| Storyteller Shadow |
I live once more but running table top Vampire tonight so I'll finish up my character tomorrow.
| Storyteller Shadow |
Builds just take so damned long and I had pretty much picked everything already!
Basic background is that I am a Dwarf from Icewind Dales. As a Bloodrager, he's a bit of an outcast. Despite having come of age and proven that he has talent, his magical abilities are distrusted.
He sets out on his own to hunt Yeti and prove his worth, instead he falls into a portal to Undermountain and has literally just arrived, snowflakes on his shoulders and Yeti blood on his garb...
Dwarven Male
Alignment CN
Bloodrager (Destiny Bloodline) 8
Deity – Clangeddin Silverbeard
Linguistics – Common & Dwarven (Aklo, Elven, Giant, Goblin, Orc, Halfling, Terran, Undercommon)
HP = 104 (8d10 + 24)
AC = 14 (+2 Dexterity & +2 Fated Bloodrager)
Ini +2
Speed 30’
Bloodrage Rounds Per Day – 29 [4 + CON +14 + Favored Class Bonus +8 Bloodrage]
Damage Reduction 1/-
Destined Strike 3x Day (+4 to Melee Attack)
Certain Strike 1x Day
BaB +8/+3
Melee Attack – (+13/+8 – Battle Axe +1 (Vampiric (Drain up to ½ Damage per hit Max 16 HP from Foes per Day) & Keen) 1d8+5 Crit 19 – 20 x 3
Ranged Attack – Spells
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.
CMB – +12
CMD – +24
F – +11 (6 + 3 + 2)
R – +7 (2 +2 +2 +1)
W – +6 (+2 + 2 + 2)
+2 vs. Poison, Spells, & Spell Like Abilities.
+2 Saves vs. Spells Allies Cast.
Strength (16) 18 [Belt of Giant Strength +2] - +4
Dexterity 15 - +2
Constitution 16 - +3
Intelligence 11
Wisdom 14 - +2
Charisma (16) 20 [Headband of Alluring Charisma +4] - +5
(Ability Score Increases +2 Charisma)
Feats:
1st Level Feat – Raging Vitality Constitution Increases to +6 when Raging.
3rd Level Feat – Power Attack – Take -3 to attack for +6 to Damage.
5th Level Feat – Reckless Rage – Take -4 to attack for a +8 to Damage
7th Level Feat – Rage Power – Lesser Elemental Rage 1x Day add +1d6 Elemental Damage to Attack (type of my choice)
Bonus Bloodrager Feat – Die Hard
Bonus Bloodrager Feat – Eschew Materials
Traits:
Deft Dodger - + 1 Reflex Save
Focused Mind - +2 Concentration
Drawback:
Naïve - Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.
Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
BACKGROUND SKILLS (16)
Appraise
Artistry
Craft (Class - Int)
Handle Animal (Class - Cha) (8 Ranks) +15
Knowledge (Engineering) (Int)
Knowledge (Geography) (Int)
Knowledge (History) (Int)
Knowledge (Nobility) (Int)
Linguistics (Int) (8 Ranks) +8 [8 Languages]
Lore (Int)
Perform (Cha)
Profession (Wis)
Sleight of Hand (Dex)
ADVENTURING SKILLS (32)
Acrobatics (Class - Dex) (2 Ranks) +7
Bluff (Cha)
Climb (Class - Strength) (1 Rank) +8
Diplomacy (Cha)
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex)
Heal (Wis)
Intimidate (Class - Cha) (6 Ranks) +14
Knowledge (Arcana) (Class - Int) (2 Ranks) +5
Knowledge (Dungeoneering) (Int) (2 Ranks) +2
Knowledge (Local) (Int)
Knowledge (Nature) (Int) (2 Ranks) +2
Knowledge (Planes) (Int)
Knowledge (Religion) (Int) 1 Rank) +1
Perception (Class - Wis) (8 Ranks)+13
+2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Ride (Class – Dex)
Sense Motive (Wis) (2 Ranks) +4
Spellcraft (Class – Int) (2 Ranks) +5
Stealth (Dex) (2 Ranks) +4
Survival (Class – Wis) (2 Ranks) +7
Swim (Class - Str)
Use Magic Device (Cha)
Dwarven Racial Traits:
Defensive Training +4 Dodge vs Giant Creatures.
Relentless: replace Stability --- Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Hardy - Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Concentration +15
Arcane Spells Per Day
1st – 1 +2 Per Day
2nd – 1 +1 Per Day
Known Spells:
1st - Windy Escape, Snowball, Thunderstomp, Protection from Evil, Shield
2nd – Ablative Barrier, False Life, Scorching Ray
Bloodrager Abilities –
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.
Fast Movement
Uncanny Dodge
Blood Sanctuary - 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.
Improved Uncanny Dodge
Damage Reduction - At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Destined Strike - At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Fated Bloodrager - At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
Certain Strike - At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it’s worse.
Gold:
0 GP
Gear:
None
Magical Gear:
Cloak of Resistance +2
Background:
To be completed …
| Storyteller Shadow |
I believe that's that for my little friend - his goodies for the Party:
Ring of Protection +1,
Heavy Corrosive Crossbow +1,
Trapspringer's Gloves +5 Dis Dev,
Deep Red Sphere Ioun Stone +2 Dex,
Belt of Mighty Con +2, and
Incandescent Blue Sphere Ioun Stone +2 Wis.
PLUS Simon had 444 Gold. Everything else he had probably got broken when the damn Ogre fell on him but the rest is worth salvaging.
| Storyteller Shadow |
...
LMK your thoughts Rizzen, as the Party is outside of Undermountain, do you want me to change my brief background and just be in Waterdeep proper?