Callous Rake

Ragnar ap Gundrun's page

12 posts. Alias of Mightypion.


Full Name

Ragnar ap Gundrun

Race

Half Orc

Classes/Levels

Legendary Bloodrager

Gender

Male

Size

1m95

Age

29

Special Abilities

Bloodrage, Bloodline defenses

Alignment

CG

Deity

Gorrum

Languages

Common, Abyssal, Kellid

Occupation

Mercenary

Strength 15
Dexterity 12
Constitution 17
Intelligence 13
Wisdom 13
Charisma 13

About Ragnar ap Gundrun

Stats:

Defense:
+2 CON from Half Orc
HP=22/22
Cold resistance 5
Rage givs +4 Temp HP which are removed first

AC=17/16/11
AC Rage=15/14/9
Fort=6
Ref=1
Will=1
Init 1
Perception 6
CMB=4
CMD=15

Offense
Ranged:
Rapid Shot 2 Icicyles +4
d8+3 damage (half piercing/half cold)

Conditional Modifiers: Point Blank Shot (+1/+1), Bloodrage (+2/+2) Deadly aim (-1/+2)

Melee:
MWK Bardiche: +4
Damage 1d10+3

Conditional Modifiers: Bloodrage (+2/+2) Power Attack (-1/+3)

Feat, spells and trait choices legendary bloodrager:

Feats: Rapid Shot, Combat reflexes
Feats from bloodline: Precise shot, point blank shot
Feats from EITR=Power Attack, Deadly Aim

Alternate racial traits:
Burning Assurance: Half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks. This replaces intimidating. PPC:HftF

Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

Traits:
Extremely fashionable (Diplomacy as class skill)

Spell list:
Level 0
Ray of frost
detect Magic
Dancing Lights
Spell list
level 1:
Shield
Long Arm

skills:

4+1 Skillpoints per level=10
Acrobatics=1+3+1-ACP
Climb=1+3+3-ACP=7
Swim=1+3+3-ACP=7

Diplomacy=2+3+2+1=8
Intimidate=1+3+1+1=6

Perception=2+3+1=6
Spellcraft=1+3+1=5

Kn. Nature=1+3+1=5

Background skills:
Linguistic=1+1=2
Kn. History=1+3+1=5
Appraise=1+3+1+1=6
Kn. Engineering=1+3+1=5

equipment:

MWK Cold Iron Orc Ram
340
Bardiche
12

MWK Brestplate
350
mwk backpack
50
Bloodragers Kit
23
Cold weather clothing

background:

Good Day Sir Colewin I am happy you wish to review my application.
The well groomed Kellid introduced himself

You best kill is a Schir? Fairly impressive, exactly how did you do it?
Colewin Binderbrook answered, looking at the large man, wielding a well maintained breastplate, a assortment of various axes and an impracical looking horned helm.

Like most things in combat it was a team effort. We were in a prepared position, moats, grease lined border of the moat, hidden pit traps directly in front of the bardiche wall, the whole deal. The "Orchestra" doesnt fight fair, definitly not against Demons. I am fluent in Abyssal, and essentially informed the f#+$ers that their lord, Goatface Dogtitson, known as Baffo-mmääähd by some, is in truth the Demon Lord of real estate fraud, motherf&~*ing and intellectual property theft, and then proceeded to explain, in considerable detail, certain conspiracy theories regarding his genital organs, or lack thereoff. They then charged directly straight at us, which was rather fortoitous.

The large Kellid replied with a polite smile while sipping some tea.

Yet you left the Orchestra? The Paladin asked in turn
I had issues with leadership likely accepting missions from what I suspect to be Nocticulan envoys, although I cannot say for certain.In light of this, I opted to not renew my contract when it ran out. I did otherwise leave in good standing, and have gotten a fairly reasonable performance assessment from them.

The Bloodrager replied with a polite smile.

Termination:

Ah Ragnar, please come in. A soft spoken polite voice beckoned him in.

Yes Mrs. Krasnova? Ragnar walked in, seeing both "Lyudmilla Krasnova-Iadwiga", one of the Orchestras leaders and next to her...
A Succubus.

That is some unusual company, perhaps you would like to introduce us? He said, going through his incredibly limited options when it came to combat with a demoness.

His general hostility to demons outweighs his attractedness to me, excellent. The Succubus looked through him more then at him.

I see a thorned crown tatoo on you, meaning you follow Nocticula rather then Deskari or Baphomet. Ragnar spoke

Indeed I do, so let me ask this openly, are you willing to accept contract from our Lady in Shadows against Demon Lord Koschtschie?
The demoness answered

Is this the point where you hint at later cooperation against Deskari and Baphomet? The Bloodrager queried

Very much implied, but yes. the demoness spoke

Ragnar took a deep breat

I dont see any way where this does not lead you to owning my soul in the long term, as such I have to refuse. The Bloodrager answered and closed his eyes, as if expecting a blow.

I bear you no grudge The Demoness spoke formally.

Here is you bonus, your salary and your references for professional conduct. The Iadwiga added, handing him a pouch of gold as well as several sealed letters.

We you really worried we would kill you? Other being honest? Nah. You can by the way absolutely spread the news that you did not prolong your contract over rumors, very much accurate, that we are willing to work for Lady Nocticula. As a matter of fact, you get an extra hundred gold if you agree to do just that. The highly amused Iadwiga spoke

Sure, I can do that, going for the infamy route? Out of interest, what bonus would I have gotten if I accepted?

A litheria blossom and a night with me. the Succubus spoke

Litheria blossoms only protect for 10 minutes The Bloodrager answered

Told you he would have done excellently The Iadwiga chuckled.

Ragnar took a deep breath as he left the tent. He was alive, rich and free. And very much in the mood for joining a company with somewhat less hair raising moral standards.

Code of mercenary conduct Gorrum edition:

1: My word, if given freely and without deception, is as strong as steel.

2: I will seek defend the life, liberty, possessions and free will of those who fight alongside me, this includes risking my life, but not sacrificing it. I expect the same of those who fight alongside me.

3: I follow the laws of other people when it is advantadgeous.

4: I am honest in contract negotiations.

Legendary bloodrager Varangian class features:

alignment: Any.
Hit Dice: d10
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition,
each character begins play with an outfit worth 10 gp or less.
Class Skills: The legendary bloodrager’s class skills are
Acrobatics (Dex) Climb (Str), Craft (Int), Fly (Dex),Handle
Animal (Wis), Intimidate (Cha), Knowledge (arcana) (Int),
Knowledge (nature) (Int), Perception (Wis), Profession (Wis)
Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier

Weapon and Armor Proficiencies: Legendary Bloodragers
are proficient with all simple and martial weapons, light
armor, medium armor, and shields (except tower shields).
A legendary bloodrager can cast legendary 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 legendary bloodrager wearing heavy armor or wielding a
shield incurs a chance of arcane spell failure if the spell in
question has somatic components.

Varangians are also proficient in heavy armor

Spellcasting: A legendary bloodrager casts arcane spells
drawn primarily from the legendary bloodrager spell list.
They can cast any spell they know without preparing it ahead
of time. To learn or cast a spell, a legendary bloodrager must
have a Constitution score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a legendary
bloodrager’s spell is 10 + the spell level + the legendary
bloodrager’s Constitution modifier.
A legendary bloodrager can cast only a certain number
of spells of each spell level per day. Their base daily spell
allotment is given on Table: Legendary Bloodrager. In
addition, they receive bonus spells per day if they have a high
Constitution score.
A legendary bloodrager’s selection of spells is extremely
limited. A legendary bloodrager begins play knowing two
0-level spells and one 1st-level spell of their choice. At each new
legendary bloodrager level, they gain one or more new spells,
as indicated on Table: Legendary Bloodrager Spells Known.
(Unlike spells per day, the number of spells a legendary
bloodrager knows is not affected by their Constitution
score; the numbers on Table: Legendary Bloodrager Spells
Known are fixed.) These new spells can be common spells
chosen from the legendary bloodrager spell list, or they can
be unusual spells that the legendary bloodrager has gained
some understanding of through study.
Upon reaching a new legendary bloodrager level, a
legendary bloodrager can choose to learn a new spell in place
of one they already know. In effect, the legendary bloodrager
loses the old spell in exchange for the new one. The new
spell’s level must be the same as that of the spell being
exchanged. A legendary bloodrager may swap any number
of spells at any given level, and must choose whether or not
to swap the spell at the same time that they gain new spells
known for the level.
Unlike a wizard or a cleric, a legendary bloodrager need not
prepare their spells in advance. They can cast any spell they
know at any time, assuming they have not yet used up their
spells per day for that spell level. A legendary bloodrager
does not increase the casting time of their spells by applying
metamagic to them.

Eschew Materials: At 1st level, the legendary bloodrager
gains Eschew Materials as a bonus feat.

Bloodline: Each legendary bloodrager has a source of magic
somewhere in their heritage that empowers their bloodrages,
helps fill their blood pools, and grants both bonus spells
and an additional class skill. Sometimes this source reflects

a distant blood relationship to a powerful being, or is due
to an extreme event involving such a creature somewhere in
their family’s past. Regardless of the source, this influence
manifests in a number of ways. A legendary bloodrager must
pick one bloodline upon taking their first level of legendary
bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the legendary bloodrager’s
alignment doesn’t restrict their choices. A good legendary
bloodrager could come from an abyssal bloodline, a celestial
bloodline could beget an evil legendary bloodrager generations
later, a legendary bloodrager from an infernal bloodline could
be chaotic, and so on. Though their bloodline empowers them,
it doesn’t dictate or limit their thoughts and behavior.
The legendary bloodrager gains bloodline powers at 1st
level and every six levels thereafter, as well as a bloodline
defense at 2nd level and every seven levels thereafter. The
bloodline powers and defenses a legendary bloodrager gains
are described in their chosen bloodline. For all spell-like
bloodline powers, treat the character’s legendary bloodrager
level as the caster level. The saving throw DC of all bloodline
powers is equal to 10 + 1/2 the legendary bloodrager’s
class level + their Constitution modifier. At 20th level, the
legendary bloodrager becomes a near-perfect embodiment
of their bloodline, and gains its bloodline apotheosis. While
this apotheosis often changes the legendary bloodrager’s
creature type, their ability scores and other statistics are not
changed outside the description of the bloodline’s ability.
At 5th, 8th, 11th, and 14th levels, a legendary bloodrager learns
an additional spell derived from their bloodline. Regardless of
their normal spell level on the legendary bloodrager or other
spell lists, they count as 1st level (for the spell learned at 5th
level), 2nd level (for the spell learned at 8th level), 3rd level (for
the spell learned at 11th level), and 4th level (for the spell learned
at 14th level). These spells are in addition to the number of spells
given on Table 1: Legendary Bloodrager. These spells cannot be
exchanged for different spells at higher levels.
If the legendary bloodrager takes levels in another class
that grants a bloodline, the bloodlines may be of different
selections. If the bloodlines match, the legendary bloodrager
counts levels in the other class as ½ legendary bloodrager
levels, only for the purpose of DCs and other scaling effects
of bloodline powers, and counts legendary bloodrager levels
as ½ levels of the other class for the same purpose.

Blood Pool (Ex): At first level a legendary bloodrager learns
to focus their aggression and pain to fuel their latent talents.
A legendary bloodrager starts the day with no blood points,
but can gain blood points in the following ways (a legendary
bloodrager cannot gain blood points from each of these
more than once per round and a legendary bloodrager must
be in combat to gain blood points):
• Bloodlust: Whenever a legendary bloodrager deals
damage with a weapon, unarmed strike, or natural attack
to a creature, they gain one blood point.
• Embrace Pain: Whenever the legendary bloodrager takes
damage from a weapon attack or natural attack, they gain
two blood points.
In addition, each bloodline gives a legendary bloodrager
a unique way to gain blood points, again no more than once
per round.
Their blood pool goes up or down throughout the day, but
usually cannot go higher than their Constitution modifier
(minimum 1), though some feats, abilities, and magic items
may affect this maximum. At 3rd level and every three levels
afterwards, their maximum blood ponts increase by 1. If a
legendary bloodrager spends 1 minute or longer outside of
combat, they lose all blood points they possess.

Bloodrage (Ex): Legendary bloodragers may channel their
anger and ancestry into a bloodrage. A legendary bloodrager
may enter a bloodrage as a move action, gaining a +2 bonus
on melee attack rolls, melee damage rolls, thrown weapon
damage rolls, and Will saving throws. In addition, they take a
–2 penalty to Armor Class.
They also gain 2 temporary hit points per Hit Die. These
temporary hit points are lost first when a character takes
damage, disappear when the bloodrage ends, and are not
replenished if the legendary bloodrager re-enters bloodrage
within one minute of it ending. While in a bloodrage, a
legendary bloodrager cannot use any Charisma-, Dexterity-,
or Intelligence-based skill (except Acrobatics, Fly, Intimidate,
and Ride) or any ability that requires patience or concentration
(such as spellcasting from other classes).
A bloodrage ends after a number of rounds equal to their
Constitution modifier or if they lose consciousness or end it
as a free action. Bloodrage can last indefinitely otherwise. You
may not enter a bloodrage in the same round your bloodrage
ends. A legendary bloodrager is fatigued for 1 minute after
their bloodrage ends.

If the Legendary Bloodrager has at least one blood point they
may enter bloodrage as a free action and if they end their turn
with at least 1 blood point the bloodrage does not end until the
end of their next turn, even if the normal duration has elapsed,
unless they fall unconscious or end it as a free action.
This counts as the rage class feature for the purpose of
qualifying for feats. If a feat requires spending rounds of rage,
you may instead spend an equal number of blood points.

Blood Casting (Su): Starting at 1st level, the legendary
bloodrager may cast spells even while bloodraging. They can
also cast these spells defensively and can make concentration
checks for these spells while bloodraging. While bloodraging,
they can cast and concentrate on only their legendary
bloodrager spells (see below); spells from other classes
cannot be cast during this state.
Fast Movement (Ex): A legendary bloodrager’s land speed
is faster than is normal for their race by 10 feet. This benefit
applies only when they are wearing no armor, light armor,
or medium armor, and not carrying a heavy load. Apply this
bonus before modifying the legendary bloodrager’s speed due
to any armor worn or load carried. This bonus stacks with any
other bonuses to the legendary bloodrager’s land speed.
Uncanny Dodge (Ex): At 2nd level, a legendary bloodrager
can react to danger before their senses would normally allow
them to do so. They cannot be caught flat-footed, nor do they
lose their Dexterity bonus to AC if the attacker is invisible.
They still lose their Dexterity bonus to AC if immobilized.
A legendary bloodrager with this ability can still lose their
Dexterity bonus to AC if an opponent successfully uses the
feint action against their.
If a legendary bloodrager already possesses uncanny dodge
from a different class, they automatically gain improved
uncanny dodge (see below) instead.

Blood Oath (Ex): Starting at 2nd level, the varangian may
swear an oath of loyalty another creature with Intelligence
of 3 or greater and at least half as many hit dice as the
varangian’s class level. As long as that creature is alive and
within 30 ft., the varangian gains a +1 morale bonus to saving
throws against charms, compulsions, and fear effects. At
5th level, and again at 15th level, this increases by +1. This
bonus is doubled if the other creature is helpless, dying, or
unconscious.
A varangian may only make this oath once a day, and if they
make the oath while a previous one is still in place, the older
oath ceases to grant any benefit.
This replaces uncanny dodge and improved uncanny
dodge.

Mercenary (Ex): At 2nd level the varangian adds 1/2 their
level to Appraise checks. At 5th level they gain the skill unlock
powers for Appraise as appropriate for their number of ranks
in it.

Plot hook policy:

--You pay me money, I jump at plot hooks.
--If it is against Deskari, Baphomet, or jerks that go out of there way to hurt chilren, you can pay me less money and I will pounce on the plot hook.
--I think Golarion is f~&+ed if Nocticula joins the Worlwound invasion, so I shall endeavour to not piss her off.
--Ice witches are elitist pricks. I am clearly cooler then they are!
--Rescuing employers or allies looks grat on my merc CV.