Dwarf Fighter

Magnus Thorson's page

5 posts. Alias of Jubal Breakbottle.


Full Name

Magnus Thorson the Thunderer

Race

Human (Ulfen)

Classes/Levels

Sea Reaver | HP 52/52 | Rage 11/11

Stats:
AC 15/12/13 | Fort +8 Ref +3 Will +6 | Init. +2 | Perception +11, 60-ft. Darkvision | CM +8/20

Gender

Male

Size

Medium

Age

Adult

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Magnus Thorson

PICTURES
1. Pretty good redition with axe and spear
2. When the spear is his number one weapon - front
3. When the spear is his number one weapon - back
4. Eventually with Mjolnir 1
5. Eventually with Mjolnir 2
6. Eventually with Mjolnir 3

Experience: 15,000
To Next Level: 23,000
Favored Class Cleric
Hero Points 3

Magnus Thorson
Chaotic Neutral Medium humanoid (human) & outsider (native)
Male Aasimar (Angel-blooded) Barbarian (sea reaver) 2 / Cleric 3
Initiative +2; Senses Perception +11, Low-light vision & Darkvision (see perfectly in the dark up to 60 feet.)
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AC 15, touch 12, flat-footed 13 (+3 armor +2 dex)
HP 52 (12+12 +3d8 +2x5 Con +1x3 favored class)
Fort +8, Ref +3, Will +6; +2 trait bonus on all saving throws against charm and compulsion effects; +2 racial bonus on saving throws against disease and mind-affecting effects
Defensive Abilities
- Celestial Resistance (acid resistance 5, cold resistance 5, and electricity resistance 5)
- Birthmark (+2 trait bonus on all saving throws against charm and compulsion effects)
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Speed 40 ft/x4 {+10-ft from Travel domain)
Melee Boarding axe +8 (1d6+4) x3
Melee Club +8 (1d6+4) x2
Melee Spear +8 (1d8+4) x3 Range 20-ft.
Ranged Spear +6 (1d8+4) x3 Range 20-ft.
Ranged Sling & bullets +6 (1d4+4) x2 Range 50-ft.
Ranged touch Storm Burst (Sp) +6 (1d6+1 nonlethal damage & –2 penalty on attack rolls for 1 round) Range 30-ft. 6 per day
Offensive Abilities
- Rage 11 rounds per day. +4 Str & +4 Con, +2 Will, -2 AC: +2 melee attack & damage, +10 hp, +2 Fort
- Power Attack One-handed: -2 attack +4 damage. Two-handed: +6 damage
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Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 10
BAB +4, CMB +8, CMD 20 (+4 BAB +4 Str +2 Dex)
FEATS
Armor Proficiency (Light) – Barbarian (sea reaver)
Shield Proficiency (all but Tower) – Barbarian (sea reaver)
Weapon Proficiencies (Simple & Martial) – Barbarian (sea reaver)
Power Attack – 1st level
Armor Proficiency (Medium) – Cleric
Selective Channeling – 3rd level
Furious Focus – 5th level

TRAITS

Berserker of the Society (Combat) You may use your rage ability for 3 additional rounds per day.

Birthmark (Faith) This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

SKILLS
14 ranks = 4 +4 +3*2
(1) Acrobatics* +6 / +5*
(1) Climb* +8 / +7*
(1) Intimidate +4
(1) Heal +9 (Angelkin)
(1) Knowledge (planes) +6 (Angelkin)
(5) Perception +11
(1) Profession (sailor) +7
(1) Sense Motive +7
(1) Spellcraft +4
(1) Swim* +8

*Armor Check Penalty Wooden armor -1 (-0 Swim)

Languages Common

EXTRAORDINARY & SUPERNATURAL ABILITIES

Scion of Humanity An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Rage (Ex) 11 per day. A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian 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 barbarian can rage per day. A barbarian 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 barbarian 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 barbarian 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 barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian 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 barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Moment of Clarity (Ex) The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day.

Marine Terror (Ex) A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement.

Eyes of the Sorm (Ex) At 2nd level, a sea reaver ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved. This ability replaces uncanny dodge.

Chaotic Aura (Ex) A cleric has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Positive Channeling (Su) 3 per day & 2d6 DC 11. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Agile Feet (Su): 6 per day. As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

SPELLS & SPELL-LIKE ABILITIES

Spell-casting
Concentration check +6
Spell DC = 3 + spell level
Domains: Travel, Weather
Spontaneous Casting of “heal” spells

Spells Known
0th – level: All cleric
1st – level: All cleric, Domain (longstrider, obscuring mist)
2nd – level: All cleric, Domain (Locate Object, fog cloud)

Spells Prepared
0th – level (4 at-will): Create Water, Guidance, Spark, Stabilize
1st – level (3+1 per day): Obscuring Mist, Bless, Protection from Evil, (1) open slot
2nd – level (2+1 per day): Fog Cloud, Shatter, (1) open slot

Storm Burst (Sp): 6 per day. 1d6+1 nonlethal damage. As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage +1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spell-Like Ability (Sp): 1 per day. Angelkin can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).
Gillman Medium, swim speed 30+10=40 feet

EQUIPMENT

Worn
(free) Explorer’s Outfit – 8 lb.
(20 gp) Wooden armor – 25 lb.
(6 gp) Boarding axe – 3 lb.
(2 gp) Spear – 6 lb.
(2 sp) Sling & bullets (20) – 10 lb.
(free) Club – 3 lb.

(1 sp) Hammock – 3 lb.
(1 sp) Bedroll – 5 lb.
(2 sp) Mess kit – 1 lb.

Current Load 64 lb.

Currency 1 gp, 4 sp

Carrying Capacity
Light (0-100 lb.); Medium (101-200 lb.); Heavy (201-300 lb.);

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DESCRIPTION
Age Adult Height 6-ft, 6-in Weight 280 lb.
Hair dirty blond Eyes bold blue eyes
Magnus initially appears as a typical large Ulfen viking with a muscular physique, broad shoulders, dirty blond hair and beard, and bold blue eyes. Unlike other Ulfen, his grooming and clothes are regularly unkempt. Besides his unusual hygienic habits, perceptive individuals can notice two unnatural quirks. First, his shoulder length hair continues to waft in a light breeze, even in dead calm air. Second, his feet do not always impact the ground when he moves, allowing him to be unusually fast and avoid obstacles.

PERSONALITY
Magnus lives big and loud enjoying life and all its adventures in the moment, especially during the worst of storms. He does not pray or cast spells per se. He just does what he wants to do. His skill in Spellcraft represents only intuition about magic items and effects.

BACKGROUND
The Eye of Abendego appeared in 4606 AR in what was then known as the Abendego Gulf. Although the exact cause of its appearance is unknown, it came into being after three weeks of tempest following the death of Aroden, and remains as the greatest physical evidence of the event. The creation of the Eye took immense, unnatural lawful power to form, sustain, and fix the enormous hurricane.

Gozreh raged! They tricked him! The Sky Father spent subsequent decades unsuccessfully attempting to undo what was done. Beyond the pain that the order of the fixed point of the Eye caused His chaotic nature, he felt guilt: an emotion that immortals were unaccustomed. It was the aspect of the goddess of the wave and surf that took action. She plucked the Guilt and Rage about the Eye from the Sky Father, and cast it into Golarion. The male divine chaotic Emotions formed a mortal soul in whose arduous lifespan would grind down the divine Emotions. In whose death, Gozreh the Sky Father would be made whole, recovering the mortal spark and accepting the events of the Eye.

This mortal would become known as Magnus Thorson. Waves and surf washed him ashore in the Lands of the Linnorm Kings. Completely ignorant of his origin resembling an amnesiac, he would be adopted by the Ulfen Viking captain Thor to replace his dead son Magnus.

ADVANCEMENT:

6th – Cleric
7th – Cleric
8th – Cleric
9th – Cleric