Valeros

Valeros 20220306's page

61 posts. Alias of Frozen Frost.


Full Name

Raedwald Ingorson

Race

Human

Classes/Levels

Sorcerer 1 (crossblooded, tattooed sorcerer, wildblooded) - HP 7/7 ,- AC 14/T: 11/FF: 13 - F: +1 R: +1/ W: +3 - CMB: +0 - CMD: 11, Speed: 30, Init. +5, - Perception +3

Gender

Male

Size

Medium

Age

22

Special Abilities

3/day—[i]dancing lights[/i

Alignment

Neutral Good

Deity

Sarenrae

Location

Sandpoint

Languages

Common, Erutaki, Minkaian, Skald, Varisian

Strength 10
Dexterity 12
Constitution 13
Intelligence 14
Wisdom 17
Charisma 13

About Raedwald Ingorson

Character Sheet:
Raedwald
Male human (Ulfen) sorcerer (crossblooded, tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 69, 70)
NG Medium humanoid (human)
Init +1 (+5 w/ familiar); Senses Perception +3
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +3
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4/19-20)
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—dancing lights
Sorcerer (Crossblooded, Tattooed Sorcerer, Wildblooded) Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—burning hands (DC 14)
. . 0 (at will)—detect magic, light, mage hand
. . Bloodline Draconic, Primal
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Statistics
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Str 10, Dex 12, Con 13, Int 14, Wis 17, Cha 13
Base Atk +0; CMB +0; CMD 11
Feats Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits best friend, magical lineage, wayang spell hunter
Skills Bluff +0, Diplomacy +7, Disguise +0, Intimidate +5, Linguistics +3, Sense Motive +4, Spellcraft +6, Stealth -1
Languages Common, Erutaki, Minkaian, Skald, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, familiar tattoo
Other Gear studded leather, dagger, belt pouch, candle (10), flint and steel, spell component pouch, wooden holy symbol of Saranrae, pony, bedroll, mess kit, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 66 gp, 8 sp
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Tracked Resources
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Dagger - 0/1
Dancing Lights (3/day) - 0/3
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Primal (Fire) +1 damage per die for [Fire] spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

Proposed Build:

1st lvl Character Tattooed Crossblooded Gold Dragon / Primal Sorcerer (1st lvl)
Traits: Wayang Spellhunter (Fireball), Magical Lineage (Fireball)
Feats: Spell Focus (Evocation), Spell Specialisation (Burning Hands), Bonus: Varisian Tattoo (Evocation)
Powers: Tattoo familiar (Compsognathus; +4 Initiative)
Sorcerer spells (1st: 4/day): Burning Hands (causing 4d4+8 dmg)

2nd lvl Character Theologian Cleric of Sarenrae (1st lvl)
Powers: Fire Bolt (6/day; ranged touch attack causing 1d6+1 dmg)
Domain spell: Burning Hands (causing 4d4+8 dmg)
Channeling: 1d6 healing
Cleric spells (1st: 2+1 domain)

3rd lvl Character Cleric (2nd lvl)
Feats: Spell Specialisation (Admonishing Ray)
Burning Hands now causes 5d4+10 dmg
Cleric spells (1st: 3+1 domain)

4th lvl Character Cleric (3rd lvl) (Stat increase: +1 Cha)
Domain Spell: Produce Flame (causing 1d6+5 dmg, usable 4 times, but the slot will be filled with Burning Hands)
Spells: Admonishing Ray (1 ray causing 4d6+4 dmg)
Channeling: 2d6 healing
Cleric spells (1st: 3+1 domain; 2nd: 2+1 domain)

5th lvl Character Cleric (4th lvl)
Feats: Empower Spell + change Spell Specialisation from Burning Hands to Fireball
Spells: Admonishing Ray (2 rays causing 4d6+4 dmg), Burning Hands (still causing 5d4+10 dmg)
Cleric spells (1st: 4+1 domain; 2nd: 3+1 domain)

6th lvl Character Cleric (5th lvl)
Power: Domain Secret (Free Intensify Spell for Burning Hands)
Domain Spell: Fireball (which is empowered for no extra cost, causing 12d6+24 dmg)
Channeling: 3d6 healing
Spells: Burning Hands is now intensified and causes 6d4+12 dmg
Cleric spells (1st: 4+1 domain; 2nd: 3+1 domain; 3rd: 2+1 domain)

7th lvl Character Cleric (6th lvl)
Feats:Selective Channeling + change Spell Specialisation from Admonishing Ray to Burning Hands
Powers: Fire Resistance (10)
Spells: Admonishing Ray is still two rays, and he can cast a 1st level Intensified Burning Hands (causing 9d4+18 dmg), Empowered Fireball (remember it’s still a 3rd lvl spell) now causes 13d6+26 dmg
Cleric spells (1st: 4+1 domain; 2nd: 4+1 domain; 3rd: 3+1 domain)

8th lvl Character Cleric (7th lvl) (Stat increase: +1 Int)
Domain Spell: Wall of Fire (but the slot will be filled with a Dazing Fireball)
Channeling: 4d6 healing
Spells: Intensified Burning Hands (causing 10d4+20 dmg), Empowered Fireball (now causing 15d6+30 dmg),
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 3+1 domain; 4th: 1+1 domain)

9th lvl Character Cleric (8th lvl)
Feats: Quicken Spell + change Spell Specialisation from Burning Hands to Admonishing Ray
Spells: Intensified Burning Hands (1st level spell; causing 9d4+18 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Empowered Fireball (3rd level spell; causing 15d6+30 dmg),
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain)

10th lvl Character Cleric (9th lvl)
Spells: Intensified Burning Hands (1st level spell; causing 10d4+20 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Empowered Fireball (3rd level spell; causing 15d6+30 dmg), Quickened Fireball (5th level spell; causing 10d6+20 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain; 5th: 1+1 domain)

11th lvl Character Cleric (10th lvl)
Feats: Greater Spell Specialisation + change Spell Specialisation from Admonishing Ray back to Burning Hands
Power: Domain Secret (Free Intensify Spell for Fireball)
Spells: Intensified Burning Hands (1st level spell; causing 10d4+20 dmg), Admonishing Ray (2nd level spell; 3 rays causing 4d6+4 dmg), Intensified Empowered Fireball (3rd level spell; causing 19d6+38 dmg), Intensified Quickened Fireball (5th level spell; causing 13d6+26 dmg)
Cleric spells (1st: 5+1 domain; 2nd: 4+1 domain; 3rd: 4+1 domain; 4th: 2+1 domain; 5th: 2+1 domain))

Familiar:

Eaxl-Gestealla (often just called Gestealla)
Compsognatus (Pathfinder RPG Bestiary 2 90)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +4
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 3 (1d8+2)
Fort +4, Ref +4, Will +2
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Offense
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Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Acrobatics +2 (+6 to jump), Diplomacy -2, Intimidate -2, Linguistics -1, Perception +4, Sense Motive +1, Spellcraft -1, Swim +10
SQ improved evasion
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Tracked Resources
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. . -none-
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Bite—injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swim (20 feet) You have a Swim speed.

Pony:

Steora
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves -3 (1d3)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ docile, riding
Other Gear bedroll, mess kit[UE], riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin
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Tracked Resources
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Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:
RAEDWALD'S BACKGROUND

Concept
1) Passion. Raedwald is passionate about life, friends, lovers, enemies, religion, exploration and knowledge. He seems never to be lukewarm on any subject. He hates things or he loves them.

2) Vainglory. As part of his fiery nature, Raedwald doesn’t just want to succeed. He wants to be seen succeeding. He wants to write a tale of heroism and adventure that will live on for a thousand years. He ensures that he is at the heart of any noteworthy exchange, battle or great moment. He is never going to be the one to “hold down the fort”.

3) Commitment. If Raedwald gives his word, he will die before breaking it. Moreover, he will put the same effort into completing any tasks his family or close friends have committed to. Ulfen honor compels him.

4) Curiosity. Raedwald is insatiably curious. He can never leave well enough alone. He wants to experience what is around every bend, inside every box, beyond every horizon and under every ruin.

5) Ambition. Enough is never enough. Raedwald wants to be the greatest hero of the age, spoken of in homes and mead-halls across Golarion. But he also wants wealth and power. He wants to use them to do good, certainly, but he covets them all the same.

6) Compassion. Despite his personal desire for glory and his close connection with fire, Raedwald is not a violent man by nature. He fully believes in compassion and redemption and would rather end a conflict by words than deeds. He knows that there will be plenty of conflicts that only death can end, but seeks to keep those to a minimum.

Goals
1) Raedwald wants to see Ameiko sitting on the throne of Minkai.
2) Raedwald want to be Shalelu’s lover and possibly husband. She fills his dreams with her graceful movements and elfin beauty. He’s not at all shy about his admiration for her, but is waiting to prove himself before he makes his move.
2) Raedwald wants to win glory in a very public battle at the height of his power and live to enjoy that glory.

Secrets
1) When he first came into his power, Raedwald had no control. In his panic, he burned down an inn in the Land of Linnorm Kings, killing six people and injuring eight more. His mother and brother were among the dead. After burying his mother and brother, he fled from the kingdom without ever accepting responsibility.

2) Unbeknownst to him, Raedwald has two children in Kalsgard, born of a one-night stand with Gudrun, an up-country jarl’s daughter.

Relationships
1) Ameiko: Childhood friends since they were small, Raedwald sees Ameiko like a big sister. He would do anything for her and is very protective of her.

2) Koya: While not a Desnan, Raedwald adores the old priestess, learning wisdom and much-needed patience from her, considering her almost a like a mother. It is from her that he will gain the idea to become a cleric, using his dedication to Saranrae to temper the wild fire that runs in his veins.

3) Sandru: Raedwald admires Sandru as a self-made man who made good on his adventuring days. He loves Sandru’s tales of distant places and adventure on the road.

4) Shalelu: Raedwald really can’t stop staring at the elven ranger. He’s been infatuated with her since he first laid eyes on her and dreams about how she moves and how her hair smells of flowers. He is full-on in love with her. She’s the only person more important to him that Ameiko.

5) Attarwulf: Attarwulf is the son of a wealthy merchant in Kalsgard and Raedwald’s deadly enemy. The two fought a vicious knife-fight for the attentions of the lovely Gudrun and Attarwulf lost two fingers on his left hand. He swore to kill Raedwald the next time they met.

Key Memories
1) The day Raedwald’s powers came to life, burning down an inn and killing six people, including his family. The smoke, the flames, the terror, guilt and shame. Raedwald revisits this moment often in his nightmares. He’s determined to find a way to get his powers under control.

2) Meeting Ameiko. They met at the Rusty Dragon and spoke for hours about his time in the Land of the Linnorm Kings. Her charisma and intelligence made a life-long friend of Raedwald the day they met. For some time, he thought he had a crush on her, but as the two of them grew up, he realized he never wanted to jeopardize their close friendship.

3) Seeing Shalelu. Returning from a trip into the forest, Raedwald caught a glimpse of the elf bathing in a moonlit pool, silvery light playing off her wet hair and skin. He has no idea if she knew he was there, but she’s never said anything to him about it. Struck almost dumb in wonder, he stared quite a bit longer than anyone would consider polite before recovering himself and turning back to Sandpoint. To this day he can’t remember why he had gone into the woods in the first place, but that memory is as vivid to him years later as it was that first night.

Fear
Raedwald is frightened of failure. Dying alone and forgotten, or in some minor and forgettable incident is one of the worst things he can imagine.

But for really just scaring the socks off of him, drowning. He’s uneasy on water and can’t swim at all.