioun Stone) +1 competence bonus to perception
Pink Rhomboid (Ioun Stone) +2 enhancement bonus to Constitution.
Tourmaline Sphere (Ioun Stone) When determining the number of negative hit points you must accrue to die, treat your Constitution score as if it were 2 higher.
Belt + 6 belt of Giant Strength
Body Body wrap of mighty strikes + 1
Chest Unfettered Shirt: allows freedom of movement
Eye's
Feet Feather Step Slippers
Hand
Head: Frontovik's Gas Mask
Headband: Headband of Mental Prowess +4 wis/cha
Neck: +4 amulet of natural armor
Shoulders: + 5 cloak of resitance (silver with red silhouette)
Wrists:
ring: Ring of Maniacal Devices
ring: Ring of Protection + 4
final items purchased
]8,000 gp. Runes of power 1st 2,000 gp. each @ 4 [ ], [ ], [ ], [, ]
23,000 gp. Runes of power 2nd 8,000 gp. Each @ 4 [X], [x], [ ], [ ],
6,000 gp. minor extend Metamagic rod would be (+1 spell level), 3,000 gp. Each @ 2 [X], [x], [x], [x], [ ], [ ], [ ],
8,000 gp. Page of spell knowledge 2nd level Resist Energy 4,000 gp. Each @ 2 [x], [ ],
3,600 gp. Elixir of elemental protection 1,800 gp. Each. @ 2 [x], [ ],
and
18,000 gp. Runes of power 3rd @ 1
money:
150 gp. - 149.4 gp.= .6 gp.
.6 gp + 72.75 (for sale of gear) = 73.33 gp.
13.33 - 5 gp. (for drunken stupor) = 68.33 gp.
68.33 -15.5 gp (purchased items) = 52.83 gp.
52.83 + 1,735.35 (loot) - 400 (bow) = 1,388.18 gp.
1,388.18 - 187.50 (wand clw) = 1,200.68 gp.
1,2000.68 gp. + 574.63 gp. = 1,775.31 gp.
1,775.31 gp. + 155 ( sold MW shortsword) - 312 gp ( purchased MW Lucern Hammer) = 1,618.31 gp.+ 5773.87gp = 7,392.18
7,392.18 gp - 4,000 gp for belt of Giant Strength = 3,392.18 gp remaining
3,392.18 gp. - 70 gp investment in Barrets fishing business = 3,322.18 gp
3,322.18 + 4,598.86 (Loot) = 7,921.04 gp.
7,921.04 gp - 4,000 gp (amulet of mighty fists) = 3,921.04 gp.
3,921.04 gp. + 1715.92gp (3/5/17) = 5,636.96 gp.
5,636.96 gp. + 10,225.83 gp. = 15,862.79 gp.
15,862.79 - 1,700 gp (scroll and reagent) = 14, 162.79 gp.
14, 162.79 gp. + 156 gp. sold MW Lucerne Hammer = 14,318.79 gp.
14,318.79 gp. - 750 (potion/remove blindness)- 3094.12 (giant bane spear) = 10,474.67 gp.
10,474.67 gp. - 100 gp (Gurra's shop) = 10,374.67 gp.
10,374.67 gp - 937.50 gp.(scroll) = 9,437.17 gp.
9,437.17 gp + 3,000 pg. (war chest) = 12,437.17 gp.
12,437.17 + 23,716. 83 = 36,154.00
36,154.00 + 26811.08gp = 62,965.08 gp.
62, 965.08 gp. - 28,750 gp. (Purchase from Z)= 34,215.08
34,215.08 gp. + 134,714.83 gp. (end of 5) = 168,929.91 gp. + 1833.33gp [more] = 170,763.24 gp.
170,763.24 gp. + 14,315 gp. [sold items] = 185,078.24 gp. - 181,050 gp. (Purchased from Shui) = 4,028.24 gp. (Remaining)
4,028.24 gp. + 101,512.46 gp = 105,540.7 gp.
105,540.7 gp. - 48,600 gp (from Mr. Z) = 56, 940.7 gp. Remaining
56, 940.7 gp. - 18,000 gp. (purchased on elemental plane) = 38,940.7 gp. (Remaining) - 35,308 gp. (gifts) = 3,632.7 gp. (before final cut) + 154,895.83gp. (final cut)
Carry capacity:
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.
backstory:
Bjorn ‘bearkiller’ was a Carl of the young Earl Brynjar ‘the wise,’ Bjorn was a great champion and a wealthy man in his own right in the twilight years of his fighting. After Earl Brynjar was victorious in the last border war he passed out gifts to his Carls and great men. To Bjorn he gave a beautiful slave named Erica. Unbeknownst to everyone she was a sorceress.
Bjorn’s wife Gilda was unhappy with the new slave. She was less happy when Bjorn married Erica. Truly upset when Erica became pregnant and bore him his fourth son: Einar. When Bjorn announced that Erica would become his primary wife it was the last straw. Gilda and her three adult sons went to Bjorn and insisted he change his mind. Being the man that he was, he did change his mind. He announced that he would give each of the sons their inheritance, one fifth of the land; Einar would have a double portion. He sold the rest of the slaves and livestock only keeping what Erica wanted and gave the remaining wealth to Erica. He then divorced Gilda and burned the farm house where they had lived to the ground. Moving himself, Erica and the young Einar to the hunting lodge in the high woods and living out the rest of his days there. Gilda and her sons complained to the Earl, but to no avail Bjorn was within his rights, and Gilda became an example of what happens to nagging wives.
Einar’s parents seemed to be happy there in the hunting cabin. Bjorn spent his time hunting for meat and trophies. He would take Einar with him teaching him the ways of the forest and of weapons. His mother was interested in the tombs in the mountains of the northern area where they lived, As a child Einar would accompany his father and mother, having better ‘niht vision’ than either, as they would explore the tombs and cairns in the northern mountains where they lived. His mother taught him how to deal with the traps inside the tombs.
When Einar was in his thirteenth year his parents took him to the village and Einar went through the grueling coming-of-age rituals of his tribe. Afterwards he took a blood oath of fealty to the Earl. The winter Einar was fifteen his father took ill and never recovering died at a ripe old age. Though there was bad blood between he and his half-brothers there was no open hostility until five years later.
The winter that Einar was twenty he was in the mountains exploring a cairn he had discovered. When he returned home he found the hunting cabin burned to the ground and his mother dead; finding track he followed them back to his brother’s homes. Experiencing the bloodrage for the first time he killed everyone in the longhouse and then set fire to it, as they had to him. The fire brought the attention of others and Einar, fatigued from the fighting was taken into custody before the Earl.
Earl Brynjar, now older and wiser, saw the opportunity to increase his own wealth substantially. He tried Einar for murder and found him guilty of killing his own family. Considering that the death of Einar’s mother was suspicious he banished Einar, declaring him ‘kinslayer’ instead of executing him. The result still placed all of Bjorn’s massive land wealth squarely in the Earls hands.
Einar was stripped of all land, weapons, armor, and possessions; except for the clothes on his back. He was then branded as a kinslayer, so all would know his crime, and banished. As he traveled south and west he traded his White-bear fur great cloak and expensive clothing for some meager items; surviving on what he could kill with club and sling which he had fashioned. He arrived in Kaer Maga a shadow of his former self, but determined to someday return to his father’s home and reap his revenge on the Earl.
Appearance:
At a quick glance Einar appears to be a stereotypical northerner. He is tall, over six and a half feet. He is thick and well-muscled moving easily in heavy armor and carrying a two handed weapon. His face is pale with a square set jaw, high cheekbones and deep set eyes. His hair is dark, cropped short in a soldier’s style making it harder to grab in a fight.
But it’s when you get closer that the differences of his mixed heritage begin to stand out. His pale face is a muted blue, and small scales can be seen. He hides his smile and when he does open his mouth small fangs are visible, his hair is short, but combed in a way to cover small black twisting horns. His fingernails are likewise black and appear well manicured, but in reality are razor sharp. Even his height is influenced by the blood of a Cambion ancestor.
The last thing that you notice about Einar’s appearance is the branded runes on his neck; identifying him, to anyone who can read skald, as a kinslayer.
Personality:
Einar is a study in contrast. At times his household was full of love and laughter, at times fights and deceptions. His father taught him family was most important but he killed his own brothers after they killed his mother. His mother always told him to be proud of who he is, but she did not tell him that he was a monster. He learned that from the children who only spoke when his parents weren’t around. He grew up loving the north and never wanting to leave. Now he may only return at the head of an army to overthrow the Earl who branded and expelled him.
On the Myers-Briggs scale ESTP - The Doer
Friendly, adaptable, action-oriented. "Doers" who are focused on immediate results. Living in the here-and-now, they're risk-takers who live fast-paced lifestyles. Impatient with long explanations. Extremely loyal to their peers, but not usually respectful of laws and rules if they get in the way of getting things done. Great people skills.
quotes:
calls up his demonic heritage; his body tranforms: His ankles and feet shift becoming more animal like, his hands also grew larger with talons, now appearing as claws, his maw extended and his eyes grew red, his small black horns became more prominent as his skin went from pale to shiny, emphasizing and enlarging the scales. Causing his Cambion ancestry to become very prominent. As he lets out a roar, ”Aaauuurrrggghhh.”
thus died Bjorn, Bites the neck in CDG
Thus died Ivan, tooth and claw, tried to punch him?
By the Numbers::
str. 28 @ + 9 damage or raging: str. 38 @ + 14 damage or raging: large. str. 40 @ + 15 damage = ( str: 18 @ 1st level, + 4 levels, + 6 belt + 6 greater rage + 4 abyssal bloodreage + 2 large)
Melee Attacks @ +27 regular or 32 raging = (17 level, + 1 ioun stone, + 9 str. Or + 14 str. @ Lg -1 penalty negates strength attack)
Ranged Attacks @ 22 = [17 level, + 1 ioun stone, + 4 dex. -1 @ lg. due to dex. Modifier]
Damage: one handed weapon: + 9 or + 14 or + 15
Damage: two handed weapon: + 13 or + 21 or + 22
PA @ + 10 or +15 @ -5 or FF @ 0