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Thoril The Slayer's page

405 posts. Organized Play character for Daveak Bringer of Destruction.


Full Name

Thoril The Slayer

Race

44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1,

Classes/Levels

Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Gender

male

Size

medium

Age

22

Alignment

chaotic nuetral

Languages

common,

Strength 20
Dexterity 13
Constitution 16
Intelligence 5
Wisdom 7
Charisma 13

About Thoril The Slayer

Basic Stats:

Thoril The Slayer
Nagaji (Abyssal Bloodrager) 4
CN Medium

Init +2; , Speed: 40ft, Senses Low-Light Vision. Perception: +4

Defense:

AC: 16, T: 11, FF: 15 CMD: 19
(+4 MW Chain Shirt, +1 Dex, +1 Natural)

HP: 44

Fort: +6, Ref: +3, Will: -1

Offense:

Speed 40 ft.

Melee:
+1 Large Falcata +9 (2d6+9, 19-20x3) [PW Atk +7 2d6+15]
5str, 4bab, 1wf, +1weapon +1superior clutch
Rage:
+1 Large Falcata +11 (3d6+12, 19-20x3) [PW Atk +9 3d6+18]
8str, 4bab, 1wf, 1weapon, 1superior clutch

Claw x2 +11 (1d8+8, x2)

special abilities:

Blood Rage:13 Day 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.

Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier.

Fast Movemnet: 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 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.

Eschew Materials

At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Spell Casting

Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager's spell is 10 + the spell level + the bloodrager's Charisma modifier. Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Bloodrager. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level. The bloodrager's selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.

Statistics:

Str 20, Dex 13, Con 16, Int 5, Wis 7, Cha 13

BaB: +4, CMB: +9, CMD: 20

Spells per Day:

4th Lvl

3rd Lvl

2nd Lvl

1st Lvl
Shield
Touch of Sea

[spoiler=Feats/Traits]
Feats:
1.) Weapon Focus
3.) Power Atk
4.) Eschew Materials

Traits:
Giant Ambivalence
Adopted
Superior Clutch

Skills::
(-3 ACP)
Acrobatics -2
Appraise -3
Bluff +2
Climb +9 <1 Rank>
Diplomacy +2
Disguise +2
Escape Artist -2
Heal -2
Intimidate +2
Knowledge Arcana +1 <1 Rank>
Perception +4 <1 Rank>
Ride -2
Sense Motive -2
Stealth -2
Survival -2
Swim +9 <1 Rank>

Racial Modifiers:+2 Perception

Languages:Common, Nagaji

Gear::

MW Agile Breastplate
+1 Large Falcata
Fighter Kit (Backpack, Belt Pouch, Blanket, Flint and Steel, Iron Pot, Rope, Soap, Torches x10, Trail Rations x5, Water Skin)
Cracked Opalescent White Pyramid- Weapon familiarity with Falcata
Warm Weather
Cold Weather
Wand of Enlarge Person
Wand of CLW
Wand of True Strike
Wand of Infernal Healing
3900 GP, 0 SP, 0 CP

Notes::

Giant Ambivalence +1 Int, Sense Motive, +2 Perception to not be surprised
AdoptedTake a trait from another race
Superior clutch +1 Damage with larger weapons