Fenster the Blight

Luenvar Moot's page

1 post. Alias of BinkyBo.


About Luenvar Moot

CG Human Bloodrager (bloody-knuckled rowdy) 2
Init +2; Perc +5

Str 16 .. AC 17 tch 12 ff 15 [15/10/13]
Dex 14 .. hp 22
Con 16 .. BAB+2
Int 10 .. Fort+6
Wis 12 .. Ref+2
Cha 13 .. Will+1 [+3]

CMB+5 CMD 17; Move 30' (20')
SQ: Bloodrage +4Str, +4Con, +2 Will, -2AC (9/9 rds remaining)

Melee
blacksmith hammer +6 (1d4+3) [+8 (1d4+7) including power attack]
unarmed strike +5 (1d3+2) [+7 (1d3+7) including power attack]
heavy flail +5 (1d10+4/19-20x2) [+7 (1d10+10) including power attack]
Ranged
sling +4 (1d4+3) 50ft.

Skills
+6 Acrobatics 1(+3,+2)
+8 Climb 2(+3,+3)
+6 Craft (carpentry) 2(+3,+0)+1
+7 Heal 2(+3,+1)+1
+6 Intimidate 2(+3,+1)
+5 Perception 1(+3,+1)
+6 Profession (blacksmith) 2(+3,+1)
+6 Profession (sailor) 2(+3,+1)
+8 Swim 2(+3,+3)

Traits and Feats:
Traits
>Scarred Physiology: You gain a +1 natural armor bonus to AC, but your
body does not work as a normal creature's would. You become sickened
for 1 round anytime you receive magical healing. (blighted physiology)
>Rough and Ready: When you use a tool of your trade (requiring at least
1 rank in the appropriate Craft or Profession skill) as a weapon, you
do not take the improvised weapon penalty and instead receive a +1
trait bonus on your attack. This trait is commonly used with shovels,
picks, blacksmith hammers, and other sturdy tools — lutes and brooms
make terribly fragile weapons.
>Ship’s Surgeon: You gain a +1 trait bonus on Craft (carpentry) and Heal
checks, and Heal is a class skill for you.
>Scarred: (drawback) You take a –5 penalty on Disguise checks and a –2
penalty on Bluff checks.

Feats
(b)Improved Unarmed Strike
Power Attack
Improved Overrun
(b)Snapping Turtle Style

Class Abilities:

Bloodrage (Su): (9rds/day) 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
bloodrage multiple times during a single encounter or combat. If a
bloodrager falls unconscious, his bloodrage immediately ends, placing
him in peril of death.

--Kyton Bloodline--
>Painful Strike (Su): At 1st level, when you confirm a critical hit, the
target is sickened for a number of rounds equal to 1/2 your bloodrager
level (minimum 1). During this time, the creature must succeed at a
concentration check (DC = 15 + the spell's level) in order to cast a
spell.

--Bloody-knuckled Rowdy--
>Bloody Knuckles: The bloody-knuckled rowdy does not gain damage
reduction.

>Reduced Spells Known: The bloody-knuckled rowdy focuses more on
fighting tactics and less on his natural arcane powers. He receives one
fewer spell known at each spell level.
This ability modifies bloodrager spellcasting.

>Pugilist (Ex): At 1st level, a bloody-knuckled rowdy gains Improved
Unarmed Strike as a bonus feat.
This ability replaces fast movement.

>Combat Style Student: At 2nd level, a bloody-knuckled rowdy gains a
bonus feat. This bonus feat must be a style feat or a feat with a style
feat as a prerequisite. The bloody-knuckled rowdy treats his bloodrager
levels as monk levels when qualifying for and calculating the effects
of style feats and feats that have style feats as prerequisites.

Worn Gear (36 lbs.) Armored Coat, Heavy Flail, Sling, Artisan's Outfit,
Leather Apron, blacksmith hammer.
Backpack (22 lbs.) healer's kit (10), 10 trail rations, carpentry
tools (common artisan), surgeon's tools, blacksmith tools (common
artisan), waterskin.
Encumbrance 58/76 light Wealth g

Luenvar's critical moment:

A group of thugs pass the Armorer storefront.. one stops short
when he sees Luenvar, and enters. He asks, as an icebreaker "Got a bit of
sidework for the right type. You got that look about'cha What's your story?
"

Luenvar shrugs, and answers.. "Well... my folks didn't think much
o'me.. on account of me being born diff'rent and all. Made some friends
with some local young toughs... who kept me around to scare other
urchins off our turf. One o'their folks sorta took me in. Seemed
nice.
" Luenvar is lost in thought a moment.. twirling his hammer.
The "bandit recruiter" sighs, and clears his throat.

Luenvar continues... "If yer in a hurry I'll keep it short.. deep down
they weren't any normal kind o'nice. They were part of a secret fold of
demon worshipers, and said I might have something special about
me.. that'd make me some kinda prodigy or something.
"

He unties his leather apron, and lifts his shirt to show he's so
covered in scar tissue, his torso looks like a skinned animal.
"Got me a good thousand scars or more before I started thinking all
their high hopes and doting.. and that sense of worth.. just wasn't
worth it. Ducked out, wandered a bit, ended up here...
Fixing armor mostly.. couple years now. I-
"

The "bandit recruiter" cuts him off "So you in or out? Could use
one more guy for a caravan ambush. "Uninvited" merchant movin his business
into town. Got a guy on the inside - one of his escorts. Four daughters are
spoken for, but the wife and one-fifth of the take are up for grabs. I figure
your mug'll help dissuade 'em from putting up a fight. Going now.
And I mean.. right now.
"
After an stone-faced silence nearly too long for the bandit to endure...
"I'll come along."

Though he new he'd be fired for walking off the job, it was his boss's
wife and daughters suffering such an ordeal he thought about which
turned his guts to tangled twine. Luenvar followed. The backs of the
bandits' bobbing heads were such tempting targets, but he held on to
his rage until the encounter commenced... clenched and chanting
internally.. "I will not be called murderer, but I will end this scum..."

background:
Luenvar comes from a long line of sorcerers with a history of demon
worship in the family. Their trade was sales of minor to moderate magic
- wands were their specialty. His family members were all beautiful
people including his soft-spoken twin sister, May Tilda Moot. Luenvar was
born a homely brute, and did not seem to possess the familial gift of
sorcery.

All he remembers is the pain of torture.. strung up and lashed by
chains. He does not recall it was the will of his family and their
colleagues.

After his "critical moment" he discovered that the bandits were
connected to a powerful underworld element. Sticking around would put
the few he cared about in jeopardy. He signed on as crew of mercenary
mariners, and learned what he could about sailing and ship repairs.

He came to enjoy being out at sea, and being among other brutes and
those who did not fear his visage. The crew were his first true
comrades in life, and he'd do anything to protect them from harm. After
the ship's doctor fouled up once too often due to tremors and drunkenness,
Luenvar took over the role.

personality and appearance:
Though not bulging with muscles, Luenvar has a very large frame. He is a
little slow-moving and a bit hunched, and not especially concerned with
hygiene.

He is slow to anger, but seeing good people put in danger or hurt puts
him into a blind rage. He does not read social cues well, but will
often play dumber than he is when people are being "clever" with insults
toward him. "Say what you will about me... I can take it, but watch
your tongue toward those who are kind to me
"

Luenvar gives little thought to the concept of good and evil for the most
part - he accepts those who accept him. However he loathes those who
inflict harm on innocents.. particularly if they seem to take pleasure
in violent acts against a weaker foe.