"Mutt"'s page

1,005 posts. Alias of tieflingwizard.

Full Name



Human (Varisian/Shoanti)


Bloodrager (primalist) 9 | AC 19 T 12 FF 19 | Damage Reduction 1/- | HP 54/90 | F +10 R +4 W +6 (+1 morale bonus to all saves vs fear) | Init +4 | Perc +13


'Zov' Male





Special Abilities

Bloodline, bloodrage, destined strike, fated bloodrager, uncanny dodge, damage reduction, blood sanctuary, improved uncanny dodge, fast movement, blood casting


Chaotic Neutral








Former slave, ex pit fighter

Strength 18
Dexterity 11
Constitution 16
Intelligence 10
Wisdom 12
Charisma 16

About "Mutt"

Male human bloodrager (primalist) 9
CN Medium humanoid (human) (varisian/shoanti)
Deity Gorum
Homeland Varisia
Init +4; Senses Perception +13
AC 19, touch 12, flat-footed 19 (+6 armor, +0 Dex, +1 luck bonus, +1 natural armor, +1 deflection)
hp 90
Fort +10 (+14 to avoid nonlethal damage from hot or cold environments) (+14 to resist damage from suffocation), Ref +4, Will +6
Defensive Abilities Damage Reduction 1/-
Speed 40 feet
Melee +1 elf bane furious greataxe +14/+9 (+16/+11) (1d12+5/x3) (deals extra 2d6+2 to elves) or
masterwork cold iron war hammer +14/+9 (1d8+4/x3) or
+1 keen greatsword +14/+9 (2d6+5/17-20/x2) or
+1 pickaxe +14/+9 (1d8+5/x4)
Special Attacks rage (39 rounds/day)
Bloodrager Spells Known (CL 9th; concentration +12):
2nd (3/day) - Ablative Barrier, Animal Aspect, Ironskin, Shield
1st (4/day) - Burning Hands, Cheetah's Speed, Enlarge Person, Long Arm, True Strike
Bloodraging Statistics When bloodraging, Mutt’s statistics are AC 15, touch 9, flat-footed 15; hp 108; Fort +11 (+15 to avoid nonlethal damage from hot or cold environments) (+15 to resist damage from suffocation), Will +7; Melee +1 elf bane furious greataxe +18/+13 (+20/+15) (1d12+9/x3) (deals extra 2d6+2 to elves) or masterwork cold iron warhammer +16/+11 (1d8+6/x3) or masterwork longsword +16/+11 (1d8+6/19-20) or +1 pickaxe +16/+11 (1d8+7/x4); Str 22, Con 20; CMB +15; CMD 25; Skills Climb +13, Swim +10 (+14 to resist nonlethal damage from exhaustion); for raging song: no blood casting, no bloodrager bloodlines (must activate own rage), no rage powers, spirit mote attack +10 dealing 1d4+4 negative energy damage
Str 18 (+4), Dex 11 (+0), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
Base Atk +9/+4; CMB +13; CMD 23
Feats Arcane Strike, Blooded Arcane Strike, Endurance, Eschew Materials, Extra Rage, Extra Rage, Improved Initiative, Power Attack, Toughness
Traits Armor Expert, Auspicious Tattoo, Looking for Work
Skills Climb +11, Handle Animal +10, Intimidate +16, Linguistics +1, Knowledge (arcana) +5, Perception +13, Spellcraft +8, Survival +12, Swim +8 (+12 to resist nonlethal damage from exhaustion)
Languages Common, Elven
SQ bloodline (destined), blood sanctuary, damage reduction, improved uncanny dodge, fast movement, rage powers (intimidating glare, battle roar), uncanny dodge
Combat Gear ; Other Gear +2 mithral chain shirt (12.5 lbs [don’t count due to wearing]), bloodrager’s kit (includes a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), trail rations (2 days), and a waterskin) (9 gp) (29 lbs), +1 elf bane furious greataxe (12 lbs), masterwork cold iron warhammer (324 gp) (5 lbs), Traveler’s clothes (free) (5 lbs [don’t count due to wearing]), masterwork longsword (4 lbs), bag of caltrops (1 bag) (1 lb), 1 potion of cure light wounds, 2 potions of shield of faith +2, mess kit (1 lb; from Grunyn), platinum ring (from Grunyn), 2 antitoxins, amulet of natural armor +1, 2 potions of cure moderate wounds, 2 vials of alchemist fire (2 lbs), +1 pickaxe (12 lbs), 2 sunrods (2 lbs), cloak of resistance +1 (1 lb; currently wearing), ring of protection +1, 2 Wands of Magic Missile (10 charges each; CL 3rd (2d4+2)), Wand of False Life (10 charges), Potions of CMW (3), Potion of CSW, +1 keen greatsword (8 lbs), headband of alluring charisma +2 (1 lb), belt of giant's strength +2 (1 lb), tender (496 gp, 149 sp, 7cp)

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
Special Abilities
Class Abilities
Bloodline Mutt is marked with a great destiny. Though, what that is, no one knows. When he bloodrages, he exudes a greatness that makes all but the most legendary creatures seem lesser.
Bloodrage Mutt can bloodrage for 36 rounds a day in total.
Destined Strike While bloodraging, at 1st level, as a free action up to three times per day Mutt can grant himself an insight bonus equal to 1/2 his bloodrager level (minimum 1) on one melee attack. At 12th level, he can use this ability up to five times per day.
Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting: At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Eschew Materials: At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Spell Casting: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager's spell is 10 + the spell level + the bloodrager's Charisma modifier.

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.
Fated Bloodrager: At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

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.

Racial Traits
Bonus Feat As a human, Mutt can choose an extra feat at level 1. (Extra Rage)
Skilled As a human, Mutt gains an additional skill rank at first level and one additional rank whenever he gains a level.
Favored Class Bonus Level 1: +1 hp
Favored Class Bonus Level 2: +1 round/bloodrage
Favored Class Bonus Level 3: +1 hp
Favored Class Bonus Level 4: +1 hp
Favored Class Bonus Level 5: +1 round/bloodrage
Favored Class Bonus Level 6: +1 hp
Favored Class Bonus Level 7: +1 round/bloodrage
Favored Class Bonus Level 8: +1 round/bloodrage
Favored Class Bonus Level 9: +1 round/bloodrage

Arcane Strike As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Blooded Arcane Strike: While you are bloodraging, you don’t need to spend a swift action to use your Arcane Strike—it is always in effect. When you use this ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied by the number of times (two, three, or four) you roll damage dice for one of those feats.
Endurance: 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.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Extra Rage Mutt can rage for 6 additional rounds per day.
Extra Rage Mutt can rage for 6 additional rounds per day.
Improved Initiative: Mutt gains +4 to initiative.
Power Attack : Mutt can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if he’s making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if he’s making an attack with an off-hand weapon or secondary natural weapon. When Mutt’s base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. He must choose to use this feat before making an attack roll, and its effects last until his next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Armor Expert As a former pit fighter, Mutt is accustomed to wearing armor. He doesn’t let it get to him and as adapted to moving around in it. When he wears armor of any sort, he reduces that suit’s armor check penalty by 1, to a minimum check of penalty of 0.
Auspicious Tattoo While in slavery, Mutt met another Shoanti brave. He learned a few things about his culture. Mutt was particularly curious about a tattoo he had. So, the brave gave Mutt his own tattoo on his face. Mutt’s master didn’t care, as the mark seemed to bring in more supporters. The tattoo helped fortify Mutt’s will. Though, the question is how. Mutt gains a +1 trait bonus to Will saves.
Looking for Work After attaining his freedom, Mutt fled to a city where no one knew of him. He knew that he needed to find a job and receive payment for his survival. When he arrived in Riddleport, he heard about a location called the Gold Goblin in need of workers, one being a bouncer. He focused on his skills to be as intimidating as possible. Mutt gains a +1 trait bonus to Intimidate and is considered a class skill.

Currently wearing: chain shirt, traveler’s clothes

Magical Items
+2 mithral chain shirt (Armor Slot)
belt of giant's strength +2 (Belt Slot)

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headband of alluring charisma +2 (Headband Slot)
amulet of natural armor +1 (Neck Slot)
cloak of resistance +1 (Shoulder Slot)
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platinum ring (from Grunyn) (Ring Slot 1)
ring of protection +1 (Ring Slot 2)
Kaer Maga is a city of sin and crime. You can find anything and bet on anything. The same is said for pit fighting. There are circles and crime lords dedicated to illegal fighting. It is in these arenas that a remarkable man was born.

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…
Description & Personality
Before you stands a young man, standing at 6'2”. He’s dressed in a chain shirt, his muscles straining, along with standard roughly spun traveling clothes. His body and face are littered in scars. Some from weapons and some appear to be from wild animals. His nose appears to have been broken once. His black hair is long and wild. His deep purple eyes seem to glow with a strange power. He glares at you, an angry scowl present, breathing deeply. One hand is on the shaft of a large greataxe, gripping tightly. His other hand is clenched and shaking. A handaxe and a warhammer rest on his hips and a backpack his slung on his back. His features show mixed hints of Varisian and Shoanti heritages. He has a tattoo on his face. Those of the Shoanti Quahs can recognize it as a totem marking from their culture (specifically the Sklar-Quah).

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.

Story Hooks
- Former associates of Mutt's former master coming back for vengeance
- Mutt being wanted for murder
- Mutt learning more about his arcane prowess
- Mut learning about his real family

Fetch, three legged dog from the Parish
Knows attack, come, and heel