Valeros

Drael Kapernos's page

712 posts. Alias of Dragonflyer1243.


Full Name

Drael Kapernos

Race

M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

Languages

Common, Ignan

Strength 16
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 10
Charisma 12

About Drael Kapernos

Stat Block:
Male Suli Steelblood Bloodrager(Arcane) 5
NG Medium Outsider (Native)
Init +3; Senses Low-Light Vision; Perception +7
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Defense
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AC 17, touch 11, flat-footed 16
HP 54/54
Fort +6, Ref +2, Will +1
CMD 19 (20 vs overrun)
Resistance: Acid 5, Cold 5, Electricity 5, Fire 5
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Offense
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Speed 25 ft.
Melee
Warhammer +8 (1d8+3/X3)
+2 Shocking Shortspear +10 (2d6+6/X2)
+1 Greataxe +9 (1d12+5/X3)
Range
Shortbow +6 (1d6/X3)
BAB +5
CMB +8
Elemental Assault 2/5
Bloodrage 5/14
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Statistics
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Str 17, Dex 12, Con 14, Int 11, Wis 10, Cha 12
Skills(ACP=-4): Climb +3, Diplomacy +6, Intimidate +8, Knowledge(Arcana) +4, Knowledge(Local) +1, Perception +8, Sense Motive +5, Spellcraft +5, Survival +4
Feats: Power Attack, Raging Vitality, Eschew Materials, Furious Focus
Languages: Common, Ignan
Traits: Reactionary, Seeking Adventure
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Spells Known
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Level 1(1/2): Enlarge Person, Protection from Evil
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Special Abilities
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Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
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.
Disruptive Bloodrage (Su) At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Indomitable Stance (Ex) At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Armored Swiftness (Ex) At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
This ability replaces uncanny dodge.
Blood Sanctuary (Su) 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.
Blood Casting (Su) At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Arcane Bloodrage (Sp) At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.
Improved Uncanny Dodge (Ex): At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
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Gear
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Breastplate
Scale Mail (sell)
+2 Shocking Short Spear
+1 Lawful Outsider Bane Greataxe
Heavy Wooden Shield
Warhammer
Battleaxe(Sell)
Shortbow
Bloodrager’s Kit
40 Arrows
0 Flasks of Alchemist’s Fire
Wayfinder
1133 GP

Backstory:
The golden-skinned boy who moved so gracefully across the sand even in his heavy armor was bound to draw attention eventually, and it was no surprise that he caught the attention of the Pathfinder Venture Captain as he travelled through Drael’s village. Drael was immediately enraptured by the idea of growing up to be more than a mere caravan guard like his father, and upon being told that he was too young to return with them to Absalom, he made it his mission to earn enough money to travel there and become a Pathfinder once he reached the proper age. Few of the original group he had met recognized the tall, shaggy-haired main when he arrived, but they were impressed by his skills and saw the value in his knowledge of Katapesh. When he was made a full-fledged Pathfinder and the society got word of an expedition being formed to Kelmarane, an area Drael was familiar with from his childhood, it seemed the perfect opportunity for the new Pathfinder.