At Gold Goblin: dandy brush, 10 days of carnivore animal feed, whet bone
At the camp: normal tent (20 lbs), bedroll (5 lbs; from Grunyn)
Carrying Capacity current load: 74 lbs; Light Load 0-76 lbs, Medium Load 77-153 lbs, Heavy Load 154-230 lbs
Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Bloodrager. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level.
The bloodrager's selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
Improved Uncanny Dodge At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Damage Reduction At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Intimidating Glare: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Battle Roar: When the character successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of sonic damage to that opponent. A character must be at least 6th level and have the intimidating glare rage power to select this rage power.
The man known as Mutt was born to unknown parents, a Varisian and a Shoanti, and was taken into slavery by a cruel crime lord. He raised the child to be a servant. However, when he noticed how he beat the other, older boys, he decided that he had a potential cash cow.
He trained the boy to become a fighter, torturing him when he got something wrong. When the boy’s first match came at age 13, he entered the circle, introduced as “Mutt” due to his mixed heritage. The opponent was a stronger boy, older by 3 years. The match began as one sided, the older boy beating Mutt to near submission. Mutt felt a rage that he hadn’t felt before. A rage he couldn't control. He blacked out. When he came to, he was surrounded by cheers, his fists bloodied, and the older boy in near death.
It continued like this for years, Mutt fighting with his fists and weapons, eventually falling into his rage. He fought all manner of men and beast. All for the profit of his master would continued to treat him poorly. While he fought, he met some of the other fighters and formed acquaintanceships with them. The closest friendship he had was with a Shoanti brave from the Sklar-Quah. The brave told him about his Shoanti heritage. He did things like give him tattoos and, being a barbarian, teach Mutt how to harness his rage. However, the brave told him that there was more to him. Something… special to his rage. Like a touch of destiny was preventing him from falling in battle.
Eventually, when Mutt was 21, he was sent to another fight. This time, his opponent was the Shoanti brave. Mutt was mortified and refused to fight him. The brave, however, forced Mutt into it, calling it his final lesson. When the brutal fight was over, the brave was lying on the dirty floor, dying. However, he was smiling, telling Mutt that he would make a great warrior.
That was the final straw for Mutt. When his master was asleep, he broke out of his room, grabbed his weapons, and killed his master. Mutt then killed all of the gang members and guards. Finally, he set the building on fire and left Kaer Maga.
Mutt knew that he couldn't survive on his own, he wasn’t in a position to. So he decided to flee to Riddleport. He hoped to meager out some living there. Maybe as a bodyguard or bouncer. They were always hiring muscle in a pirate city…
If there’s one word that can describe Mutt, it’s angry. Mutt seems to be in a constant state of anger. Even when he’s calm, you can tell the slight signs of anger. He’s always looking for a fight and any excuse to bring one out. He believes that will help in relieving the ever-present anger. He often rushes into things without thinking, believing that whatever the challenge, he can destroy it.