About Sunday DaudVitals:
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
RaB: +12
CMB: +14
AC: 12
CMD: 26
Fortitude: +10
Reflex: +4
Will: +7
Rage: 25 rounds
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
Perception: +15
Survial: +16
Class:
Barbarian (Berserker) Weapon and Armor Proficiency
Rage (Ex)
Tiring Rage (Ex)
Fast Movement (Ex)
Primal Defense (Ex)
Regenerate (Su)
Fearless (Ex)
Scarred Flesh (Ex)
Damage Reduction (Ex)
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)
Spirit Totem, Lesser (Su)
Spirit Totem (Su)
Spirit Totem, Greater (Su)
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
Fearless Curiosity (Human)
Skill Focus (Perception)
Power Attack (Combat)
Raging Vitality
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)
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 |