About Jale RaalQuick View Stats for Combat:
Initiative: +7
Rampage: 12 rounds/day
Jale's Tale:
According to the Raal:
Once ago, the world lay upon the Mother Leviathan's generous back as she swam through the skies. Verdant lands of rivers and forests, deserts and savannahs, jungles and polar plains, dotted with the ziggurats of her tribes of worthy attendants, of whom the Raal were among the least. A compact the Mother made with her folk, that they would train her whales, breeding them, caring for them and keeping them pure with mutations and new strains. And in return, those who were deemed the utmost were accorded the great honour of riding select whales - brave chieftesses, Whaleriders. But there were, among the unworthy, those who would seek to wrest power from the Mother, and secretly trained and rode whales not suited for riding, not promised as such by the wise among the folk. The unworthy waged unholy war on the loyal folk, and the battles of skyfire and errant technologies damaged the Mother - despite the best efforts of the wisest and most learned mothers, she sickened, and in time, died. And thus, the World broke. The Mother's writhing sent chunks of land hither and yon, and the Raal, humble trackers and herders were thrust apart from others of their kind, and in time, lost, wandered upon their own few islands, keeping their whale lore and wishing again to be counted pure and ascend to the art of whaleriding. ***** When the airships came, the Raal at first thought these were strange whaleriders, and welcomed them with open arms, gifts and the great treasures of their harvests. But these dank cousins, (if cousins they were, for did they not count men and not only women among their chiefs?) were uninterested in the Lore, uninterested in their gifts and treasures, and only interested in whales absentmindedly, as if as a passing notion. Their dead-whales (ships) spewed forth men and labourers and carts and tools and guns and steel....and death. A plague of illness the Raal were unused to, alcohol and drugs they were not familiar with, and, the greatest poison of all - greed. Within a generation the Raal were decimated by one evil or another, and in turmoil the Mothers reached far back into the Lore and summoned a great spell that destroyed the moored dead-whales and scattered the rest - trading posts splintered and men flung into the Churn. For herself, Jale knew not how much to believe of the tales, for she was born in the period after the 'Lition landed, and much of the fracturing of her folk was well entrenched. Her parents had moved deeper into the wilderness, it was true, and trained her in the ways of their people, but when they sickened and died leaving her with three brothers and a baby sister to care for Jale turned to the towns in the days before the Mother's final answer. She was lucky to be aboard ship when the cataclysm struck, having fostered her kin out with a half-sister who married a 'Lition soldier - Jale had snuck aboard a ship and was prising "valuables" from it when the disaster occurred. In the ensuing chaos, Jale jumped from freighter to frigate, clipper to tug, hiring herself out as an able airwoman, fit enough to rough it while aloft and deadly with her club and 'rang. Now, Jale finds herself among a misfit crew of possible-pirates and salvagers. She keeps to herself mostly, a nest of belongings is her space and hers alone. She scribbles notes, her scrawl almost illegible even unto herself - half-remembered snippets of the Lore, notes on whale sightings and any intelligence she can gather - on whales, the Leviathan or the lost Raal or other tribes who revere the Mother. But mostly, riding this dead-whale, Jale dreams the dream of her folk, of riding a whale, and with that her soul shall be free.
STATS:
25 point buy
Ability Scores Score (modifier) (point buy) (racial bonus) (level up) Str : 14 (+2) (5) Dex: 14 (+2) (5) Con: 14 (+2) (5) Int: 11 (+0) (0) (4th level) Wis: 16 (+2) (5) (+2 Human) Cha: 14 (+2) (5) DEFENSE:
AC: 21, touch 17, flat-footed 19 (+3 armor, + 2 Dex, + 3 Wis, +1 shield, +0 size, +1 savage bonus, +1 dodge, +1 enhancement) HP: 40 (Full first level (12), Half level x 3 = 18, +2 Con, +4 Favored Class, +4 Toughness) Fort +7 (4 + 2 + 1), Ref +7 (4 + 2 + 1), Will +5 (1 + 3 + 1) OFFENSE:
Initiative: +7 (+2 Dex, +1 danger sense, +4 improved initiative) Speed 30 ft. Base Atk: +4 CMB: +6 (+4 BAB, +2 str) CMD: 22 (10, +4 BAB, +2 str, +2 dex, +3 Wis +1 savage bonus)
Furious Blows +6/+6, 1d8+5 [+4 BAB, +2 Str, +1 Weapon Focus, -2 furious blows, +1 enhancement] [+4 THF, +1 enhancement] Ranged: Boomerang +6 1d6+2 x2 [+4 BAB, +2 Dex] [+2 Str] 30 ft. Gunstock Club +8, 1d8+3 x2 [+4 BAB, +2 Dex, +1 Weapon Focus, +1 enhancement] [+2 Str] 10 ft.
Favored Class Bonus Savage: Hit points Feats:
[3: 1 1st level, 1 Human, 1 3rd level]
Human:
1st Level:
3rd level
Traits:
Dirty Fighter When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. Campaign Trait TBD
SKILLS:
The savage’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). [+2 from tribal lore, Appraise, Perform] Skill Ranks per Level: 6 + Int modifier.
Languages: Common Savage Class Features:
The following are class features of the savage.
Weapon and Armor Proficiency
AC Bonus (Ex)
Furious Blows (Ex)
At 8th level, the savage can make two additional attacks when she uses furious blows, as if using Improved Two-Weapon Fighting (even if the savage does not meet the prerequisites for the feat). At 15th level, the savage can make three additional attacks using furious blows, as if using Greater Two-Weapon Fighting (even if the savage does not meet the prerequisites for the feat). A savage applies her full Strength bonus to her damage rolls for all successful attacks made with furious blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A savage may substitute disarm, sunder, and trip combat maneuvers for melee attacks as part of furious blows. A savage cannot use any weapon other than a savage weapon as part of furious blows. A savage with natural weapons cannot use such weapons as part of furious blows, nor can she make natural attacks in addition to her furious blows attacks. When wielding a greataxe, greatclub or great macuahuitl as part of furious blows the savage suffers a further -1 to each attack as these weapons are too heavy to effectively swing quickly. Primal State (Ex)
While rampaging (see below), a savage can also expend her primal state to gain the benefit of certain savage powers. She may still attain her primal state even if she has depleted all of her feral pool points (see below). Expending the primal state to power a feat, class feature, or any other ability only powers a single effect. A savage cannot gain the benefits of multiple abilities that require expending the primal state by expending the primal state once; each effect requires its own instance of expending the primal state. Rampage (Ex)
A savage can enter rampage as a free action. The total number of rounds of rampage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While rampaging, a savage gains a +2 morale bonus to Will saves and Acrobatics, Climb and Swim checks, and can call upon savage powers to aid her in combat. Additionally, for or every foe that the savage defeats during a rampage, she gains a number of temporary hit points equal to the foe’s HD. Defeating a foe can be in the form of reducing it to less than 0 hit points, rendering it unconscious through nonlethal damage, or rendering it unconscious in some other way. These temporary hit points can surpass the savage’s current maximum hit points, last for a number of rounds equal to the savage’s Constitution modifier and do not stack with themselves in the event of more than one defeat. A savage can end her rampage as a free action. Feats that affect rage, such as Extra Rage, apply to Rampage, where possible. Tribal Lore
Savage Power
A savage gains the benefits of some rage powers only by expending her primal state (though she does not need to be in her primal state to use others), and some of these powers require the savage to take an action first. Unless otherwise noted, a savage cannot select an individual power more than once. A savage may select from all monk bonus feats and the following rage powers — using those rage powers marked (*) expends the savage’s primal state:
Pathfinder® Roleplaying Game Core Rulebook™: clear mind*, fearless rage, guarded stance, internal fortitude, intimidating glare, knockback, low-light vision, mighty swing*, no escape*, powerful blow*, quick reflexes, raging climber, raging leaper, raging swimmer, renewed vigor*, rolling dodge, scent, strength surge*, superstition, surprise accuracy*, swift foot, terrifying howl, unexpected strike* Pathfinder® Roleplaying Game: Advanced Player’s Guide™: beast totem, beast totem greater, beast totem, lesser; boasting taunt, chaos totem, come and get me, disruptive, energy resistance, fiend totem, flesh wound*, ground breaker*, guarded life, hurling, hurling, greater; hurling, lesser; hurling charge, inspire ferocity, knockdown, overbearing advance; overbearing onslaught; reckless abandon, smasher, spell breaker, spirit totem, witch hunter Pathfinder® Roleplaying Game: Ultimate Combat™: auspicious mark*, bestial climber, bestial leaper, bestial swimmer, bleeding blow, body bludgeon, crippling blow, deadly accuracy, dragon totem, dragon totem resilience, eater of magic*, ghost rager, ground breaker, ground breaker, greater; guarded life greater, hive totem, hive totem resilience, lethal accuracy, primal scent, reflexive dodge, regenerative vigor, renewed life*, renewed vitality*, sharpened accuracy, spell sunder*, sprint, sunder enchantment, world serpent totem Forest Guardian Press: The Savage: death totem; death totem, greater; death totem, lesser Using those rage powers marked (*) expends the savage’s primal state. Any savage who meets a monk’s bonus feats’ or barbarian’s rage powers’ prerequisites can select and use that feat or rage power. Totem rage powers grant powers related to a theme. A savage cannot select from more than one group of totem rage powers; for example, a savage who selects a beast totem rage power cannot later choose to gain the chaos totem rage power. Uncanny Dodge (Ex)
If a savage already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Danger Sense (Ex)
Fast Movement (Ex)
Wild Resilience (Ex)
At 3rd level, the savage chooses a school of magic that she is exceptionally resistant to. A savage gains a +2 bonus on saving throws against spells and effects of her chosen school. Feral Pool (Ex)
As long as the savage has at least 1 point in her feral pool, and is currently in her primal state she can make a brutal strike. At 4th level, brutal strike allows her weapon attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her weapon attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. As long as the savage is in her primal state, by spending 1 point from her feral pool as a swift action, a savage can do one of the following:
The feral pool is replenished each morning after 8 hours of rest; these hours do not need to be consecutive. Staunch Recovery (Ex)
Rampage Powers:
Auspicious Mark Benefit: The savage has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that expends her primal state, the savage can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll. Dodge
GEAR:
Weapons: Weapons:
(Sub-total - 21 lbs, 22 gp) Armor: Wooden Armor (+1), AC +3; Max Dex +3, ACP -1, ASF 15%, 25 lbs., 20 gp Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 5 gp (Sub-total - 30 lbs., 25gp) Miscellaneous: Bedroll, 5 lbs, 1 sp. 1 sunrod, 1 lbs, 2gp. Trail Rations x2, 2 lbs., 1 gp (Sub-total 8 lbs., - 3.1 gp) Armor: Skill Equipment: Magic Miscellaneous: Mundane Miscellaneous Total equipment cost:
Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
|