Tiefling

Sigurdr "Snake in the eye"'s page

11 posts. Alias of Mightypion.


Full Name

Sigurdr "Snake in the eye" Stridson

Race

Thiefling Demon Spawn

Classes/Levels

Bloodrager 1

Gender

Male

Size

2m05

Age

28

Alignment

LN

Deity

tbd

Location

In a storm

Languages

Common, Abyssal,

Occupation

Fighter

Strength 18
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 9
Charisma 14

About Sigurdr "Snake in the eye"

Sigurdr "Snake in the eye" 1
(male) (Bloodrager) (corruption: Abyssal)
None Mediumnone
Init 1, Senses Darkvision 60 Perception 3
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DEFENSE
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AC 15 , touch 11 , flat-footed (14)
hp (11)
Fort 3, Ref 1, Will-1

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OFFENSE

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Speed 40/30
Attacks

(rage) bardiche +7 d10+9/+6 d10+12 OR
Claws (primary) +7 d6+6 or +6 d6+8
Bite (primary) +7 d6+6 or +6 d6+8

offense (non rage) Bardiche +5 d10+6/+4 d10+9
Bite (secondary) +0 d6+2/-1 d6+3

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TRAITS
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Dawn-Vowed ; Irrepressible; Paranoid ;
extremely fashionable (bluff as a class skill)

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STATISTICS
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Str 18 , Dex 12, Con 13, Int 10, Wis 9, Cha 14,
Base Atk 1+; CMB 5+
Feats Power attack
Skills
Linguistics=1 ;Handle animal=6 ; Acrobatics=2 ; Intimidate=6
Perception=3 Bluff=8 Stealth=0

Combat Gear
Hide armor; Bardiche; Heavy Shield, Morning Star; 3 throwing axes;
Other Gear 0.0 gp
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SPECIAL ABILITIES
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Bloodrage 5/5
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SPELLS AND SPELL-LIKE ABILITIES
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LN Bloodrager

AC(with shield, normal, flat footed, touch)
17/15/14/11
11/11 hp
offense (non rage) Bardiche +5 d10+6/+4 d10+9
Bite (secondary) +0 d6+2/-1 d6+3

Offense (rage) bardiche +7 d10+9/+6 d10+12 OR
Claws (primary) +7 d6+6 or +6 d6+8
Bite (primary) +7 d6+6 or +6 d6+8

Fort=3, Ref=1 Will=-1/ significant boni vs fear and charm or compulsion
CMD=16
Perc=3
Init=1

Feat: Power attack
I like my hosts bulky, why?

Traits:
Dawn-Vowed: Your oath to rekindle the sun steels your resolve. Gain a +1 trait bonus on Will saves against fear effects. If the fear effect originates from an outsider with the evil subtype or undead, the bonus increases to +2.

This mortal is mine, and we fears you not. *Colleague*

Irrepressible:
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.

I told you *colleague*, he is mine.

Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Drawback Paranoid

You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.

Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Section 15: Copyright Notice

My Mortal has... cause for this

Trait: extremely fashionable (bluff as a class skill)

He may not know, but I do assist in this. This mortals barely comphrehend fashion.

Stat distribution:

20 point buy:

STR 16 +2 racial Demonspawn =18
Dex 12
Con 13
Int 12 -2 racial demon spawn =10
Wis 8
Cha 14 +2 racial demon spawn =16

Class Abilities and traits longform:

Urban Bloodrager:
Abyssal Bloodline
Claws (Su)

At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
Demonic Bulk (Su)

Bloodrage (Su)

The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage 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.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him 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.
Fast Movement (Ex)

A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Racial traits:

Maw or Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

equipment:

Skills:

Background skills
Linguistics=1=1
Handle animal= 1+2+3=6

Adventure skills:
Acrobatics=1+1+3-ACP
Intimidate=1+2+3=6
Perception=1-1+3=3
Bluff=1+3+2+2
Stealth=1+2-ACP

20 question:

1. What is your character’s name?
Sigurdr Sigvaldson

2. How old is your character?
28

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
--A very muscular tiefling, grey skin, horns, red eyes. He tends to wear his armor and weaponry nearly constantly.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
--When raging, occassionally uses Abyssal swearwords.
--Is extremely polite when not raging

5. Where was your character born? Where were you raised? By who?
His parents died early in his life, likely due to enviromental poisoning. He grew up, still a human at this point, in the dawn vowed barracks.

6. Who are your parents? Are they alive? What do they do for a living?
Both parents are dead

7. Do you have any other family or friends?
A few members of the dawn vowed vouched for him, even after his transformation, but he is growing increasingly isolated.

8. What is your character’s marital status? Kids?
Single, no children

9. What is your character’s alignment?
Lawful, in that he is very good to his worth, neutral, as his idealism has been partly snuffed out.

10. What is your character’s moral code?
I die upright.
My word is steel
I do not run before the darkness
My heart burns bright, even if there is scant sun left.

11. Does your character have goals?
If he stays a fatalist, go out with a bang, if not, rekindle the sun

12. Is your character religious?
He still is faithfull to the sun

13. What are your character’s personal beliefs?
This is a test, perhaps we have already failed, but even if that is the case, we wont go quietly into the long night.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Fatalistic, brave,

15. Why does your character adventure?
Someone has to do this

16. How does your character view his/her role as an adventurer?
The frontline

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Other then the horns, hooves, claws and fangs you mean? I have been told I pleseantly smell of licorice

18. How does your character get along with others?
He is a taciturn professional, and can get along with most parties

19. Is there anything that your character hates?
He is unfond of his copilot

20. Is there anything that your character fears?
Becoming a demon, dying stupidly