Hellknight Armiger

Raine Rukksdóttir's page

1 post. Organized Play character for WalterGM (RPG Superstar Season 9 Top 8).

Full Name





Bloodrager 1 / Skald 4







Special Abilities

Bloodrage, Skald's Song






Interim Pathfinder

Strength 17
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 8
Charisma 14

About Raine Rukksdóttir

(Statistics calculated while raging)

Female half-orc bloodrager 1 / skald (fated champion) 4
CG Medium humanoid (human, orc)
Init +10; Senses Perception +3; darkvision 60 ft.
Exp 13; Fame 26; Prestige Points 2

AC 16, touch 10, flat-footed 14 (+6 armor, +2 Dex, -2 rage)
hp 64 (1d10+4d8+30)
Fort +15 Ref +6 Will +10; +1 vs mind-effecting, swarms, curses, +2 vs charms and compulsion

Speed 40 ft., 30 ft. in armor
Melee +1 adamantine glaive +12 (1d10+11/x3)
Ranged javelin +6 (1d6+7)
Skald Spells Known (CL 4th, concentration +6)
2nd (2/day)—heroism, tongues
1st (4/day)—comprehend languages, identify, kreighton’s perusal, windy escape
0 (at will)—detect magic, message, prestidigitation, read magic, scrivener’s chant, sift
Special Attacks bloodrage (6/day), lesser air elemental blood (3/day), skald’s song (18/day)

Str 25 Dex 14 Con 22 Int 12 Wis 8 Cha 14
Base Atk +4 CMB +11 CMD 23; +2 vs awesome blow
Feats Amplified Rage, Endurance, Extra Performance, Familiar Bond, Iron Will
Traits Artifact Hunter (Campaign), Child of the Streets (Social), Ease of Faith (Faith), Reactionary (Combat), Unswaying Love (Religion)
Racial Traits Sacred Tattoo, Shaman’s Apprentice
Skills Bluff +11, Diplomacy +7, Intimidate +8, Knowledge (arcana) +7, (dungeoneering) +7, (engineering) +7, (history) +8, (local) +7, (nature) +7, (nobility) +7, (planes) +7, (religion) +9, Linguistics +6, Perception +3, Perform (sing) +11, (oratory) +8, Sense Motive +11, Sleight of Hand +7, Spellcraft +5, Use Magic Device +11; +1 to identify items, bardic knowledge +2
Languages Common, Orc, Skald, Tien
Combat Gear cold iron glaive, javelins (5), scroll of stoneskin, wand of cure light wounds (5 charges), wand of magic missile (11 charges)
Recovered Treasures (Expedition Manager): adamantine glaive, boots of feather step, gloves of reconnaissance, lesser extend metamagic rod
Other Gear cloak of resistance +2, “Compy” (compsognathus familiar), cracked dusty rose prism, Death’s Gentle Caress, lamellar metal armor, perfect tuning fork (2), pink and green cracked sphere, wayfinder; 6,012 gp.
Base Statistics When not raging, Raine’s statistics are AC 18, touch 12, flat-footed 16; hp 44; Fort +11, Will +8; Melee +1 adamantine glaive +8 (1d10+5/x3); Ranged javelin +6 (1d6+3); Str 17, Con 14; CMB +7; CMD 19, +2 vs awesome blow

Apprenticed to Jarl Rukk: Jarl Rukk’s teachings, given to Raine through his crude writings, has endured her to the harsh realities of the world. She has learned to embrace her worship of Sheyln and gains the Ease of Faith trait.
Champion of Time (Little Rukk): Her adopted brother’s extravagant telling of his adventure in the past, as well as his “sticky fingers” has rubbed off on Raine a bit. She gains the Child of the Streets trait as a result.
Curious Pipefox: Raine continues to find intriguing creatures that wish to travel with her. Yrishi the pipefox will follow her in an official capacity, should she choose to take Improved Familiar.
Diverse Training: Aram Zey has spent time educating Raine on a diverse amount of topics. Once per scenario, she may attempt a skill check as if she were trained in that skill with a +8 bonus, ignoring any other modifiers.
Erratic Luck: Raine is especially lucky. Or is it unlucky? Fate is a tricky thing...
Essential Field Agent: Interim Master of Spells, Sorrina Westyr, has enchanted Raine's wayfinder with a protective filigree. Should she fall unconscious, the filigree will be consumed and Raine will immediately heal her for 2d8+10 before its magic is consumed.
Expedition Master: The prize of a drinking game, Raine now owns a controlling share in a self-sustaining expedition in the Mwangi Expanse.
Explorer’s Endurance: Raine is endured against hot climates, gaining the benefits of endure elements in such environments and a +1 bonus against the disease and distraction ability of swarms.
Hex Adept: By working around dangerous objects, Raine is inured against their defenses. She gains a +1 bonus against spells and effects with the curse descriptor.
Giantslayer: Raine’s fascination with relics has granted her the Artificat Hunter trait from the Giantslayer Adventure Path.
Horn of Aroden: Raine recovered the Horn of Aroden, which proved instrumental in the Pathfinder Societies victory during the Year of the Demon.
Inner Struggle: Having survived a mindscape, Raine has a unique way to fight off psychic magic. She can cross this boon of her sheet to delay the effect of a mind-affecting compulsion effect and be stunned until the end of her next turn instead as she retreats in to her own personal mindscape and fight off the hostile magic. At the end of her turn she can make a new save against the effect to end it.
Karela’s Gratitude: Guaril Karela remembers the favor Raine performed for him. He can acquire ammunition for her, should she wish it, for a small finders fee.
Ley Line Scholar: Rain is attuned to a Leyline. Whenever she is in Amanadar, Jinin, Wanshou, and Zi Ha. Whenever she is within the borders of any of these countries, she gains a +1 bonus to her effective caster level for all spells and spell-like abilities.
Mercy’s Blessing: After Raine’s encounter with the Verdant Spark she now possesses a measure of protection against other such conditions. She can cross this boon off to reroll a saving throw against a poison or disease and take the better result.
Nira’s Gratitude: Once known as the Pathfinder agent Amenira, a soulbound doll in her likeness known as Nira has begun to follow Raine on her travels. Raine enjoys the curious doll’s company, and often whispers secrets to it, or chuckles at jokes it presumably makes.
Psychic Bastion: Raine’s mind is her own, and she will keep it that way. She gains a +1 bonus on Will saves against spells and spell-like abilities with the mind-affecting descriptor. She gains an additional +1 if that spell is psychic in origin.
Retributive Abjuration: As an agent of Spells, Rain knows how to turn disaster into an advantage. Once per scenario as a swift action, she can siphon away harmful energy and redirect it; this is a supernatural ability that functions as draconic reservoir except that it lasts for 5 rounds and can only absorb 15 points of energy damage.
Ritual of Stardust: Raine took part in the Ritual of Stardust in 4715 AR.
Timelost Chronicler: Raine has a +1 bonus on Knowledge (history) checks from her firsthand encounter of ancient Golarion. She can call upon the nascent power granted witnessing the falling Starstone to find inner greatness once per scenario, granting her a +1 morale bonus to a single d20 roll. She must declare the use of this ability before the roll is made.
Zamir’s Ally: Zamir has given Raine a copper coin that gives her a slight advantage in dealings with any of Jalmeray’s citizens familiar with Zamir.

1. True Dragons of Abaslom – 29th of Arodius, 4715
2. Assault on the Kingdom of the Impossible – 15th of Neth, 4715
3. The Horn of Aroden [GM] – 23rd of Neth, 4715
4. Trouble in Tamran – 30th of Neth, 4715
5. School of Spirits – 3rd of Kuthona, 4715
6. Consortium Compact – 3rd of Kuthona, 4715
7. The Sky Key Solution – 5th of Kuthona, 4715
8. The Icebound Outpost [GM] – 14th of Kuthona, 4715
9. To Judge a Soul, Pt. 1 – 1st of Abadius, 4716
10. To Judge a Soul, Pt. 2 – 2nd of Abadius, 4716
11. Between the Lines – 24th of Abadius, 4716
12. The Twisted Circle – 10th of Calistril, 4716
13. The Deepmarket Deception - 21st of Calistril, 4616