![]()
About Silarsha TorvsdottirSilarsha Torvsdottir
Defense:
-------------------- AC 18, Touch 12, Flat-Footed 16 (+6 Armor, +1 Dex, +1 Dodge) Uncanny Dodge Max HP 31 (3 HD; 3d10+2) CMB 7 CMD 19 Fort +5, Ref +2, Will +2 Feat Modifiers
Class Modifiers
-------------------- Offense:
Speed 40 ft. (30 ft. in armor)
Ranged:
Class Modifier:
-------------------- Bloodraging Stats::
Bloodrage - 17 rounds/ day gives +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, Will saving throws and adds +2 temporary hit points per Hit Die. -2 penalty to Armor Class. (Unchained Rage Rules used) Defense while raging:
Offense while raging:
-------------------- Statistics::
Str 18, Dex 13 (+2 Racial), Con 15, Int 10, Wis 8, Cha 13
Languages: Common, Skald Feats:
Dodge:
Iron Will:
Traits:
Arcane Temper (Magic) - You have quick reactions and fierce concentration. Benefits: You gain a +1 trait bonus on concentration and initiative checks. -------------------- Skills::
Skills:
*Indicates usable untrained
Background Skills:
Racial Modifiers:
-------------------- Special Abilities::
Class Abilities: Class Skills: The bloodrager’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). (Skill Ranks per Level: 4, + 1 Racial, +0 Int modifier) 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 spell casters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. 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.
Unchained Rage Rules:
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian 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 spell casting). A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends. 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. 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. If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. 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 (Su): 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. Spells: 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 spell casters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1–3. In addition, he receives bonus spells per day if he has a high Charisma score (Table 1-3: Ability Modifiers and Bonus Spells). 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 1–4. 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. Improved Uncanny Dodge (Ex): 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 (Ex): 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. Greater Bloodrage (Su): At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. 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 he had cast the spell; he must have the spell slot available to take advantage of this effect. Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects. Indomitable Will (Ex): At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage. Tireless Bloodrage (Su): At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage. Mighty Bloodrage (Su): At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower. Bonus Feats: (Granted at level 6, and every 3 levels after) Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness. Bonus Spells: shield (7th), resist energy (10th), fly (13th), fear (16th) Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below. Dragon Type: Green
Claws (Su): At 1st level, you grow claws. 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 reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit. Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4. Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability. Dragon Form (Su): At 16th level, when entering a bloodrage, you can choose to take the form of your chosen dragon type (as form of the dragon II, but with average or good maneuverability, as you would gain from the dragon wings bloodrage power above). Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging. Racial Abilities:
Favored Class Bonus & HP:
---------------- Equipment:
Armor: Chainmail (AC +6/ Med/ ACP -5/ Max Dex +2/Spell Fail 30%/ 40 lbs.) ---------------- Weapons: Bastard Sword (1d10 /19-20x2, 6 lbs.) Mwk. Longsword (1d8 /19-20x2, 4lbs.) Warhammer: Cold Iron (1d8/x3, 5 lbs.) Dagger (1d4 /19-20x2 /10 ft, 1 lb.) Shortbow (1d6 /x3 /60 ft, 2 lbs.) Greataxe (1d12 /x3, 12 lbs.) ---------------- Gear: Backpack 2 lbs., Belt pouch ½ lbs., Blanket 3 lbs., Compass ½ lb., Grooming Kit 2 lbs. Waterproof Hooded Lantern 2 lbs., Ink 0 lb., Inkpen 0 lb., Iron Spikes (4) 4 lbs., Oil flask (5) 5 lbs., Paper Sheet (5) 0 lb., Mess kit 1 lb., Travelers Outfit 5 lbs., Cold Weather Outfit 7 lbs, Waterskin 4 lbs. Trail Rations (5) 5 lbs. Arrows (20) 3 lbs. Unholy Symbol, Silver (Asmodeus) 1lb. ---------------- Magic Items: Iron Circlet of Disguise: Aura faint illusion; CL 1st; Slot head; Price 1,800 gp; Weight — This apparently normal hat allows its wearer to alter her appearance as with a disguise-self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear. Grants +10 to disguise checks. ---------------- Weight Carried: Weapons/Armor: 70 lbs. Other Gear: 45 lbs. Total: 115 lbs. ---------------- Gold: 422gp, 4sp, 5 cp ---------------- Description::
Silarsha Torvsdottir stands 5 foot 8 inches tall, and is a lean and muscular young woman, her smaller frame belies her wiry strength, and it’s easy to overlook how athletic she can be. In happier times when out raiding on her father’s ship she wore loose fitting men’s clothing in drab colors to make her appear smaller and not stand out as a woman. In places she felt safe; her clothing was of a more traditional Ulfen style with brightly colored tops, and long skirts. While on the ship, her long blonde hair was typically worn in a pair of braids and pulled up into a bun. While at home her braids hang loose down her back. Her eyes are a bright blue reminiscent of the open sky, though since the night of her capture, they have a far-off look in them, and hints of pain and sadness are apparent in the small worry lines and crow’s feet she’s developed. Since coming to Branderscar prison, the prisoner’s rags, and lack of even basic hygiene opportunities have left her dirty, disheveled, and if possible, even angrier at the indignities she’s suffered at the hands of the Talingarde authorities. Since her escape from the prison, Silarsha has made an effort to fit in with the others, and tries to look more like a “typical” woman from Talingarde rather than an imposing Ulfen Warrior. Dressing in more feminine attire and using the Iron Circlet to make her body appear shorter, with dark hair, and less fair skinned complexion. She’s also begun using the illusion to hide the fact she’s wearing armor, and carrying weapons. ---------------- Personality:
Growing up, Silarsha was raised closely following her people’s traditions. However, she could also be impulsive, and shortsighted regarding larger issues as she got caught up in minor details of the moment. She idolized her father, who in turn doted on her. She was not some sheltered little girl, but to her father, she was ever his little princess; even as she swung a sword at his side. Before the ill-fated excursion to Talingarde, she was a cheerful and pleasant young lady. She enjoyed the thrill of raiding, and proving herself versus her foes, but since that terrible night, her mood has been dark, with thoughts of blood and revenge running rampant. At just 19 years old, it’s hard to say what will come in the future; but for now, she wants to live up to the “Red Axe” moniker that her father had earned. ---------------- Background::
Silarsha Torvsdottir is the youngest of four children of Torv Red Axe; the war chief of a small tribe of Ulfen. At a young age, she became enamored with her father’s exploits and the daring stories of his band of raiders as they would pillage along the coasts and among the islands of Golarion. Growing up, she set her mind to joining his raids, and trained with a single-minded persistence. Developing her skills, she found she had a talent with both weapons, and the deep well of rage and power sometimes found among Ulfen berserkers. Upon reaching her majority, Silarsha begged her father to accompany him on his next raiding voyage, and despite his concerns, he reluctantly consented. Her first year with the crew she accomplished much, as her father proudly watched her hold her own in battle and inspire the rest of the crew with her songs of war and glory. Her second raiding season, her father chose to change his usual routes. Thinking that; as the coasts of Talingarde had been so quiet recently, there might be some ripe targets for the picking. He was mostly right, as they raided a series of coastal villages, they gathered a significant haul of loot, and even struck upon a ship or two in open water. The rules were simple; those who fought were beaten in a show of might, and prowess and those too weak or cowardly would pay tribute to the feared Ulfen raiders or face the consequences. Death wasn’t always the result; many brutal beatings were given or Thralls were taken to be worked hard for the Ulfen tribe’s benefit. After a fortnight of raids, the ship began its journey home, heavily laden with the price of weakness and captured trophies from those brave enough to fight. Unfortunately, a storm hit while on the open water, and after battering the ship all day long, there was some damage. Torv chose to seek shelter in a small cove along the coast, and the crew worked overnight, and all through the next day making repairs. Torv chose to spend one more night to allow the crew some rest before resuming the trip home. This decision allowed the Talingarde Naval forces who’d been chasing after Torv’s ship to catch up, and using magical scrying, pinpoint his ship’s location. Late that night, after the moon had set as the crew slept; the navy attacked. Concealed from view within a magical fog, even the watch didn’t see the attack until the first fireball blew apart the deck. Blown from the ship with the force of the blast, Silarsha struck her head on a piece of the rail and dazed, barely conscious as she clung to the floating bit of debris watched as her ship and crewmates were slaughtered with flame, and arrow. The last thing she saw before darkness took her was her father’s burned and lifeless corpse pinned to the remains of the mast by a ballista bolt. When she surprisingly awoke, Silarsha found she was chained to a bunk onboard the Talingarde navy vessel. Her wounds were bandaged, and a medic with cold hands, and colder eyes was nearby to treat her injuries. Being “merciful people” the sailors had pulled her from the sea to allow her to face trial and be executed as a pirate under the “justice” of Talingarde. Silarsha was outraged at the slaughter of her father and the crew. Facing an armed foe in combat to the death was an honorable end, but slaughtering sleeping foes with magic and tricks because you could not face them? The dishonor and insult the nation of Talingarde had put upon her father’s legacy would not stand. She vowed then and there to see the honor less nation, and its rulers destroyed. They would suffer as she suffered. ---------------- Macros:
*Raging*
dice= Claw Attack (Power Attack)]1d20 + 7/dice]
dice=Bastard Sword (2 Hand)]1d20 + 8[/dice]
dice=Bastard Sword (2 Hand – Power Attack)]1d20 + 7[/dice]
dice=Greataxe]1d20 + 8[/dice]
dice=Greataxe(Power Attack)]1d20 + 7[/dice]
*Not Raging* dice=Bastard Sword (2 Hand)]1d20 + 7[/dice]
dice=Bastard Sword (2 Hand – Power Attack)]1d20 + 6[/dice]
dice=Greataxe]1d20 + 7[/dice]
dice=Greataxe (Power Attack)]1d20 + 6[/dice]
dice=Mwk. Longsword Attack (2 Hand)]1d20 + 8[/dice]
dice=Mwk. Longsword Attack (2 Hand – Power Attack)]1d20 + 7[/dice]
dice=Shortbow Attack]1d20 + 3[/dice]
ooc]Actions:
ooc]Current Status: HP 28/28, Temp HP 6/6, Bloodrage 17/17 Rounds Remaining
|