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About Olar IronskinBackground:
Olar Ironthew was born to the Ironthew family in the village of Ribblefield. Being Half-Orcs, they were initially distrusted and took a distant farmstead so as to minimise contact, but time dulled the initial mistrust a little and their Eldest son, Olar earned some grudging repect for his skill with the militia, so much so that he started to train with the family Greatsword, heirloom of a long-dead Great Uncle whose exploits were the topic of many family mealtimes. Among other things, his great uncle was noted for his "Bloodrage", an ability that warped his body into a powerful muscled form and gave him greater endurance.
Life was quiet in Ribblefield; The occasional Goblin raid was the most exciting thing that ever happened, and Olar was settling into a life of subsistence farming, eked out by a little trapping in the nearby wilds. Then the Orcs came. Olar was out trapping in the woods when he saw the plume of smoke from the family farmstead. Running back, he found his worst fears confirmed: His parents and siblings were dead. Grief and rage combined and something within him woke; his body transformed into a huge mass of muscle and claw and he lay about him, scattering Orcs left and right. Despite being heavily outnumbered, Olar slew the entire patrol, taking massive damage in the process. he even chased down those that tried to flee and spared them no mercy. When it was all over, the rage left him, and his body transformed back into it's normal self and he was overcome by his wounds and fell unconscious. Several hours later, he awoke and, realising that more Orcs could come at any time (for he could see that the entire village in the distance had been set alight), he scavenged what he could, finding (and drinking) the family's potion of cure light wounds, as well as the family Greatsword and a nice set of armour off the Orc leaders body, along with some basic equipment then he set off for the capital, seeking help. Miscellaneous:
Male Half-Orc bloodrager 6
medium humanoid (orc, human) Init +1; Senses Darkvision (60 ft.), Perception +10, Languages Common, Orc combat:
AC 18, touch 11, flat-footed 17 (Armor+7, Dex+1) (-2 when Bloodraging), (Blur/prot. from arrows/resist energy/spider climb when Bloodraging)
hp 60 (6HD) (6HD+18CON+6Favoured Class Bonus) (+24Bloodrage) Fort +10 (+5class, +3Con, +1Sacred Tattoo, +1 Fates favoured) Ref +5 (+2Class, +1Dex, +1Sacred Tattooo, +1 Fate's favoured) Will +5 (+2Class, +1Wis, +1Sacred Tattoo, +1Fate's Favored) +2 bonus vs. spells cast by himself or allies. Speed 25 ft. (5 squares) MW Greatsword (2H) +10/+5 ((two handed) 2d6+14/19-20) (inc. Arcane Strike and Power Attack) MW Greatsword w./Bloodrage +12/+7 (2d6+17/19-20) MW Greatsword w.Bloodrage and Enlarge Person +12/+7 (3d6+18/19-20) Claw/Claw +10/+10 (1d6+12/1d6+12) (inc. Arcane Strike and Power Attack) Claw/Claw w./Enlarge person +10/+10 (1d6+13/1d6+13) Ranged sling +7/+2 (1d4+4. 1d4+6 w./Bloodrage) Face 5 ft. Reach 5 ft. Base Atk +6; CMB +10 (+2 Bloodraging, +2 Enlarged) CMD 21 (+2 Bloodraging, +2 Enlarged) Atk Options Power Attack, Bloodrage, Arcane Strike spells:
Known Bloodrager Spells (CL 7th):
1st (2/day) - enlarge person (DC 13) , long arm (DC 13) , magic weapon (DC 13) , Shield (DC13) Special Qualities:
Arcane Bloodline, Arcane Bloodrage, Arcane Strike(+2 Dmg), Blood Casting, Bloodrage, Blood Sanctuary, Darkvision, Intimidating, Orc Blood, Power Attack, Sacred Tattoo, Weapon and Armor Proficiency, Weapon and Armor Proficiency, Weapon Familiarity, Feats:
Arcane Strike, Eschew Materials, Power Attack, Raging Vitality, Weapon Focus (Greatsword) Skills:
Acrobatics -3, Appraise -2, Artistry -2, Bluff +1, Craft (Untrained) -2, Diplomacy +1, Disguise +1, Escape Artist -3, Fly -3, Heal +1, Intimidate +3, Perception +10, Perform (Untrained) +1, Ride -3, Sense Motive +1, Spellcraft -2, Stealth -3, Survival +7, Use Magic Device +1, Possessions:
Masterwork Greatsword; Mountain Pattern+1; outfit (traveler's); potion of cure light wounds (x2); bullets, sling (10); scroll (endure elements); scroll (enlarge person) x2; Backpack, Masterwork ; Belt Pouch (contains 15gp, 4sp, 9cp); Blanket; Flint&Steel; Iron Pot; Rope; Scroll Case ; Sling ; Soap; Torchesx10; Trail Rations (5 days); Waterskin abilities:
Arcane Bloodline While others of your kin are powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.
Arcane Bloodrage (Sp) When you enter a bloodrage, you can choose one of the following spells and apply its effects on you: Blur, Protection from Arrows, Resist Energy (choose one energy type), or Spider Climb. The effects of the spell last for as long as the bloodrage lasts, regardless of its normal duration. Arcane Strike As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Blood Casting (Su) You can cast spells, even while in a bloodrage. You can cast these spells defensively and make concentration checks for these spells while bloodraging. While bloodraging, you can only cast bloodrager spells; spells from other classes cannot be cast during this state. Bloodrage (Su) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 17 rounds 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. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +6 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 24 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you 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. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect. Blood Sanctuary (Su) Due to the power of your blood, you can stand confidently amid the effects of spells cast by you or your allies. You gain a +2 bonus on saving throws against spells that you or your ally casts (such as fireball). Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Eschew Materials Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. 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. Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon. |