Villamar Koth

Lysimachos's page

149 posts. Alias of Decimus Observet.


Full Name

Lysimachos

Race

| HP: 31/54 (Raging: __/63) | AC: 16 (13 Tch, 13 Fl), DR 1/- | CMB: +4, CMD: 16 | F: +8, R: +4, W: +4, +2 vs spells | Init: +3 | Per: +4

Classes/Levels

| Speed 40ft | Rage | Spells: None | Active conditions: Rage 2/11, AC Now 14

Gender

Male NG Human (Intori) Berserker 3 (invulnerable rager)

Size

Medium, 6' 8"

Age

31

Alignment

Neutral Good

Languages

Handcant, Intor

Occupation

Outcast

Strength 19
Dexterity 16
Constitution 20
Intelligence 10
Wisdom 16
Charisma 6

About Lysimachos

Lysimachos
Male Human (Intori) Berserker 3 (Invulnerable Rager)
Neutral Good Medium Humanoid (human)
Init +3; Senses Perception +4

Favoured Class: Berserker

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Defense
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AC 16, touch 13, flat-footed 12 ( [10 +3 Dex +3 Mwk Hide Shirt]
hp 54 (63 when raging) (3 HD; max hp 12+5+FCB 1)
Fort +8, Ref +4, Will +4, +2 morale vs spells etc

DR 1/-

DR 2/- against Non-Lethal Damage

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Offense
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Speed 40 ft. (30 ft in medium armour)

In a conflict that is being observed by others not involved in the conflict, you gain a +1 bonus on attack rolls and skill checks.

Melee +2 to attack and damage when raging

+1 Lucerne Hammer +8 1d12+5 x2 — 12 lbs. B or P brace, reach, see text 315g
Mwk Battleaxe +8 1d8+4 x3 — 6 lbs. S 15g
Mwk Cold Iron Cestus +8 1d4+4 19-20/x2 — 1 lb. B or P monk 10g
Alchemical Silver Dagger +7 1d4+3 19-20/x2 10 ft. 1 lb. P or S 22g

Ranged
Composite Longbow +6 1d8 x3 110 ft. 3 lbs. P Strength (-) 100g
Sling +7 1d4+4 x2 50 ft. — B __

20 bullets
20 arrows
20 cold iron arrows
15 alchemical silver arrows

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Statistics
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Human (Intori) +2 Str, +2 Con, -2 Cha
Str 19, Dex 16, Con 20, Int 10, Wis 16, Cha 6

Base Atk +3; CMB +4; CMD 16

Feats
Weapon Finesse (Granted)
Power Attack (Granted)
Deadly Aim (Granted)
Combat Expertise (Granted)

L1: Endurance, Intori: Combat Reflexes, Story Feat: Shamed
L3: Raging Vitality

Combat Reflexes (Combat)
You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Endurance
Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Raging Vitality
While raging, you are full of vigor and health.

Prerequisites: Con 15, rage class feature.

Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Shamed (Story)
A past humiliation haunts you to this day.

Prerequisite: You must have been publicly embarrassed, or must have the Bastard Born background. If the embarrassment didn’t cause significant harm to your personal honor or social standing, it does not qualify for the feat prerequisites. The humiliation doesn’t need to have been unjustified.

Benefit: Being observed drives you to excel. When you’re in a conflict that is being observed by others not involved in the conflict, you gain a +1 bonus on attack rolls and skill checks.

Goal: You can complete this goal in one of two fashions. First, thwart a chosen foe in a fashion that clearly establishes your superiority to the general public. Second, prove your worth another way, like gaining a title or becoming the chosen hero of a region.

Completion Benefit: Your newfound confidence gives you temporary hit points equal to your character level. These temporary hit points last until lost and refresh any time you rest long enough for natural healing to occur, whether or not any healing actually occurs.

Skills
Class Skills

Acrobatics, Athletics, Nature

Skill Points: 2 + (half Int modifier)/level +1 human

Armour Check Penalty: 0

+Acrobatics +7 |+3 Dex +1 rank +3 class skill
+Athletics +9 |+4 Str +2 rank +3 class skill
Finesse +3 |+3 Dex +0 rank
Influence -2 |-2 Cha +0 rank
+Nature +4 |+0 Int +1 rank +3 class skill
Perception +4 |+3 Wis +1 rank
Performance +3 |+3 Dex +0 rank
Religion +1 |+0 Int +1 rank
Society +1 |+0 Int +1 rank
Spellcraft +0 |+0 Int +0 rank
Stealth +4 |+3 Dex +1 rank
Survival +4 |+3 Wis +1 rank

Languages
Handcant, Intor

Special Qualities
Bonus Feat: Intori select one extra combat feat at 1st level, at +6, +11, and +16 BAB.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Hunri:

(Sphere of Influence: Madness; Favored Weapon Group: Any (while raging); Favored Skill: Acrobatics)

Hunri does not bother with the things that the other Gods do: things like worshippers or bastions of faith. Hunri is instead the wandering storm that destroys a village, or the religious fervor that can grip the heart of man and burn out of control.

Hunri's so-called specialty priests reflect his insanity as well: they rampage wherever their ire is raised, regardless of the wants or needs of those who are cursed by him. Hunri has declared war on each of the other gods at one time or another, but eventually his ire fades as another whim overtakes him.

Gear
Explorer's Outfit ___

+1 Lucerne Hammer 2015g
Mwk Battleaxe 315g
Mwk Cold Iron Cestus 310g
Alchemical Silver Dagger 22g

Ranged
Composite Longbow 100g
Sling __
20 bullets 0.2g
20 arrows 1g
20 cold iron arrows 2g
15 alchemical silver arrows 30.75g

Mwk Hide Shirt 170g

Iron Holy Symbol 5g

Fighter's Kit with Mwk Backpack 57g

This kit includes a mwk backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Starting Gold: 3,000g
Spent: 2,990.95g

Gold Remaining: 9.05g

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Class Abilities
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Weapon and Armor Proficiency
A berserker is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)
A berserker’s land speed is faster than the norm for her 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 berserker’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the berserker’s land speed.

Rage (Ex) 11/11
A berserker can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a berserker can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a berserker can rage per day. A berserker can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a berserker gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the berserker 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A berserker can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A berserker cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a berserker falls unconscious, her rage immediately ends, placing her in peril of death.

When a berserker activates their rage (which has the same duration, action, and rounds/day as a normal berserker), a berserker also gains one of the following benefits (chosen when they first gain a level in this class, and once chosen can't be changed):

Spell-Like Abilities:
When a berserker rages, choose one of the following spells and apply its effects to themselves:

blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as they continue raging, regardless of the spell’s normal duration.

At 6th level, they gain two spell effects, and can choose one from the list at 1st level and one from the following list:

Displacement, Fly, Haste, or Heroism.

At 12th level, they gain 3 spell effects, one chosen from each of the preceding lists, and one from the following list:

Deathward, Freedom of Movement, Life Bubble, or Planar Adaptation.

Finally, at 18th level, they can activate 4 simultaneous abilities, one from each of the previous lists and a modified version of the Mind Blank spell, that has no effect on their own abilities or the abilities of anyone the berserker considers an ally.

Each time the berserker rages, they may select a different spell-like ability from each list, and the caster level for all spell-like abilities are equal to the character's berserker class level

Rage Powers (Ex)
As a berserker gains levels, she learns to use her rage in new ways. Starting at 2nd level, a berserker gains a rage power. She gains another rage power for every two levels of berserker attained after 2nd level. A berserker gains the benefits of rage powers only while raging, and some of these powers require the berserker to take an action first. Unless otherwise noted, a berserker cannot select an individual power more than once.

Any berserker who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A berserker cannot select from more than one group of totem rage powers; for example, a berserker who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).

Superstition (Ex)
Benefit: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Invulnerability (Ex)
At 2nd level, the invulnerable rager gains DR/— equal to half her berserker level. This damage reduction is doubled against nonlethal damage.

This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the berserker gains 1 point of fire or cold resistance for every three levels beyond 3rd.

This ability replaces trap sense.

Rage Powers: The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.

Appearance:

Lysimachos is a very tall, superbly muscled man, and yet graceful on his feet. Some would call him an exemplar of Intori martial nobility - if they did not look too closely. His dark brown eyes are surrounded with tension lines and his brown hair is thick and wild. His body covered in scars, the newer ones more numerous and ragged. He wears the holy symbol of Hunri openly over a fine hide shirt, to give others fair warning.

Personality:

Lysimachos tries to do good despite the "gifts" of Hunri, especially for his homeland, whether or not he can return there. He is not one to break down and wait for death, regardless of his circumstances. He is however willing to take great risks for swift victory, preferring lightning attacks beloved by the Intori. He believes there was and is a weakness in his soul that allowed Hunri to seize him, and he despises that.

Background:

Lysimachos was born the third son of a mid-ranking officer in the Intori military, a cadet branch of one of the twenty ruling families. His innate physical prowess and sheer willpower, combined with sufficient noble blood, meant that he gained great respect and many honours battling marauders and abominations alike. He made a few enemies, but none who would dare oppose him.

And then one day in the midst of a critical battle against a Benthali warlord, he prayed for victory over his foes.

Hunri took notice of Lysimachos - and granted him gifts.

In full view of the cream of the Intori military, Lysimachos tore into the Benthali ranks, a great thirst for killing upon him. He slew the Benthali warlord and broke the morale of the foe. But as the Benthali fled swiftly, Lysimachos' rage did not subside, and as his comrades-in-arms rushed up to support him, he charged at them with madness in his eyes.

He slew six before he could be disarmed and disabled.

Realising that he was now marked by Hunri, and in light of many years of great service, he was quietly offered a choice once reason returned to him. Kill himself there and then - or be turned out into the Benthali wilderness, never to return to the Republic.

In a heartbeat, Lysimachos chose the latter and vowed to somehow, someday make amends for his loss of control, his weakness.