Sabina Merrin

Sunday Daud's page

2,426 posts. Alias of Rysky.


Race

| Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%

Classes/Levels

Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

Gender

HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2

Alignment

NE

Languages

Common, Necril

Strength 20
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 12
Charisma 14

About Sunday Daud

Vitals:

HP: 85 (Raging 101)
1=15
2=10
3=10
4=10
5=10
6=10
7=10
8=10
9=10
10=10

MaB: +14
+10 BaB
+4 Strength

RaB: +12
+10 BaB
+2 Dexterity

CMB: +14
+10 BaB
+4 Strength

AC: 12
Touch: 12
Flat Footed: 10

CMD: 26
+10 Base
+10 BaB
+4 Strength
+2 Dexterity

Fortitude: +10
+7 Base
+3 Constitution

Reflex: +4
+2 Base
+2 Dexterity

Will: +7
+2 Base
+1 Wisdom
+4 Myriana's Inspiration

Rage: 25 rounds
Vampiric Touch: 5/day
Vampiric Power: 3/day
Superstition +4
Regeneration 2HP
Fearless +2

Mariana's Inspiration: You gain the nymph's Inspiration ability. A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse’s Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.

Skills:

Acrobatics: +16
+8 Ranks
+3 Class
+2 Dexterity
+3 Skill Focus

Intimidate: +13
+8 Ranks
+3 Class
+2 Charisma

Perception: +15
+8 Ranks
+3 Class
+1 Wisdom
+3 Skill Focus

Survial: +16
+8 Ranks
+3 Class
+1 Wisdom
+4 Racial

Class:

Barbarian (Berserker)

Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
A berserker does not gain proficiency in medium armor or shields.

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Tiring Rage (Ex)
A berserker remains fatigued twice as long as other barbarians. At 17th level, a berserker can rage even while fatigued or exhausted.
The ability replaces tireless rage.

Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her 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 barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Primal Defense (Ex)
While raging and wearing no armor, the berserker gains an armor bonus equal to her Constitution modifier (minimum 0).

Regenerate (Su)
At 2nd level, a berserker gains fast healing 1 while in rage and conscious. This increases to fast healing 2 at 8th level, fast healing 3 at 14th level, fast healing 4 at 17th level, and fast healing 5 at 20th level. This healing may only occur if the berserker has taken at least a total amount of damage equal to twice her level in the last 10 rounds.
This ability replaces uncanny dodge.

Fearless (Ex)
At 3rd level, a berserker gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 3rd.
This ability replaces trap sense.

Scarred Flesh (Ex)
At 5th level, whenever a critical hit or sneak attack is scored on the berserker, there is a 15% chance that the damage is negated and damage is instead rolled normally.
This ability replaces improved uncanny dodge.

Damage Reduction (Ex)
At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Rage Powers:

Superstition (Ex)
The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Witch Hunter (Ex)
While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.

Spirit Totem, Lesser (Su)
While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

Spirit Totem (Su)
While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).

Spirit Totem, Greater (Su)
While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage.


Feats & Traits:

Monster Hunter
Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Necrotic Aura
Your exposure to the necromantic arts has strengthened your defenses against its vile rot. You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage.

Fearless Curiosity (Human)
Your desire to see and experience the world overrides healthy caution.
Prerequisites: Cha 13, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.

Skill Focus (Perception)
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Raging Vitality
Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Variant Multiclassing:

3rd - Vampiric Touch (Su)
At 1st level, you gain a slam attack that deals 1d6 hp damage, and your successful slam causes mortal creatures to bleed. This is as the cantrip, but affects non-dying creatures (1 hp/round until healed or stabilized by the Heal skill). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
You also gain darkvision 30 ft.

7th - Vampiric Power (Su)
At 3rd level, you gain DR 5/ silver, resist cold and electricity 10, and you no longer have a reflection in a mirror or cast a shadow. You can use beast form II as a spell-like ability (dire rat, dire bat, or wolf) three times per day.

Race:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Equipment:

Brass Knuckles x2
Wooden Stakes x5
Greataxe
Daud Family Signet Ring
Clothes
Cold Iron Longspeaer
Nualia's sword
Boots of Swift Fury
Belt of Constitution +2

Appearance:
Appearance
Slim and slouching in a faded longcoat that may have at one time been a resplendent piece for a noble has been worn down from ages of wear is a man just having left his adolescence with dull red eyes and sharp features on dull pale skin, coupled with his accent leaves no doubt that the young man hails from Ustalav. His messy hair is inky black salted with patches of grey and white, although whether this is due to an inordinate amount of stress or some other goings on is anybody's guess.

Daud family estate