Gorvald Thrimbyrson

Olaf Lodbrok's page

221 posts. Alias of Remnar.


Full Name

Olaf Lodbrok

Race

| Human (Ulfen)|

Classes/Levels

Oracle (Battle)/Bloodrager(Destined, Steelblood) 1/1 | Spells: 1st 4/4 | Rage 6/6 | Destined Strike 3/3

Gender

HP l 20/20 | Init +2, Perception +4 | AC 16 (18 vs goblin), touch 11, flat-footed 15 (+5 armor, +1 Dex, ) | Fort +4, Ref +1, Will +2

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 13

About Olaf Lodbrok

Combat Stats:
Speed 20 ft.
Melee heavy flail +5 (1d10+6/19-20)
Melee throwing axe +5 (1d6+4)
Ranged throwing axe (thrown) +2 (1d6+4)
Melee dagger +5 (1d4+4/19-20)
Ranged dagger (thrown) +2 (1d4+4/19-20)

Spells:
Oracle Spells Known (CL 1st; concentration +2)
1st(4/day)-bless, divine favor(DC ), cure light wounds(DC 12)
0th(at will)-create water, detect magic, light, spark(DC 11), mage hand, ghost sound(DC 11)

Feats:
- Toughness
- Warrior Priest - +1 Ini, +2 Concentration

Abilities:
Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers.

Bloodrage (Su) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 6 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 4 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.

Bonus Feat Humans select one extra feat at 1st level.

Destined Bloodline Your bloodline is destined for great things.

Destined Strike (Sp) As a free action, you can grant one of your melee attacks a +1 insight bonus. You may use this ability up to 3 times per day.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Indomitable Stance (Ex) A steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

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

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Weapon and Armor Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Weapon and Armor Proficiency A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance.

Equipment:
Combat Gear heavy flail, scale mail, throwing axe (3), dagger, light shield, longsword
Other Gear candle (10), torch (10), rations (trail/per day) (5), outfit (explorer's), pouch (belt), backpack, bedroll, waterskin, flint and steel, pot (iron), mess kit, rope (hemp/50 ft.), soap (per lb.), 5.0 gp

Skills:

Climb +4
Intimidate +6
Knowledge (Arcana) +4
Knowledge (Engineering) +4
Knowledge (Planes) +4
Perception +5
Profession (Soldier) +4
Survival +5

Traits:
Fate's Favored
Ironfang Survivor

History:

Olaf started life typical of an Ulfen warrior. He trained in battle while helping his family maintain their small fishing and trading ship. Once he came of age he was afflicted, as young men often are, with a certain wanderlust and thirst for battle. Olaf, however, seemed to have an even stronger call for battle than many of his kin. He could not get enough, and was soon renown for his savagery and thirst for battle, even for his savage race. As simple fights with bandits bored him, Olaf sought further challenges, eventually joining a raiding band heading south, out of the Land of the Linnorn Kings.

Raiding sustained him for a bit but, still, something almost supernatural kept pulling him further east and he eventually signed on as a bodyguard for a Varisian trading caravan heading for Nirmathas. During the journey he quickly gained the respect of his fellow caravan guards for his fierce nature and his skill with his mighty flail. Sadly, upon crossing the border to Nirmathas the caravan was ambushed by an Ironfang raiding party. Olaf remembered little of the savage battle other than they were surrounded and could not fight free. He fought and fought in a red rage, slaying goblinoids seemingly with every swing of his heavy flail until, suddenly, black.

He awoke in a ditch, buried under the bodies of his enemies, to find the entire caravan slaughtered, destroyed and looted. How his meager possessions and, indeed, his life remained unmolested could only be explained by the bodies he was buried under, the surviving hobgoblins must have just missed him.

Nearly dead, Olaf managed to drag himself to the roadway where he began to hear the whispers... whispers of his slain friends, urging him on, telling him to survive. Whispers of his slain enemies, taunting him, urging him to lie down and die. In addition to the whispers, he began to feel the Call, the Call to revenge, the Call to battle, the Call to heft his flail again and smash his foes. He felt the ... power.. the magic, now coursing through his veins. A simple thought, some gestures, and his wounds were healed and he felt the pull.

Somewhere down the road was a town called Phaendar. The Call told him to walk there. He could rest there, he could prepare there, the Call told him to be ready, Phaendar was his goal.

Whispers arguing in his head, he made his way down the road.

Description:

Olaf Lodbrok stand stall, as do most of his race, with his golden hair and beard carefully braided. His pale skinned frame is heavily muscled from a life of constant hard work and battle. His scale and fur armor is battered and well used, but serviceable. His weapon, a massive heavy flail, is never far from his hand. He prefers it over all other things, though he has been known to throw an axe or two, should the situation call.

His blue eyes have a tendency to stare vacantly occasionally, unnerving those unused to his quirks.

He is a fierce fighter, loving nothing better than to be in the thick of battle. When not fighting, drinking is his next favorite pass time, roaring out drinking songs with abandon. His understanding of the world and the Call to Battle in his soul leaves little room to worry about the future, he fully expects to join his ancestors young, the Call expects no less.

While friendly to allies and a solid trencherman in a tavern, he has a tendency to space out, staring at nothing, at in opportune times. Those who know him will learn that he is constantly plagued by warring whispers. Ghosts from the fateful caravan that set him on his path. Ghosts of both ally and enemy, fighting for his attention, trying to convince him to strive for victory, or settle in defeat. It is unsettling for those who know him well, and unnerving for those who don't.


Stats:

Olaf Lodbrok
Male Human oracle 1 / bloodrager 1 Archetypes Steelblood

CN Medium humanoid (human)
Init +2, Senses Perception +5
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex, )
hp 23 ((1d8)+(1d10)+7)
Fort +4, Ref +1, Will +2, +1 on Reflex saving throws against trample attacks.

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OFFENSE
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Speed 20 ft.
Melee flail, heavy +5 (1d10+6/19-20)
Melee axe, throwing +5 (1d6+4)
Ranged axe, throwing (thrown) +2 (1d6+4)
Melee dagger +5 (1d4+4/19-20)
Ranged dagger (thrown) +2 (1d4+4/19-20)
Special Attacks Destined Strike,

Oracle Spells Known (CL 1st; concentration +2)
1st(4/day)-bless, divine favor(DC ), cure light wounds(DC 12)
0th(at will)-create water, detect magic, light, spark(DC 11), mage hand, ghost sound(DC 11)

Bloodrager Spells Known (CL 1st; concentration +2)

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TACTICS
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STATISTICS
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Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 13,
Base Atk +1; CMB +6; CMD 16 (17 vs overrun)
Feats Toughness, Warrior Priest
Skills Climb +4, Intimidate +6, Knowledge (Arcana) +4, Knowledge (Engineering) +4, Knowledge (Planes) +4, Perception +5, Profession (Soldier) +4, Survival +5,
Traits Fate's Favored,
Languages Common
SQ battle mysteries, bloodrage, bonus feat, destined bloodline, haunted, indomitable stance, martial flexibility, orisons, skilled, weapon and armor proficiency, weapon and armor proficiency,
Combat Gear candle (10), torch (10), rations (trail/per day) (5),
Other Gear flail, heavy, scale mail, outfit (explorer's), pouch (belt), axe, throwing (3), dagger, backpack, bedroll, waterskin, flint and steel, pot (iron), mess kit, rope (hemp/50 ft), soap (per lb), 5.0 gp
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SPECIAL ABILITIES
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Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers.

Bloodrage (Su) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 6 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 4 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.

Bonus Feat Humans select one extra feat at 1st level.

Destined Bloodline Your bloodline is destined for great things.

Destined Strike (Sp) As a free action, you can grant one of your melee attacks a +1 insight bonus. You may use this ability up to 3 times per day.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Indomitable Stance (Ex) A steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

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

Weapon and Armor Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Weapon and Armor Proficiency A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance.