Ostog the Unslain

Varg "Cleaver" Stollufsen's page

1,076 posts. Organized Play character for Filios.


Classes/Levels

Barbarian Invulnerable Rager/7; HP: 82/82 (96/96); AC: 24 (23 Rage), DR: 3; F: 9, R: 8, W: 4; Perc: +9; Init: +2

About Varg "Cleaver" Stollufsen

VARG "CLEAVER" STOLLUFSEN, HUSCARL - CR 3
Male Human (Ulfen) Barbarian (Invulnerable Rager) 7
CN Medium Humanoid (Human)
Faction: Sovereign Court
Init +2; Senses Perception +8
PFS #44418-4
EXP: 20
PP: 30
FAME: 40
Rage 0/19
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DEFENSE
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DR: 3 (6 Nonlethal)
Cold Resistance: 2
AC 24 (23 Rage), touch 15, flat-footed 21(+8 armor, +3 Dex, +1 Dodge, +1 Deflection, +1 Natural Armor)
hp 82 (1d12+5) (96 Rage) Current: 82/82
Fort +9 (+11 Rage), Ref +8, Will +4 (+6 Rage)
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OFFENSE
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Spd 40 ft.
Melee
Dagger +11/+6 (+13/+8 Rage) (1d4+4(+6 Rage)/19-20/x2)
+1 Furious Smine Greataxe +12/+7 (+16/+11 Rage) (1d12+7/20/x3)(+5 DAM Rage)
MW Lucern Hammer +12/+7 (+14/+9 rage) (1d12+6/x2 reach)(+3 DAM Rage)
Cold Iron Greataxe +11/+6 (+13/+8 Rage) (1d12+6)(+3 DAM Rage)
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STATISTICS
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Str 19 (22 Rage), Dex 16, Con 14 (18 Rage), Int 10, Wis 10, Cha 10
Base Atk +7/+2; CMB +11 (+13 Rage); CMD 25
Feats Power Attack -0/+4 (+6), Toughness +3, Dodge, Furious Focus, Cleave
Traits Killer, Vindictive
Skills Acrobatics +3, Climb +10, Escape Artist +1, Fly +1, Intimidate +9 (+1 w/GA)(+3 in Taldor), Perception +9, Ride +1, Stealth +3, Survival +8, Swim +3
Languages Common, Skald
SQ Fast Movement +10 (Ex), Heart of the Wilderness +0, Rage (13 rounds/day) (Ex)
Combat Gear +2 Elven Chain, Dagger, +1 Greataxe, MW Lucern Hammer, Cold Iron Greataxe; Other Gear Backpack (6 @ 14 lbs), Chalk, 1 piece, Flint and steel, Mug/Tankard, clay, Pouch, belt (1 @ 0.7 lbs), Rope, hempen (50 ft.), Signal Horn, Whetstone, Potion of Cure Light Wounds (1)(1d8+1), Potion of Cure Serious (2) (3d8+3), Vial of Holy Water (1), Cold-Weather Outfit (+5 Fort vs. cold), Winter Blanket, +1 Ring of Protection, +1 Amulet of Natural Armor, Shining Wayfinder (See Below), Potion of Barkskin, Aircrystals (2), Allnight (3), Cloak of Resistance +2, Potion of Bull's Strength, Potion of Delay Poison

COIN:
PP:
GP: 10391
SP:
CP:
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SPECIAL ABILITIES
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Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Killer Add weapon's critical modifier to its critical bonus damage.
Power Attack -0/+4(+6) You can subtract from your attack roll to add to your damage. 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.
Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. 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.
Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
VindictiveYour family is prone to endless feuds, and you were raised by people who simply do not forgive a slight easily. Once per day, you can declare a creature that has dealt you hit point damage to be your vindictive target as an immediate action when the damage is dealt. You receive a +1 trait bonus on damage rolls against this target for 1 minute.
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.
Reckless Abandon (Ex) - Rage Power (-2/+2)
Benefit: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Renewed Vigor (EX) - Rage Power: As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier (1d8+2). For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. This power can be used only once per day and only while raging.
Guarded Life (EX) - Rage Power: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Hunting Lodge Member
You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge in Absalom. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival to make Day Job rolls.
Furious Greataxe This ability can only be placed on a melee weapon. A furious weapon serves as a focus for its wielder's anger. When the wielder is raging or under the effect of a rage spell, the weapon's enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while raging (such as raging climber, raging leaper, or raging swimmer), the wielder gains an enhancement bonus to that skill whenever the weapon is wielded or held in hand, even when not raging; this bonus is equal to the enhancement bonus of the weapon (including the +2 when the wielder is raging).
Moderate enchantment (compulsion); CL 8th; Craft Magic Arms and Armor, rage; Price +1 bonus.
Hero of the Five Kings:For helping Torvic find the Gallery of Wonders, you have gained a small amount of fame with the Dwarves of the Five Kings Mountains. When dealing with any Dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma based checks.
Evenhanded Investigator:By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2circumstance bonus on Diplomacy checks when dealing with the guards and city officials within Absalom.
Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one - Cold) 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.
Nemesis of the Aspis: You are an expert at sabatoging the aspis Consortium's nefarious schemes. During any sceanario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. once you have used this boon, cross it off the chronicle sheet.
Debt of Cyphers: You rescued an ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (Arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a further benefit in the form of +2 to Diplomacy checks made in the city to gather information.
Riddleport respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you have earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.
Shining Wayfinder:+2 Survival to avoid becoming lost. Provides Light as the spell. A polished silver compass that can be used to also Detect Evil, pointing to the nearest source of evil within 60'. Once per day the wayfinder can be used to cast Protrection From Evil on the bearer.
Smine's Best When weilding the Furious Smine Greataxe, you gain a +1 to performance combat checks and a +1 on Intimidate checks made against creatures proficient with that weapon. In addition, the weapon's HP total is increased by 5.
Furious FocusEven in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Ulfen Guard You have proven yourself a loyal servant of Taldor and are asked to become the blood brother of a member of the Ulfen Guard. If you are Ulfen you receive the title "huscarl". You gain a +3 bonus on all Intimidate Checks when in Taldor or dealing with Taldan citizens abroad.
+2 Elven Chain:This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2.
CleaveAs a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Belt of Incredible Dexterity +2This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

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Varg hails from the Lands of the Linnorm Kings. His tribe, frustrated with the current lack of raiding in the South, sent several Huscarls and young men as mercenaries to Taldor. Varg joined the ambitious group to serve as personal bodyguards to Grand Prince Stavian III and return after their tour of duty with riches beyond belief. While serving as one of the youngest bodyguards to the Prince, he was approached by the Taldor Faction of the Pathfinder Society, and that began his journey to greater things. He was sent to train in the city of Absalom, and he is now ready to travel the world in search of riches while sewing discord between the enemies of Taldor, his adopted home.