Leaf Leshy

Bambara the Fierce's page

437 posts. Alias of shawn Grout.


Race

Rage remaining 7/11

Classes/Levels

Current Hero point: 1

Gender

Exploration: Defend

Occupation

Perilous Forays: Excavations & Acquisitions Inc.

About Bambara the Fierce

Bambara the Fierce


Ghoran (Male) Bloodrager[Primalist] 3
Favored Class Bonus: +1 HP (x2) skill points (x1)
NG Plant (medium)
Hero pionts: 1:3
Capital Earned: N/A
Init +2; Senses Perception +0
-----DEFENSE-----
AC 20, touch 14 , flat-footed 18 (+6 armor, +2 Dex, +2 Natural)
hp 33 (d10)
Fort +7 (+2 vs warm-hot weather), Ref +4, Will +2 (+2 vs. curses/spells, mummy Rot & aura of dispair)
-----OFFENSE-----
Speed 40 ft.(base) Med Armor: current (30)
Melee Power Attack:
Earth Breaker +6 2d6+7 (x3) (B)[mwk Alch silver]
Shortsword +6 1d6+5 (19-20/x2) (P)[mwk Cold Iron]
Dagger +5 1d4+5 (19-20/x2) (S,P)
Non-Power Attack:
Earth Breaker +7 2d6+4 (18-20/x2) (b)[mwk Alch silver]
Shortsword +7 1d6+3 (19-20/x2) (P)[mwk Cold Iron]
Dagger +6 1d4+3 (19-20/x2) (S,P)
Ranged Sling +5 1d4+3 (x2) (B) (50 ft.) ammo 10 bullets; 10 C.I. bullets
Special Attack Rage 11 rounds/day
Ghoran Racial AbilitiesNatural armor +2; creator's legacy

RAGE:
 
-----DEFENSE-----
AC 18, touch 12 , flat-footed 16 (+6 armor, +2 Dex, +2 Natural)
hp 39 (d10)
Fort +7 (+2 vs warm-hot weather), Ref +4, Will +2 (+2 vs. curses/spells, mummy Rot & aura of dispair)
-----OFFENSE-----
Speed 40 ft.(base) Med Armor: current (30)
Melee Power Attack: Reckless rage
Earthbreaker +7 2d6+13 (x3) (b)[mwk Alch silver]
Shortsword +7 1d6+9 (19-20/x2) (P)[mwk Cold Iron]
Dagger +6 1d4+9 (19x20/x2) (S,P)
Non-Power Attack:
Earthbreaker +9 2d6+7 (x3) (b)[mwk Alch silver]
Shortsword +9 1d6+5 (19-20/x2) (P)[mwk Cold Iron]
Dagger +8 1d4+5 (19-20/x2) (s,p)
Ranged Sling +5 1d4+5 (x2) (B) (50 ft.) ammo 10 bullets; 10 C.I. bullets
Special Attack Rage 11 rounds/day
Ghoran Racial AbilitiesNatural armor +2; creator's legacy
Verdant Growth fast healing 1

Natural Magic 1/day ea
Detect Poison
Goodberry
Purify Food & Drink

Bloodrager Spells Known placeholder until lvl 4

-----STATISTICS-----
Str 16, Dex 14, Con 17, Int 5, Wis 10, Cha 14
Base Atk +3; CMB +6; CMD 18
FeatsPower Attack, Reckless Rage
Skills{ACP -2} Climb +7; Intimidate +6 (+1 to demoralize w/battle mask) ; perception +0; stealth +2; U.M.D +3
Languages Common, Sylvan
SQ ghoran traits
Traits Armor Expert(combat); Sun-Blessed(magic); Mummys Curse(campaign)

Racial Traits:

PlantGhorans have the plant type but lack the immunities to mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects that type usually has.
Low-Light Vision
Seed: Seed (Ex): As a full-round action, a ghoran can expel the seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all skill ranks upon sprouting. Once a ghoran expels this seed, it gains 1 negative level, and it dies as soon as the duplicate sprouts. This duplicate replaces the previous ghoran character.
SQ defence: Ghorans have tough, rugged skin and so gain a +2 Natural Armor bonus to AC.
Creator’s Legacy: Infused with the druidic magic of their creator, ghorans quickly take to nature-based spells and spellcasting. Ghoran bloodragers and sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for sorcerer spells and class abilities. Ghoran clerics and druids with the Plant domain use their domain powers and spells at +1 caster level. This doesn’t give the ghoran early access to level-based powers; it affects only powers that could already be used without this trait. This replaces past-life knowledge.
Natural Magic (Sp): Ghorans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—detect poison, goodberry (created berries bud from the ghoran’s own body), and purify food and drink. The caster level is equal to the ghoran’s level. The DC for these spells is equal to 10 + the spell’s level + the ghoran’s Charisma bonus.
Light Dependent: Ghorans are heavily light dependent and so take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Delicious (Ex): Ghorans take a –2 penalty on Escape Artist and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability.

Traits:

Armor Expert (Combat): You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Sun-Blessed (Magic): Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life. Whenever you’re affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.
Mummy Cursed: One of your ancestors ran afoul of a mummy’s curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You’ve come to Wati to explore its untouched necropolis, and while you hope you won’t have to face a real undead mummy, at least you have some defense if you do. You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.

Bloodrager Class Abilities:

Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this inf luence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level. At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels. If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage (SU): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge: At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Blood Sanctuary:At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Bloodline Power(s):
Verdant Growth (Su): At 1st level, you gain fast healing 1 while bloodraging. Your fast healing increases by 1 at 4th level and every 3 levels thereafter, to a maximum of fast healing 6 at 19th level. If you have a bloodrager class feature that also grants you fast healing (such as the spelleater’s blood of life class feature), you can stack up to half of your fast healing from such abilities with the fast healing gained from this ability, but you cannot do so by an amount that exceeds your Charisma bonus (minimum 0).

Primalist Archetype:
:
Source Advanced Class Guide
While bloodrage powers come from the very essence of a bloodrager’s being and are often strict and immutable, some bloodragers tap into ancient traditions and primitive wisdom to enhance their rages with something more primal. The primalist mixes his bloodline with more traditional rage powers.
Primal Choices: At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements. This ability alters the bloodline class feature.

Feats:

Power Attack: 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Reckless Rage: When you use Power Attack while raging or while using raging song, you take an additional –1 penalty on melee attack rolls and combat maneuver checks, and you gain an additional +2 bonus on melee damage rolls. Modify this damage bonus appropriately based on the type of weapon you are using, as normal for Power Attack.

Haversack contents:
Acid flask(4) ;Alchemist's fire (4); Antitoxin(2); Antiplague(2); bedroll; bell; caltrops(2); Candles (9); Canvas (sq. yd.)(4); case, scroll or map(1); Chain 10'(1); chalk(5); flint & steel(1);Grappling Hook(1); Hammer; Holy Water(4); ink(1oz.)(1), inkpen; Iron Pot; Manacles(medium,2) (small,2); Mirror (small, steel)(1); clay mug; Oil flask(4); Paper,sheet (1); Parchment,sheet(1); Piton(4); Potion o Cure light Wounds(1); pot of endure elem.(1); Trail Rations (5 days); Rope (silk,50 ft.); Sack(empty); Soap; smokestick(4); Sunrod(4); Tanglefoot Bag(2); Thunder stone(2); Tindertwig(10);torch(10); Waterskin
capacity 95.5 / 120

Combat Gear: mwk Silvered Earth Breaker (krunch), mwk cold iron shortsword (Shortstab), Dagger, Barbarian Chew (1 dose), sling, battle mask, potion of lesser resto., [{sling}Cold Iron bullets(10), Bullets(10)]
Other Gear Handy Haversack, blanket, belt pouch, hot weather gear (under armor), Scale Mail +1(worn), spring loaded wrist sheath (potion of lesser restoration), spring loaded wrist sheath (barbarian chew, 1 dose), Cloak of Resistance +1, Ioun torch, 270gp 5sp 7cp

Encumberance
light load <76lbs
medium Load 77-153 lbs
heavy load 154-230 lbs
Current (light)73.5 lbs
Physical Description and personality*mostly invalid*
Bambara is from the border of Nex and Osiria. Being average human height and weight. His main body is that of a shrub with long leaves flowing like a kilt on top of that he wears his nice grey hot weather outfit with armor made of wood that makes him fell comfortable over that. He has beadie little eyes and an odd opening similar to a toothless mouth. His hair if you want to call it that is a messy afro with berries and twigs sticking out all over the place with his Short-stab at his waist and Longcut at his back he is more than ready to defend his allies when the need arises.
He twitches when a fire spell is cast near him because I'm a plant, and uses a lot of gestures to try to communicate along with his limited sentence structure of 5-6 words, occasionally forgetting that others don't speak sylvan. His motives for adventuring are: have a kid and keep Alex safe she is my friend, anyone she trusts I will trust not to eat me. He knows he's not as smart as others and that's ok because he can defend himself quite well and he is very good bodyguard especially when rustled. He really likes other plant life sentient or not, and Pure water, the purest is like a fine wine. Simply divine. Well he's not a big fan of deep caves or being underground for any substantial length of time nor does he care much for fire. Most of all he dosen't like when people look at him like he's food it freaks him out. He tends to shy away from the rage as its a tool for him and feels that it doesn't define him no more than a weapon defines a fighter, so in essence rage is a useful last resort and shouldn't be the first or only option. His greatest fear is that he will be eaten before he can have a kid or sow his seed to be reborn. Nex is my home, its here my family is and friends to so even though its a bit scary and dangerous its my home and I only gots one of those. Alex is my friend, good friend he tries to make the sun shine for me and I like that about him so I will try to help his odd hunger, I protect him as I think I'm stronger than he is. I was weak once so I know that people need plants like me to come to the rescue.