| Pixie Rogue |
It was released in Paizo's Pathfinder Unchained sourcebook. Either of these links should have what you need:
It's an effort to bring the power level of the rogue more in line with some of the other classes that have come out in recent years. You are welcome to use whichever class definition suits you.
| Pixie Rogue |
@Bose Aufero:
Great! Unless you think it's out of character, he is welcome to stroll into the inn where the others are - they haven't met, but Lalandar is throwing money around, maybe he'll buy you something, too!
We might look and see if there's an easier-to-read export available in PCGen - it's hard to tell what you have going for you when I look at your stats after the first half-page or so.
| Pixie Rogue |
@Janoas
If you click on your avatar image, it will take you to Janoas' character sheet. If it doesn't default to your profile, click on the profile tab and click "Edit Profile" or "Create Profile". Paste the text of your character sheet into the "About" field at the bottom. Right now, that way I can review your stats but more importantly I can roll on your behalf if I have a secret roll I need to make.
Hit me up on text if you need any help finding what I'm talking about.
| Pixie Rogue |
OK, if you have a question about the game itself (as opposed to clarification for something happening _in_ the game), let's use the discussion thread. To that end, I have a question:
What are we lacking to move the game forward?
I know Jaonos was needing gear. I'm not sure Lalandar's gear has been upgraded for his new level.
The GM is ready to go. If you are interested in roleplay in the inn, I've been trying to provide opportunities to do so. If you want to handwave everything at the inn and say that the three of you are suddenly and inexplicably bosom buddies planning to go into the forest to explore, that's fine, too - I offered that option a week ago.
At this point, all I'm sure of is that I feel like I'm the only one posting. That doesn't speak well for the longevity of the game.
| Jaonos Erdove |
Sorry for my lack of posting. I have a couple of questions about how you guys like to play. I noticed we haven't really had a turn structure which is throwing me off a little. Is that just while we are getting started or is that normal? 2nd question. What rules/guidelines are we following.
To answer questions I'm ok with jumping to the forest but it's up to everyone. I just need gear. I've missed enough that I'm not sure what's going on in the bar anymore so idk what to post
| Pixie Rogue |
Second question first: Original Pathfinder rules, as modified by approved supplements (which would be most Paizo books and pre-approved third-party books).
One of the beauties and difficulties of play-by-post is that people can post whenever they have the opportunity. Which means that some people may post quite often while others are posting less often. Sometimes that's a good thing, sometimes it's a problem.
Irregular posting by everyone in a game does not bode well for its survival. My intent is to try to keep a little something moving just to make sure the game has a pulse. That said, part of the reason we are using this game as a test bed is to find out how we like to play - or how our schedules allow us to play.
I intend to post at least once every day. If I have a known conflict that will keep me away from the game, I will try to let everyone know - especially since I'm the GM, that's a must. If you know you will be away, a headsup is appreciated, but we should generally be able to cover for someone that's temporarily quiet. It's harder to do that with the GM, obviously.
I don't expect a strict turn-based structure outside of combat. I don't want the entire game to grind to a halt while we wait for someone to post. In combat, the posts don't have to be in strict order, but I will resolve the results in the order that makes the most sense (with a willingness to adjust if I've misunderstood intent).
Example:
Jaonos, Lalandar, and Bose open a door and find an orc wielding a greataxe. He yells out a challenge and shakes his axe at Bose, who opened the door.
Everyone rolls for initiative. Bose has the highest initiative, while the orc is second followed by Lalandar and Jaonos. At this point, I don't usually care what the initiative numbers are, only what order they put the us vs. them actions.
Bose' player posts that he will dive into a roll around the orc to come up behind him and attack. Lalandar's player posts that he will step into the room and attack the orc while Jaonos states that he will cast a minor buff that will benefit Lalandar's next attack, granting him a +1. As GM, I will take those actions and resolve them as:
Bose has the first action and he dives into a roll around the orc, coming up behind him before he can react. Because the orc hasn't acted, he doesn't get an attack of opportunity against Bose. Furthermore, he is flat-footed to Bose' attack, granting Bose an advantage. Being the only foe in reach, the orc will turn and attack Bose. Jaonos casts a quick buff on Lalandar, who steps into the room and attacks, gaining an advantage because he and Bose are flanking the orc. However, his movement provokes an attack of opportunity from the orc, which is resolved before Lalandar can complete his attack.
Or to put it another way, even though the post order is Bose, Lalandar, Jaonos, the actions are resolved as Bose, Orc, Jaonos, Orc (AoO), Lalandar because it makes sense that Lalandar will pause for the buff before attacking.
After that initial round, the actions would be the party (in whatever order), the orc, then the party again. If another orc arrives, I would probably just give him the same initiative as the original orc for sake of simplicity, but the story might demand something else.
| Pixie Rogue |
Jaonos, I haven't noticed any mention of your animal companion. Did you have thoughts on what it would be? It's one of the benefits of the Animal domain and seems a waste to not take advantage.
If you want something that can contribute in a fight on its own, there are some choices like a wolf or a cheetah. If you aren't looking for that, you might consider a bird that would have enhanced mobility for scouting purposes - remembering, of course, that your scout is only as intelligent as a bird, so the scouting reports might include references to grubs and earthworms (just kidding!)
Here are some crunch stats about various standard animal companions you might consider. Because your effective druid level for this ability is your cleric level - 3, remember that you are effectively level 1 for the animal companion's abilities.
No dinosaurs, no alligators, no sharks or other aquatic species. If you pick something exotic that wouldn't be native to the Oregon-Northern California coast (I'm thinking apes and tigers), you will need to provide some back story regarding how you found it - or it found you.
Edited to correct error with effective druid level.
| Jaonos Erdove |
Yeah I was refraining from declaring that until we talked about it but I kept forgetting. I'll go with a wolf. My character isn't from around this village. He's been wondering for years so I'm picturing a grey wolf from the Teton mountains. It's been my companion every since I rescued it as a pup. I could write a short story about it if you want.
| Pixie Rogue |
Why is it you are finding time to post in the discussion thread but not the game thread?
Play the game, interact with the other characters - if the three of you agree that a meat shield is warranted, then the three of you can decide how you are going to find said meat shield. I will create the meat shield according to those decisions if I think they would be available.
| Pixie Rogue |
The last I checked, we were waiting to see how Jaonos was going to proceed and I was trying to move the game forward.
You did make a comment about none of us including an NPC, so I gave that idea some thought. It didn't seem like it would be such an unwelcome path.
I misunderstood. I thought no response to the old man meant you hadn’t had time to check in. I didn’t realize it was an intentional silence.
I’m not against providing an NPC. He’ll be a simple build and you will have to provide compensation as with any hireling.
| Bose Aufero |
Name: Ferrum
Race: Half-Orc
Player:
Classes: Bloodrager4
Hit Points: 51
Experience: 9000 / 15000
Alignment: Lawful Neutral
Vision: Darkvision (60 ft.)
Speed: Walk 40 ft.
Languages: Common, Draconic, Drow Sign Language, Goblin, Orc
Stat Score Mod
STR 18 (+4)
DEX 15 (+2)
CON 16 (+3)
INT 13 (+1)
WIS 10 (+0)
CHA 10 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 6 1.0 2 3
Acrobatics (Jump) 10 1.0 2 7
Appraise 1 0.0 1 0
Bluff 0 0.0 0 0
Climb 4 0.0 4 0
Craft (Untrained) 1 0.0 1 0
Diplomacy 0 0.0 0 0
Disguise 2 2.0 0 0
Escape Artist 2 0.0 2 0
Fly 2 0.0 2 0
Heal 0 0.0 0 0
Intimidate 6 1.0 0 5
Linguistics(Drow Sign Language, Goblin) 3 2.0 1 0
Perception 5 2.0 0 3
Perform (Untrained) 0 0.0 0 0
Ride 2 0.0 2 0
Sense Motive 2 2.0 0 0
Spellcraft 6 2.0 1 3
Stealth 5 3.0 2 0
Survival 7 4.0 0 3
Swim 4 0.0 4 0
Use Magic Device 1 1.0 0 0
-------------------------- Feats ---------------------------
Improved Initiative
Your quick reflexes allow you to react quickly to danger.
Improved Natural Armor
Eschew Materials
-------------------- Special Abilities ---------------------
<name>Blood Casting (Su)</name>
<description>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.</description>
<type>BLOODRAGER CLASS FEATURE.SPECIALQUALITY.SUPERNATURAL</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide, p.16</source>
</special_quality>
<name>Bloodrage (Su)</name>
<description>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 16 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 +4 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 8 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.</description>
<type>BLOODRAGER CLASS FEATURE.SPECIALQUALITY.SUPERNATURAL.ATTACKOPTION.RAGE.BLOODRAGE</type> ;
<associated></associated>
<count>0</count>
<aspect>CheckCount: 16, CheckType: Rounds per Day</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide, p.15</source>
</special_quality>
<name>Bloodrager ~ Uncanny Dodge Tracker</name>
<description></description>
<type>BLOODRAGER CLASS FEATURE</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide</source>
</special_quality>
<name>Blood Sanctuary (Su)</name>
<description>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).</description>
<type>BLOODRAGER CLASS FEATURE.SPECIALQUALITY.SUPERNATURAL</type>
<associated></associated>
<count>0</count>
<aspect>SaveBonus: +2 bonus vs. spells cast by himself or allies</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide, p.16</source>
</special_quality>
<name>Bonus Bloodrage Rounds (2x)</name>
<description>Increase the bloodrager's total number of bloodrage rounds per day by 1.</description>
<type>SPECIALQUALITY.FAVOREDCLASSBONUS.FAVOREDCLASSBLOODRAGER</typ e>
<associated>,</associated>
<count>2</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide</source>
</special_quality>
<name>Claws (Su)</name>
<description> You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR.</description>
<type>BLOODRAGER CLASS FEATURE.SPECIALATTACK.SUPERNATURAL</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide, p.20</source>
</special_quality>
<name>Darkvision (Ex)</name>
<description>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.</description>
<type>SPECIALQUALITY.EXTRAORDINARY.VISION</type>
<associated></associated>
<count>0</count>
<aspect>Vision: Darkvision 60 ft.</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Bestiary</source>
</special_quality>
<name>Draconic Bloodline (Gold)</name>
<description>At some point in your family's history, a dragon interbred with your bloodline. Now, its ancient power fuels your bloodrage.</description>
<type>BLOODRAGER CLASS FEATURE.SPECIALQUALITY.CLASSSPECIALIZATION.BLOODRAGERBLOODLINE</type>
<associated>Gold</associated>
<count>1</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide, p.19</source>
</special_quality>
<name>Draconic Resistance (Ex)</name>
<description>You gain fire resistance 5 and a +1 natural armor bonus </description>
<type>BLOODRAGER CLASS FEATURE.SPECIALQUALITY.EXTRAORDINARY</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide, p.20</source>
</special_quality>
<name>Eschew Materials</name>
<description></description>
<type>BLOODRAGER CLASS FEATURE.INTERNAL</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide</source>
</special_quality>
<name>Fast Movement (Ex)</name>
<description>Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.</description>
<type>BLOODRAGER CLASS FEATURE.SPECIALQUALITY.EXTRAORDINARY.MODIFYMOVEMENT</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide, p.16</source>
</special_quality>
<name>Intimidating (Ex)</name>
<description>Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.</description>
<type>RACIALTRAITS.SPECIALQUALITY.EXTRAORDINARY.HALFORCRACIALTRAIT.HA LFORCRACIALDEFAULT.INTIMIDATING</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.25</source>
</special_quality>
<name>No Racial Subtype</name>
<description>You have chosen no racial subtype.</description>
<type>UNIVERSAL SUBTYPE</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Race Guide</source>
</special_quality>
<name>Orc Blood (Ex)</name>
<description>Half-orc count as both humans and orcs for any effect related to race.</description>
<type>RACIALTRAITS.SPECIALQUALITY.EXTRAORDINARY.HALFORCRACIALTRAIT.HA LFORCRACIALDEFAULT.ORC BLOOD</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.25</source>
</special_quality>
<name>Orc Ferocity (Ex)</name>
<description>1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.</description>
<type>RACIALTRAITS.SPECIALQUALITY.EXTRAORDINARY.HALFORCRACIALTRAIT.HA LFORCRACIALDEFAULT.ORC FEROCITY</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.25</source>
</special_quality>
<name>Resistance to Fire (Ex)</name>
<description>You may ignore 5 points of Fire damage each time you take fire damage.</description>
<type>SPECIALQUALITY.EXTRAORDINARY.RESISTANCE</type>
<associated></associated>
<count>0</count>
<aspect>Ability Benefit: 5, Resistance: Fire, ResistanceOutput: Fire 5</aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Bestiary, p.303</source>
</special_quality>
<name>Uncanny Dodge (Ex)</name>
<description>You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.</description>
<type>SPECIALQUALITY.EXTRAORDINARY.DEFENSIVE</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook</source>
</special_quality>
<name>Weapon and Armor Proficiency</name>
<description>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.</description>
<type>BLOODRAGER CLASS FEATURE.SPECIALQUALITY</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Advanced Class Guide</source>
</special_quality>
<name>Weapon Familiarity (Ex)</name>
<description>Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.</description>
<type>RACIALTRAITS.SPECIALQUALITY.EXTRAORDINARY.HALFORCRACIALTRAIT.HA LFORCRACIALDEFAULT.WEAPON FAMILIARITY</type>
<associated></associated>
<count>0</count>
<aspect></aspect>
<auto>F</auto>
<hidden>F</hidden>
<virtual>F</virtual>
<category>Special Ability</category>
<source>Paizo Inc. - Core Rulebook, p.25</source>
</special_quality>
</special_qualities>
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 18 / 13 / 16
Initiative: +6
BAB: +4
Melee tohit: +8
Ranged tohit: +6
Fortitude: +7
Reflex: +3
Will: +1
Unarmed attack:
to hit: +8
damage: 1d3+4
critical: 20/x2
Greataxe (Adamantine/Fire):
to hit: +9
damage: 1d12+6
critical: 20/x3
special properties: ignore hardness less than 20
Claw:
to hit: +8/+8
damage: 1d6+4
critical: 20/x2
Falchion (Cold Iron):
to hit: +8
damage: 2d4+6
critical: 18-20/x2
special properties: 30 hp/inch, hardness 10
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Greataxe (Adamantine/Fire) 1 12lbs Special: ignore hardness less than 20
Studded Leather (Dragonhide) 1 20lbs Special: 10 hp/inch, hardness 10
Cloak ( AC Bonus (Deflection) (+1)) 1 0lbs Special: Deflection bonus to armor class of +1
Falchion (Cold Iron) 1 8lbs Special: 30 hp/inch, hardness 10
Total weight carried: 40 lbs.
Current load: Light
Encumbrance
Light: 100
Medium: 200
Heavy: 300
--------------------------- Magic --------------------------
Bloodrager Spells
------------------------ Description -----------------------
Height: 6' 4" Weight: 234 lbs. Gender: Male
Eyes: Bright Green Hair: ,Bald Skin: Dark Brown
Dominant Hand: Ambidextrous Quirks: ,
Speech style: Quotable:
Full Description
Background
Campaign Logs
| Pixie Rogue |
I want to get the other two player's votes on whether they want an NPC and what they want to see in said NPC.
I'm picturing that Ferrum is basically muscle in the hierarchy of your, um, employer's infrastructure.
We have to find a better way to export that data - there's got to be a more legible option.
| Bose Aufero |
They have one noted as Paizo forum
Ferrum
Male Half-Orc bloodrager 4
LN Medium humanoid (orc, human)
Init +6, Senses darkvision (60 ft.); Perception +5
=================================================
DEFENSE
=================================================
AC 18, touch 13, flat-footed 18 (+3 armor, +1 deflection, +2 Dex, +2 natural, )
hp 51 ((4d10)+13)
Fort +7, Ref +3, Will +1, +2 bonus vs. spells cast by himself or allies
Defensive Abilities uncanny dodge, Resistances fire 5,
=================================================
OFFENSE
=================================================
Speed 40 ft., Fast Movement
Melee greataxe (adamantine/fire) +9 (1d12+6/x3)
Melee claw +8/+8 (1d6+4)
Melee falchion (cold iron) +8 (2d4+6/18-20)
Special Attacks Claws,
Bloodrager Spells Known (CL 4th; concentration +4)
=================================================
TACTICS
=================================================
=================================================
STATISTICS
=================================================
Str 18, Dex 15, Con 16, Int 13, Wis 10, Cha 10,
Base Atk +4; CMB +8; CMD 21
Feats Eschew Materials, Improved Initiative, Improved Natural Armor
Skills Acrobatics +6, Acrobatics (Jump) +10, Disguise +2, Intimidate +6, Linguistics(Drow Sign Language, Goblin) +3, Perception +5, Sense Motive +2, Spellcraft +6, Stealth +5, Survival +7, Use Magic Device +1,
Languages Common, Draconic, Drow Sign Language, Goblin, Orc
SQ blood casting, bloodrage, blood sanctuary, bonus bloodrage rounds (2x), darkvision, draconic bloodline (gold), draconic resistance, fast movement, intimidating, orc blood, orc ferocity, weapon and armor proficiency, weapon familiarity, ,
Combat Gear
Other Gear greataxe (adamantine/fire), claw, studded leather (dragonhide), cloak ( ac bonus (deflection) (+1)), falchion (cold iron), 30.0 gp
=================================================
SPECIAL ABILITIES
=================================================
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 16 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 +4 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 8 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.
Bloodrager ~ Uncanny Dodge Tracker
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).
Bonus Bloodrage Rounds (2x) Increase the bloodrager's total number of bloodrage rounds per day by 1.
Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR.
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.
Draconic Bloodline (Gold) At some point in your family's history, a dragon interbred with your bloodline. Now, its ancient power fuels your bloodrage.
Draconic Resistance (Ex) You gain fire resistance 5 and a +1 natural armor bonus
Eschew Materials
Fast Movement (Ex) Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
No Racial Subtype You have chosen no racial subtype.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
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.
[b][/b]
| Pixie Rogue |
That's a thing of beauty, right there. Can you update your character sheet with that format, too?
Sorry, all, no useful post today. Just no time.
I want my next post to be of the group leaving town. I would like to know 1) if you want a fourth and if Bose' buddy Ferrum suits the rest of the party and 2) if you will take any special preparations before you head into the forest. I will presume that Jaonos' animal companion has been waiting just outside of town for his human to come back.
| Pixie Rogue |
Tricks available to Frenhir as currently built: Attack (Frenhir will attack apparent enemies or you can specify a target), Defend (Frenhir will defend you without being commanded, but you can command him to defend someone else if you wish), Down (Frenhir will break off an attack or back down if commanded, otherwise he's in it to win it), Guard (Frenhir holds his ground and prevents others from approaching), Hunt (Frenhir can assist Jaonos in finding food, water, and shelter via aid another checks or can be directed to retrieve food and bring it back), Sneak (Frenhir can be ordered to be stealthy even when his normal instincts say otherwise), Track (Frenhir will follow a scent that has been presented to him). Since I made the choices, I will understand if you wish to alter these trick selections after the combat resolves itself.
| Pixie Rogue |
I honestly haven't given it serious thought because we said we would do what we are doing here for a while to get used to the game first.
That said, if you guys are starting to think about what you would do in a pirate game, I'm open to starting discussions about character ideas and backstories.
We won't start the game for a while - I want to allow plenty of time to hash out backstories.
I'm intrigued by the possible idea that your characters don't know each other and won't meet each other until after the game starts. If we do that, I would want you to work with me on your character builds, but not with the other players. Then we would gradually learn about each other as the game goes on.
What do you think?
If you are interested in such a "secret" character build process, let's hash out the process.