Fighter

Victrix Bloodmane's page

2,560 posts. Alias of Dragoncat.


Full Name

Katha 'Victrix' Bloodmane

Classes/Levels

Retired - Adventure Path Complete!

Size

Medium (5'5'', 155 lbs)

Age

21

Special Abilities

Being Damn Hard to Kill

Alignment

CG

Deity

"Gimme a mug o' Cayden's finest, and I'm set!"

Location

Talmandor's Bounty

Languages

Common, Celestial, Halfling, Elven, Azlanti, Syrinx, Aquan, Aklo, Terran, Ignan, Infernal, Draconic, Giant

Occupation

Berserker/Andoren Soldier

Homepage URL

Victrix's Portrait! (just imagine her with more clothes on)

Strength 20
Dexterity 12
Constitution 19
Intelligence 10
Wisdom 8
Charisma 16

About Victrix Bloodmane

Current Total Temp. HP: 51
Current Temp. HP: 51

Victrix 'Cookies' Bloodmane
Female Aasimar (Angelkin) Barbarian (Unchained/Invulnerable Rager) 15/Fighter (Unbreakable) 2
Medium outsider (Native)
Init +5; Senses darkvision; Perception +17
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Defense
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AC 23, touch 14, flat-footed 20 (+1 DEX, +9 Armour, +2 Deflection, +1 Insight)
hp 219 (252 in rage)
Fort +20, Ref +10, Will +8 (+3 when enraged, +5 vs. mind-affecting effects, +2 vs. evil effects) (+2 to checks to stabilize)
Defensive Abilities acid/cold/electricity resistance 5, fire resistance 5, Damage Reduction 7/- (13/- when raging)
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Offense
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Speed 40 ft.
Melee +1 Seaborne Glaive +23/+18/+13/+8 (1d10+8, 1d10+11 in rage/x3)
+1 Seaborne Holy Greataxe +23/+18/+13/+8(1d12+8, 1d12+11 in rage/x3, +2d6 vs. Evil targets)
+1 Keen Aberration-Bane Longsword +23/+18/+13/+8 (1d8+6, +9 in rage, +8 2-handed, +11 2-handed rage, 18-20/x2, +3 hit/damage vs. aberrations, +2d6 damage vs. aberrations)
Club +22/+17/+12/+7 (1d6+5, 1d6+8 2-handed/rage, 1d6+9 2-handed+rage/x2)
Mwk Machete +23/+18/+13/+8 (1d6+5, 1d6+7 in rage, 19-20/x2)
Ranged Javelin x5 +17 (1d6+5/x2; range 30 ft)
Spear +17 (1d8+5/x2; range 20 ft)
Special Attacks Power Attacks!
--1-hand Longsword +23/+12/+7 (1d8+12, 18-20/x2, +3 vs. aberrations/+2d6 damage vs. aberrations)
--1-hand Rage Longsword +25/+15/+10/+5 (1d8+14, 18-20/x2, +3 vs. aberrations/+2d6 damage vs. aberrations)
--2-hand Longsword +21/+11/+6 (1d8+15, 18-20/x2, +3 vs. aberrations/+2d6 damage vs. aberrations)
--2-hand Rage Longsword +25/+15/+10/+5 (1d8+17, 18-20/x2, +3 vs. aberrations/+2d6 damage vs. aberrations)
--Rage Glaive +25/+15/+10/+5 (1d10+19/x3)
--Rage Greataxe +25/+15/+10/+5 (1d12+19/x3)
--+12 to damage 2-handed, -4 to hit without Furious Focus

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Statistics
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Str 20, Dex 12, Con 20 (16 base), Int 10, Wis 8, Cha 16
Base Atk +17; CMB +22; CMD 33
Traits Trustworthy, Eagle Knight Recruit
Feats Power Attack, Furious Focus, Endurance, Diehard, Steadfast Personality, Angelic Blood, Quick Draw, Extra Rage Power (Increased Damage Reduction (x2), Mighty Swing), Improved Initiative, Toughness
Skills +11 Climb, +5 Bluff, +23 Diplomacy, +9 Handle Animal, +22 Intimidate, +1 Knowledge (Geography, Local), +8 Linguistics (Azlanti, Strix, Halfling, Elven, Aklo, Aquan, Auran, Terran, Draconic, Giant), +17 Perception, +15 Profession (Soldier), +14 Sense Motive, +18 Swim
Languages Common, Celestial, Halfling, Elven, Syrinx, Azlanti, Aklo, Aquan, Auran, Terran)
SQ Rage, Fast Movement, Celestial Resistance, Darkvision, Truespeaker, Spell-like Ability (Alter Self 1/day), Rage Power (Renewed Vitality, Renewed Vigour, Regenerative Stance, Clear Mind, Scent, Increased Damage Reduction), Extreme Endurance (Hot), Unflinching, Greater Rage
Combat Gear +1 Breastplate, Parade Armour, +1 Spear, Javelin x5, Greataxe, Club, Mwk Machete, +1 Darkwood Buckler, +1 Seaborne Glaive, +2 mithril chainmail

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Special Abilities
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Racial Traits:
Darkvision: Aasimars can see in the dark up to 60 feet.

Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Spell-Like Ability: Angelkin aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Class Features:
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.

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. (Hot!)

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.

Rage Powers:
Regenerative Stance (Ex): The barbarian can continually replenish her health. At the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from rage. This is a stance rage power.

A barbarian must be at least 4th level to select this rage power.

Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.

Renewed Vitality (Ex): The barbarian ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the barbarian can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her rage ends.

Clear Mind (Ex): When the barbarian fails a Will saving throw, she can attempt another Will saving throw at the end of her next turn (using the original DC). If the second saving throw is successful, the barbarian is treated as if she succeeded at the first saving throw, negating or reducing the effect as determined by the spell or effect. If this second saving throw fails, the barbarian suffers the full effects of the spell or effect as normal. A barbarian must be at least 8th level to select this rage power.

Scent (Ex): The barbarian gains the scent ability. She can use this ability to locate unseen foes. Mechanics are here.

Increased Damage Reduction (Ex): The barbarian’s damage reduction increases by 2/— whenever she is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level to select this rage power.

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This ability can be used only once per day. A barbarian must be at least 12th level to select this rage power.


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Background
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Andoran is a country with a resonating ideal bred deep into its people--the ideal of equality. It was through force of arms and silvered tongues that the former vassal nation of Cheliax won its freedom from its devil-bound masters, and carved out a place for itself in the annals of history as the greatest triumph of the People's Revolt. No longer would they be under the heels of Hell--these brave men and women would stand tall and proud, all equals in the eyes of Gods and Men.

In the years to come, the country itself would be rewarded, in a fashion--in the aftermath of Thrune's ousting from Andoran, and the exile or assimilation of those who swore fealty to the Thrice-Damned, some claim that the Heavens themselves looked kindly upon Andoran. Their favour manifested in the birth of many aasimars--those born with the blessings of Heaven in their bloodline. Such a fortuitous event was not lost on Andoran's historians; it was a fitting final insult to those who saw Hell as the embodiment of what their government should be.

Victrix is one such aasimar.

The only child of a family of Andoren soldiers, the woman who would become Victrix was born a frail, sickly child, and given the name Katha. Her father, Dorn, was an especially devoutly religious Caydenite; though he never officially joined the clergy of the Lucky Drunk, many remarked that he was more pious than those who taught His ways. Her mother, Rinna, served her nation with distinction and pride, and rose to the rank of Lieutenant in Andoran's Eagle Knights. Katha shared her father's vibrant red hair and her mother's calm blue eyes, but there was something else about her birth that many didn't notice until she was old enough to walk--she was blessed by the Heavens themselves. Dorn believed it was a just reward for years of devoted service to God and Country.

Of course, a heaven-blessed child is still just that--a child. She proved to be quite a belligerent and free-spirited kid, possessed of a burning anger in her blood; blood that boiled when she witnessed those oppressing the weaker--especially those who thought Katha was a silly name, and worthy of mockery. She could never stop herself from interrupting bullies' sadistic joys with a fist to the jaw or a foot to the backside. After a few bloodied noses and bouts of wounded pride that persisted even into her teenage years, Katha's parents sought to have her enlisted in the Andoren army--perhaps there, she'd find the discipline they couldn't instill in her.

To the surprise of everyone, herself included, the army suited her well enough. She was trained in the use of many weapons, as befitting of an Andoren army recruit, and while she was cited many times for violations of discipline and conduct, she nevertheless excelled at combat drills... and despite her proclivities for flying into bouts of righteous rage, at leading troops into battle. The men under her gave her the nickname 'Victrix'--the Celestial word for 'Victory'. She liked the name so much she started answering to it more often than her birth name.

Eventually, she was considered for recruitment into the Eagle Knights--Andoran's truly elite military arm. Partly because of her exceptional skills at leading men and fighting, but also partly because of the fact that she otherwise wouldn't fit in with the rest of the army. While she knew when to toe the line, the disciplinary infractions she was accumulating would eventually lead to her being dishonourably discharged, even with her mother's name protecting her without her knowledge.

When the brass heard that an expedition to the far-off colony of Talmandor's Bounty was being put together, they summoned Victrix and offered her a chance to be part of it, serving and protecting Andoran's interests abroad. She jumped at the chance, with dreams of doing battle with those who would oppress the colonists of Talmandor's Bounty dancing in her head.

Conveniently, it was also an excuse for the brass to send her someplace where she wouldn't cause more problems.
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Description & Personality
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Before you stands a petite (but remarkably muscular) redheaded woman carrying what appears to be a small armoury on her person, her dark blue eyes burning with a love for life. She is dressed in well-kept breastplate, coloured white & blue and engraved with a golden eagle. On her back are several javelins and a sharp spear, and on her shoulder is a simple but vicious-looking greataxe. An old table leg hangs from her belt.

If there's one thing Victrix can be reliably called, it's 'passionate'. A childhood spent growing up in Andoran, a country notorious for its love of freedom, has instilled in her a tendency to live life to its fullest--fighting hard when called for and partying harder. While she comes across as being another belligerent recruit, she's just as comfortable trying to talk someone out of fighting as much as actually going through with it, to the point where she considers it a point of pride to be able to do so.

She cares very much for family, be it by blood or by fire--a party she joins tends to be considered as such if she sticks with it for long enough. She has no patience for those who try to oppress the innocent as a means of showing their strength, and she'll usually be the first one in to stop it.
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Traits & Drawback
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(Campaign) Eagle Knight Recruit: One would not expect someone possessed of a barbaric rage and an eagerness to use it to be considered for acceptance into an organization as prestigious as the Eagle Knights of Andoran, but as it stands, Victrix was. Her time in the Andoren army has granted her several boons: she begins the campaign with a standard-issue breastplate and one simple or martial weapon of her choice--in this case, her greataxe. She also begins play with 100 gold pieces worth of extra gear (namely, two minor healing potions). She also gains a +1 bonus to saves vs. mind-affecting effects.

(Social) Trustworthy: Perhaps it's a quirk of her angelic heritage, but Victrix has a sort of personal magnetism about her. That, coupled with her usually blunt demeanour, makes people more inclined to believe things she tells them. She gains a +1 bonus to Diplomacy checks and Bluff checks made to fool someone, and Diplomacy is always a class skill for her.

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Skill Breakdown
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—3 Climb
—12 Diplomacy
—10 Intimidate
—11 Perception
—11 Sense Motive
—10 Swim

Background Skills
—10 Profession (Soldier)
—1 Knowledge (Geography)
—8 Linguistics (Halfling, Elven, Azlanti, Syrinx, Aquan, Aklo, Auran, Terran, Ignan, Infernal, Draconic, Giant)
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Gear
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—Spear (2 GP)
—+1 Keen Aberration-Bane Longsword
—+1 Seaborne Holy Greataxe
—+1 Seaborne Glaive
—Club (Free)
—Breastplate (Free)
—Barbarian’s Kit (9 GP): a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
—Grooming Kit (1 GP)
—Javelin x5 (5 GP)
—Traveller’s Outfit (Free)
—Night Tea x8
—1 suit of Parade armour of the Andoran Army (25 GP)
—1 Soldier's Uniform of the Andoran Army (1 GP)
—1 Gear Maintenance Kit (5 GP)
—1 Mwk machete
—1 bottle of air
—1 +1 spear
—1 +1 mithral chain shirt
—1 +2 ring of protection
—1 potion of cure light wounds
—2 potions of cure moderate wounds
—1 +2 mithril chainmail suit
—1 dusty rose ioun stone
—1 wand of lesser restoration (47/50 charges) (at home)
—1 Golembane Scarab
—1 +2 Constitution ioun stone (pink rhomboid)
-1 +4 Belt of Mighty Constitution
-1 Jellyfish Cape
-1 +4 Ring of Resistance
-+1 Plate of the Deep

Money: 6,045.93 GP - 1,500 GP = 4,545.93 GP

Carrying Capacity: 0-100 (Light); 101-200 (Medium); 201-300 (Heavy)

Current Load: 30+3+6+10+12+20+26+2+2 = 114 lbs (Medium)

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Magical Items
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Belt of Mighty Constitution +4 (Belt Slot)
+2 Mithril Chainmail (Body Slot)
Quick Runner's Shirt (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
Jellyfish Cape (Shoulder Slot)
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+2 Ring of Protection (Ring Slot 1)
+4 Ring of Resistance (Ring Slot 2)