Full Name |
Lars Ullrich |
Race |
Human |
Classes/Levels |
Skald (1)/Bloodrager 1 Init +1 HP 19/19 AC 16 T11 FF15 Fort +3 Ref +1 Will+2 spd 30 Per+4 Inspired Rage 13/13 |
Gender |
Male |
Size |
medium 5'11" 185 lbs |
Age |
19 |
Special Abilities |
Inspired Rage (13/13) |
Alignment |
CN |
Deity |
Gorum |
Strength |
13 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
10 |
Charisma |
18 |
About Lars Ullrich
20 points buy
STR 13(3) Dex 12 (2) Con 13 (3) Int 12 (2) Wis 10 Cha 16 (10)
Racial bonus +2 Cha
Name Lars Ulrich
Sex Male
Race Human
Class Skald/bloodrager
Level 1/1
God Gorum
Alignement CN
Init +1 ; Senses .; Perception +4
Favored Class: Skald
FC bonus:+1 Skill
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Defense
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AC 16, touch 11, flat-footed 15 (+ 4 armor,+1 shield + 1 Dex)
hp (12)
Bab +1 Cmb+2 CMd13
Fort +3
Ref +1
Will +2
Defensive Abilities
Weapon and Armor Proficiency: A skald/ !bloodrager is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even while using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.
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Offense
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Speed 30
Melee
Msw Cold Iron Bastard sword +3, 1d10+1, Crit 19 *2
Dagger +1 1d4+1, crit 19-20 *2
Ranged
Light crossbow, +1, 1d8+1, range 80, Crit 19 *2
Special Attacks
Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. 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 a bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
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Statistics
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Str 13 Dex 12 Con 13 Int 12 Wis 10 Cha 18
Base Atk +1; CMB +2; CMD 13
Feats
Hum Toughness (+3HP L1, +1hp/level at levl 4+)
L1 Exotic Weapon proficiency (Bastard sword)
PFS: Extra performance +6 rounds
Traits
Bloodthirsty: You have a vicious streak, and nothing satisfies you more than warm blood on your hands and blade. Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.
Disdainful Defender: You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.
Skills (4 base+1 Int+1 FC+ 1 Race=7 sk/6 Bl)
Acrobatics +6 Rank 2
Diplomacy +8
Intimidate +9 Rank 2
Know-Arcana +5
Perform-Percussion+8
Perfom-Singing +8
Perception+4
Handle animal+8
Survival +5 Rank 2
ride+4
Languages Common, Ulfen, Draconic
SQ
Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.
Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. (7/d)
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Fast Movement (Ex): A bloodrager's base 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 base speed.
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Equipment & Money
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Starting Money:150
Combat Gear:
Defense:Lamellar Leather, Light wooden shield
Offense:Msw Cold Iron Bastard sword, dagger, light crossbow, 10 bolts
Other gear:Bard's kit (a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.), 1 flask of Alchemic fire, 1 CLW potion
Spare money:
PP:
GP:484+504+50=1038
SP:5
CP:
Other valuables:
Carried weight
Armor&shield 25+5=30
Weapons 6+1+4=11
Gear 33.5
Total 30+11+33.5=74.5
Encumbrance: Medium
Light 0-50
Med 51-100
Heavy 101-150
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Magic
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Spells known
Cantrips (4) Daze, Detect Magic, Dancing Lights, Resistance
Level 1 (2)Unprepared Combattant, Cause Fear
Spells/day (DC 14+spell level)
L0 :3
L1: 2
Bloodrager Bloodline
Elemental (Water)
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.
Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. 'Cold)
Looks & Personality
Background 
PFS 133884-10
[dice=Dayjob, perform]1d20+8[/dice]
XP 4
PP 8/8
Adventures
Overflow Archives 6-15
In service to Lore
Confirmation
Scourge of the farheavens 9-18