Cleric

_Valerian_'s page

10 posts. Alias of DarkWingD.


Full Name

Valerian

Race

Half-elf

Classes/Levels

Barbarian (Urban barbarain/Invulnerable rager) Ripper

Gender

M

Size

M

Age

88

Special Abilities

rage 5 rounds day

Alignment

N

Deity

Calistria

Languages

Common, Draconic, Elven, Dwarven, Gnomish

Strength 15
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 14

About _Valerian_

HP 13/13 | Fort +3, Ref +2, will +0 | Perception +9 | AC 15; FF 13; T 12

feats and traits:

Extreme Mood swings
Benefit(s): Increase each morale bonus you receive by 1. You take a -1 penalty on saves against emotion and fear effects.

When you are drunk (or worse), this penalty doubles, but you increase each morale bonus you receive by 2 instead.

Racial feat-
Skill focus- (perception)
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.

Traits:

Anxious (drawback)
After suffering terribly for not being tightlipped enough as a child, such as when you accidentally exposed your family to enemy inquisitors, you developed a habit of being overly cautious with your words. You take a –2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.

Disgraced Noble:(campaign) Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. Now the only thing that matters to you is clawing your way back up the social ladder, either for your own quality of life or to clear your family’s name. You’ve had to practice deception as you began working your way back into Taldan social circles; you gain a +2 trait bonus on Bluff checks to conceal your identity and a +2 bonus on Linguistics checks to spot or produce forgeries, and one of these skills is always a class skill for you. Once each day, you can choose a single humanoid you believe to have been involved in the conspiracy to destroy your family; you gain a +1 morale bonus on attack and damage rolls against that NPC for a number of rounds equal to your character level. At 10th level, this bonus increases to +2. (bluff)

Sacred Avenger (religion)
Source Elves of Golarion pg. 15
Requirement(s) [Elf] Calistria
You have a special connection between you and Calistria that enhances your ability to achieve vengeance. When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is your ilduliel (see page 8), this bonus increases to +2. (Maxillar Pythareus)

Ilduliel- out of elves of Golarion
Feuds Though they can be hot tempered at times, it’s hard to get an elf murderously angry, and their sparse population on Golarion engenders some racial solidarity. That doesn’t mean elves all get along, however. When elves fight among their own kind, the conflicts are generally smallscale and personal. In many cases, this develops into a form of feud called ilduliel, which translates roughly as “nemesis.” A feud begins when one elf perceives an insult, whether intentional or not, and informs the other that he has taken offense. An ilduliel seeks to deny his feud partner whatever he or she most desires, and claim it instead. Thus, ilduliel learn each other’s desires well, and spend time in each other’s lives, plotting vexation at every step. It is vital that a foe know that the ilduliel has achieved his or her object of desire, so identifying symbols or marks are left at the scene of a defeat, to let everyone, especially the foe, know of the loss. Multiple ilduliel can join a feud, but the intensity of planning makes it difficult to focus on the goals of multiple targets at once. Sometimes one of the elves involved grows frustrated enough to demand an immediate settlement via a duel with elven blades, but such resolutions are seen as less honorable and satisfying on both sides than slowly taking apart the other elf’s life brick by brick. Blood is quickly spilled and quickly forgotten—if an ilduliel can ruin his enemy’s romantic relationship, trick him into acting dishonorably, or achieve the other’s greatest goal in life, the scars are far slower to heal. Elven feuds rarely last more than a century, as time erodes even an elf’s desire for vengeance. In rare cases, a feud ends with the ilduliel becoming dear friends, as spending several hundred years getting to know each other intimately can foster a sense of kinship. More often, however, the elves simply let the matter drop, possibly prompted by seeing a sign such as new growth on a decomposing stump, or a particularly beautiful sunset burning through the clouds.

Deep Cover (social)
Source Spymaster's Handbook pg. 6
You have lived a double life since your youth, perhaps to avoid persecution for your true identity or in service to an enemy of the people or group associated with your cover identity. You can always take 10 on Bluff and Disguise checks to assume and maintain your cover identity. Bluff or Disguise (your choice) is a class skill for you. (disguise)

Attacks:

Dagger+3 d4+2 (19-20x2)

dagger in Rage (+6 d4+5; 19-20x2)

Skills:

Acrobatics (Dex) +6, Bluff (chr) +6, Climb (Str) +2, Craft (Int), Diplomacy (Cha) +6, Disguise (chr) +6, Intimidate (Cha) , Knowledge (local) (Int) +6, Profession (Wis), Perception (Wis) +9, Ride (Dex), and Swim (Str).

Background skills* Knowledge (nobility) (Int) +6 , Linguistics (Int) +6

Class abilities: barbarain:

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she 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 base speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

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 spellcasting).

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.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.

See the Barbarian (Unchained) Rage Power section for a full list of Rage Powers from all sources.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Danger Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).

Improved Uncanny Dodge (Ex): At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.

If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage reduction can reduce damage to 0, but not below 0.

Greater Rage (Ex): At 11th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Indomitable Will (Ex): At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.

Tireless Rage (Ex): At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.

Mighty Rage (Ex): At 20th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.


Class abilities archetype , Urban barbarian/Invunerable:

Urban Barbarain
Every barbarian knows that city life can soften the spirit and the body, but some barbarians take on the trappings and ways of their adoptive homes and bend their savage powers to its challenges. While these urban barbarians’ rough edges are smoothed into civility, they can use their primal nature and upbringing to move with the ebb and flow of civilization’s natural rhythms.

Weapon and Armor Proficiency: An urban barbarian is not proficient with medium armor.

Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.

Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

This ability alters rage.

Rage Powers: The following rage powers complement the urban barbarian archetype: boasting taunt, clear mind, deadly accuracy, guarded stance, intimidating glare, lethal accuracy, no escape, quick reflexes, perfect clarity, sharpened accuracy, surprise accuracy, and unexpected strike.

Invulnerable Rager
Source Advanced Player's Guide pg. 79
Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage. An invulnerable rager has the following class features.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.

Rage Powers: The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.


Looks and personality:

Background (in progress):

"Papa !, No!" the boy yelled as he was forcefully taken away from the only home he has ever known. The guard barely noticed as the young child stuck him multiple times, as he walked across the floor and placed the child in the middle of the room. The judge looked down at him as he said without looking up, "State your name, boy."

"Vale", the young boy said as he looked at his father. looking at him with bruses on his face and arms he looked like a weak man indeed. Hair matted against his face from his short time in the prison, and Clean Shaven! how dare they! Vale has never seen his father without his beard, how could they disgrace him so. The guards did not seem to take it easy on him, of course. They hate it when one of their own turn. Vale looked up at the Guard standing over him, yes that guard was to blame for all their miseries right now.

"Your full name, Son."

"Valerian Uth'Sammus"

"Do you know why your here?"

"No, sir" there was no reason for Vale to be rude right now. the judge replied, "your Father has been charged on the grounds of treason, which is a very serious charge. Do you remember what you said. Valerian?"

"Yes." , Vale replied after taking a moment, his lips started to quiver, and tears were starting to form in his eyes.

"Repeat them please."

"yes my father said" pulling his shirt up he wiped his eyes and blew his nose. " Well, you see I shouldn't have said that I was just boasting that my dad could do anything... I didn't mean it."

"mean it or not, that is treason Son." pounding his gavel on the ground. "Casus Uth'Sammus I sentence you to death by beheading."

"NOOOOOooooooo!" Vale yelled as he launched himself towards his father "I'm sorry Dad..., I so sorry." Vale didn't get more than two steps before the Lone guard picked him up., Vale could only barely hear the judge. "Put him in the Orphanage in the narrows, Guard." , "yes Judge Pythareus." Vale could only watch as they lead his dad away in shackles.

Equipment:

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