Amiri

Coco Liquor's page

15 posts. Alias of Edward Sobel.


About Coco Liquor

Coco Liquor
Female human: bloodrager (primalist) 16 / fighter (unarmed fighter) 16
CG Medium humanoid (human)
Init +8; Senses Perception +21
--------------------
Defense
--------------------
AC base24, touch 15, flat-footed 19 (+9 armor, +4 Dex, +1 dodge)
AC Combat expertise 29, touch 20, flat-footed 19 (+9 armor, +4 Dex, +1 dodge, +5 Combat Expertise)
AC rage22, touch 13, flat-footed 17 (+9 armor, +4 Dex, +1 dodge, -2 rage)
AC Combat expertise + rage 27, touch 18, flat-footed 17 (+9 armor, +4 Dex, +1 dodge, +5 Combat Expertise, -2 rage)

hp 272 (16d10+112)
hp (rage) 352 (16d10+192)

Fort +17, Ref +9, Will +7; +2 bonus vs. spells cast by self or an ally, +4 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores, +2 morale vs. fear (+1 stacks with similar)
Rage: Fort +22, Ref +9, Will +12; +2 bonus vs. spells cast by self or an ally, +4 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores, +2 morale vs. fear (+1 stacks with similar)

Defensive Abilities improved uncanny dodge, indomitable will; DR 4/—, harsh training +4; DR 8/lethal (also applies to any damage taken while grappling), under the effect of a modified Blood Rage spell while raging.
--------------------
Offense
--------------------
Speed 40 ft. Rage: 70 ft.
Melee unarmed strike +37/+32/+27/+22 (1d3+24) +16 BAB, +12 str, +2 magic, +2 weapon focus, +2 brawling armor, +3 fighter
damage: +12 str, +2 brawling armor, +3 fighter, +2 magic, +4 weapon specialization, +1 trait
Melee Rage unarmed strike +43/+38/+33/+28 (1d6+30) +16 BAB, +16 str, +4 magic, +2 weapon focus, +2 brawling armor, +3 fighter
Melee Rage unarmed strike +41/+36/+31/+26/+41 (1d6+30/1d6+22) +16 BAB, +16 str, +2 magic, +2 weapon focus, +2 brawling armor, +3 fighter, -2 TWF

damage: +16 str, +2 brawling armor, +3 fighter, +4 magic, +4 weapon specialization, +1 trait
Power Attack: -5 to hit / +10 damage.

Special Attacks bloodrage, elemental strikes, power of the elements, rage power (brawler, brawler, greater, raging grappler, unexpected strike)

Bloodrager (Primalist) Spells Known (CL 16th; concentration +22):
. . 4th (2/day)—detonate (DC 20), elemental body I, fire shield, stoneskin, telekinetic charge
. . 3rd (3/day)—burst of speed, elemental aura (DC 19), force punch (DC 19), greater thunderstomp, haste, protection from energy
. . 2nd (5/day)—blood armor}, bull's strength, bullet shield, cat's grace, scorching ray, shatter (DC 18), stone call
. . 1st (5/day)—burning hands (DC 17), expeditious retreat, flare burst (DC 17), line in the sand, magic missile, shield, thunder stomp
--------------------
Statistics
--------------------
Str 34 (42), Dex 18, Con 24 (34), Int 14, Wis 14, Cha 22
Base Atk +16;

CMB +30 (+36 grapple, +34 trip); CMD 43 (45 vs. grapple, 45 vs. trip)
CMB = +16 BAB, +12 Str, +2 amulet
Grapple CMB = +16 BAB, +12 str, +2 brawling armor, +4 feats, +2 amulet
trip CMB = +16 BAB, +12 str, +4 feats, +2 amulet
CMD = 10+, +16 BAB, +12 str, +4 dex, +1 dodge feat
Trip/grapple CMD = +16 BAB, +12 str, +4 dex, +1 dodge, +2 feats
rage CMB +36 (+42 grapple, +40 Trip); CMD 45 (47 grapple / trip}
CMB = +16 BAB, +16 str, +4 amulet
Grapple CMB = +16 BAB, +16 str, +2 brawling armor, +4 feats, +4 amulet
trip CMB = +16 BAB, +16 str, +4 feats, +4 amulet
CMD = 10+, +16 BAB, +16 str, +4 dex, +1 dodge feat, -2 rage
Trip/grapple CMD = +16 BAB, +16 str, +4 dex, +1 dodge, +2 feats, -2 rage

Grappling sequence: make grapple check (inflict damage if raging – raging grappler);
Maintain grapple: move action – inflict damage, enemy forced prone (viscious stomp make an Aoo for more damage), standard: inflict damage, swift inflict damage,( greater grapple feat, rapid grappler feat)
Can grapple one handed and never takes penalties for grapple condition, can still make AoO while grappled.)

Feats
Blasting Charge
Cleave,
Combat Expertise
Combat Reflexes
Dodge
Eschew Materials
Grabbing Style
Greater Grapple
Greater Trip
Greater Weapon Focus (unarmed strike)
Greater Weapon Specialization (unarmed strike)
Improved Grapple
Improved Initiative
Improved Trip
Improved Unarmed Strike
Manifested Blood
Penetrating Strike
Power Attack
Raging Vitality
Rapid Grappler
Vicious Stomp
Weapon Focus (unarmed strike)
Weapon Specialization (unarmed strike)

Traits quain martial artist, threatening defender

Skills
Acrobatics +23
Climb +18
Intimidate +25
Knowledge (arcana) +21
Knowledge (dungeoneering) +13
Knowledge (engineering) +13
Perception +21
Spellcraft +21
Survival +17
Swim +16
Use Magic Device +7

Languages Common, Draconic, Ignan

SQ blood casting, blood sanctuary, bloodline (elemental), elemental movement, fast movement, greater bloodrage

Gear +5 brawling mithral chain shirt, +2 brawling courageous furious amulet of mighty fists
--------------------
TRACKED RESOURCES
--------------------
Bloodrage (56 rounds/day) (Su) - 0/56
Elemental Strikes (5/day) (Su) - 0/5
Unexpected Strike (1/rage) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Blasting Charge as swift action, while bloodraging, expend bloodrager spell slot to do 1d6/level of spell extra damage.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (56 rounds/day) (Su) +8 Str, +10 Con, +5 to Will saves, -2 to AC when enraged.
Blood Rage (Su) becomes angrier as they fight, the pain of their wounds fueling their strength. An affected creature gains a cumulative +2 bonus to Strength and a cumulative -1 penalty to AC for every 5 points of damage it takes (maximum +10 Strength, -5 AC) for the duration of the rage. These bonuses last until the rage ends or the falls unconscious.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage.
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Clever Wrestler (Ex) take no penalties to Dexterity or on attack rolls while grappled, and retains Dexterity bonus to AC while pinning an opponent. The unarmed fighter can make attacks of opportunity even when grappled and even against creatures attempting to grapple him if the opponent has the Improved Grapple feat or the grab ability.
Combat Expertise -4/+5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Elemental Movement (Su) Gain an enhanced move when raging.
Elemental Strikes (5/day) (Su) As swift action, your melee attacks do an additional 1d6 Fire dam for 1 rd.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Eye Gouge (Ex) if an unarmed fighter confirms a critical hit with his unarmed strike or begins his turn grappled, he may attempt a dirty trick maneuver to blind his target as a swift action that does not provoke attacks of opportunity. A target more than one size category larger is unaffected. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Grabbing Style No -4 to 1-handed grapple checks, do not lose Dex to AC while pinning.
Greater Bloodrage (Su) When entering bloodrage, can cast 2nd level or lower bloodrager spell on self.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Harsh Training +4 (Ex) +4 Will save vs. effects that cause exhausted, fatigued, or staggered conditions or temporary penalties to ability scores.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=20) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 20+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment.
Manifested Blood Increase DR based on your element by 5. Nat and unarm attacks vs you deals 2 energy dam.
Penetrating Strike (Ignore DR 5/Any or DR 0/-) Ignore up to 5 points of DR/?.
Power Attack -5/+10 you can subtract from your attack roll to add to your damage.
Power of the Elements (Su) Elemental strikes bypass resist, half dam. to immune foes
Raging Grappler (Ex) Raging: Grapple check inflicts damage as if maintained. Maintain: free action prone.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Rapid Grappler Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple
Takedown (Drag or Grapple) (Ex) Attempt to trip a foe you succeed on a drag or grapple maneuver against.
Trick Throw (Ex) when an unarmed fighter successfully trips an opponent with an unarmed attack, he can attempt a dirty trick combat maneuver against that creature (before the opponent becomes prone) as an immediate action that does not provoke attacks of opportunity.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you
Weapon Training +3 (Ex) +3 to hit and damage with monk and natural weapons.