Bloodrager

Agraic's page

558 posts. Organized Play character for Wei Ji the Learner.


Full Name

Agraic Shieldarm

Race

Consumables and Other Notes:
Unchained Rage 25/25, DR 1/-

Classes/Levels

Stats:
Half-Elf U. Bar. 9|HP: 122/122|AC: 23/T:13/ FF: 23|F: +13*/R:+7*/W: +8*|CMB:+13*|CMD: 26/24FF|BAB: +9|Init:+4|LL Vision|Elven Imm.|Ling: +9||Per:+13/20|Climb:+2|Swim:+6|K:Nat.:+5|K: P/H+10*|Srv:+3|Hndl An: +2|PFS#145296-2

Size

Medium

Age

40

Special Abilities

Elven Immunities, Elven Immunities-Sleep, Power Attack, Improved Uncanny Dodge, Furious Focus, Toughness

Alignment

Neutral Good

Deity

Cayden Cailean

Languages

Abyssal, Aklo, Aquan, Auran, Common, Cyclops, Draconic, Elvish, Ignan, Jistkan, Osiriani (Ancient), Terran

Strength 18
Dexterity 14
Constitution 20
Intelligence 10
Wisdom 8
Charisma 7

About Agraic

Mythic Agraic (Unchained Barbarian 3, Tier 3 Champion):
Agraic Shieldarm (Unchained) Barbarian
Male half-elf barbarian (unchained) 3/Champion 3 (Pathfinder Unchained 8)
NGNone Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +5
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 55 (3d12+29)
Fort +8 (+2 circumstance bonus vs. hot weather), Ref +4, Will +2; +2 vs. enchantments
Defensive Abilities danger sense +1, dual minded, hard to kill, uncanny dodge; Immune sleep, inhaled poison, fear
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee heavy shield bash +8 (1d4+5) or
mwk cestus +9 (1d4+5/19-20) or
mwk guisarme +9 (2d4+7/×3) or
mwk longsword +9 (1d8+5/19-20) or
unarmed strike +8 (1d3+5 nonlethal)
Ranged composite longbow +5 (1d8+4/×3)
Special Attacks rage (12 rounds/day), mythic power (9/day, surge +1d6), rage power (guarded stance +1)
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Statistics
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Str 20, Dex 14, Con 18, Int 7, Wis 7, Cha 7
Base Atk +3; CMB +8; CMD 20
Feats Extra Path Ability[M], Furious Focus[APG], Power Attack[M]
Traits armor expert, elven reflexes
Skills Acrobatics +4, Handle Animal +2, Knowledge (nature) +2, Linguistics -1, Perception +5, Swim +7; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Elven
SQ always a chance[MA], amazing initiative, beyond morality[MA], elf blood, fast movement, fearless[MA], mythic sustenance[MA], recuperation, sudden attack[MA]
Combat Gear scroll of remove curse, remove disease, wand of cure light wounds, acid (4), alchemist's fire (2), alkali flask[APG] (2), antiplague[APG] (2), antitoxin (2), caltrops (2), fortifying brew[ACG] (3), holy water (2), oil, vermin repellent[UE] (2); Other Gear +1 agile breastplate[APG], darkwood heavy wooden shield, arrows (20), blunt arrows[APG] (20), composite longbow (+4 Str), mwk cestus[APG], mwk guisarme, mwk longsword, cloak of resistance +1, ioun torch ioun stone[APG], ale (per gallon) (2), bedroll, chalk (3), crowbar, earplugs[APG], earplugs[APG], earplugs[APG], earplugs[APG], earplugs[APG], flint and steel, hot weather outfit[APG], masterwork backpack[APG], mirror (2), pole, silk rope (150 ft.), smoked goggles[APG], soap, sunrod (5), tent, medium[APG], trail rations (16), waterskin (3), winter blanket, 722 gp, 6 cp
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Special Abilities
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Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Stance +1 (Ex) Gain a +1 dodge bonus to AC while raging.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Immunity to Non-Mythic Fear (Ex) You are immune to fear from non-mythic sources.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (Unchained, 12 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +3 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Agraic and his elfin brother Garik of the Long Arm used to adventure together, engaging in the most crazy and silly of antics. Unfortunately, during the course of their travels, Garik vanished mysteriously, leaving a bereft Agraic to try and figure things out on his own.
It didn't help matters when he was captured and tortured for information by unknown parties, damaging his mind and his ability to deal with people.
Some well-meaning Pathfinders found him, and sent him to Abasalom for healing. Though it is largely complete, he is still a bit... 'slow' on some things and a bit dense as well.
He does know his coins, though, and even though he's relatively a good person, heavens help those who try to cheat him of his well-earned rewards.

L5.1:
Agraic Shieldarm (Unchained) Barbarian
Male half-elf unchained barbarian 5 (Pathfinder Unchained 8)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +6
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 65 (5d12+25)
Fort +9 (+2 circumstance bonus vs. hot weather), Ref +4, Will +3; +2 vs. enchantments
Defensive Abilities danger sense +3, dual minded[APG], improved uncanny dodge; Immune sleep
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Offense
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Speed 40 ft.
Melee heavy shield bash +9 (1d4+4) or
. . mwk cestus +10 (1d4+4/19-20) or
. . mwk guisarme +10 (2d4+6/×3) or
. . mwk longsword +10 (1d8+4/19-20) or
. . unarmed strike +9 (1d3+4 nonlethal)
Ranged composite longbow +7 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork guisarme)
Special Attacks rage (16 rounds/day), rage powers (guarded stance +2, night vision)
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Statistics
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Str 18, Dex 14, Con 18, Int 7, Wis 8, Cha 7
Base Atk +5; CMB +9; CMD 21
Feats Furious Focus[APG], Power Attack, Toughness
Traits armor expert, elven reflexes
Skills Acrobatics +2 (+6 to jump), Handle Animal +2, Knowledge (history) +5, Knowledge (nature) +2, Knowledge (planes) +5, Linguistics +0, Perception +6, Survival +3, Swim +8; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Auran, Common, Elven
SQ elf blood, fast movement
Combat Gear oil of magic weapon (3), potion of fly, scroll of remove curse, remove disease, wand of cure light wounds, acid (4), alchemist's fire (2), alkali flask[APG] (2), antiplague[APG] (2), antitoxin (6), caltrops (2), fortifying brew[ACG] (3), holy water (5), oil, vermin repellent[UE] (2); Other Gear mithral agile breastplate[APG], darkwood heavy wooden shield, arrows (20), blunt arrows[APG] (20), composite longbow (+4 Str), mwk cestus[APG], mwk guisarme, mwk longsword, cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], ale (per gallon) (2), bedroll, chalk (3), crowbar, earplugs[APG], earplugs[APG], earplugs[APG], earplugs[APG], earplugs[APG], flint and steel, hot weather outfit[APG], masterwork backpack[APG], medium tent[APG], mirror (2), pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pole, silk rope (150 ft.), smoked goggles[APG], soap, sunrod (5), trail rations (16), waterskin (3), winter blanket, camel, bit and bridle, feed (per day), military saddle, saddlebags, waterskin, 2,635 gp, 5 sp, 6 cp
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Special Abilities
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Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +2 (Ex) Gain a +2 dodge bonus to AC while raging.
Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Night Vision (Ex) While raging, gain darkvision 60 ft or extend range of existing DV by the same.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 16 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
--------------------
Agraic and his elfin brother Garik of the Long Arm used to adventure together, engaging in the most crazy and silly of antics. Unfortunately, during the course of their travels, Garik vanished mysteriously, leaving a bereft Agraic to try and figure things out on his own.
It didn't help matters when he was captured and tortured for information by unknown parties, damaging his mind and his ability to deal with people.
Some well-meaning Pathfinders found him, and sent him to Abasalom for healing. Though it is largely complete, he is still a bit... 'slow' on some things and a bit dense as well.
He does know his coins, though, and even though he's relatively a good person, heavens help those who try to cheat him of his well-earned rewards.

Chronicles:

#2-01 Before the Dawn, Part 1: The Bloodcove Disguise
#2-02 Before the Dawn, Part 1: Rescue at Azlant Ridge
#2-11 The Penumbral Accords
Pathfinder Module: Risen from the Sands
#5-12 Destiny of the Sands, Part 1: A Bitter Bargain
#5-15 Destiny of the Sands, Part 2: Race to Seeker's Folly

9.2:

Agraic Shieldarm (Unchained) Barbarian
Male half-elf unchained barbarian 9 (Pathfinder Unchained 8)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +13
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Defense
--------------------
AC 23, touch 13, flat-footed 21 (+10 armor, +1 deflection, +2 Dex)
hp 122 (9d12+54)
Fort +13 (+2 circumstance bonus vs. hot weather), Ref +7, Will +8; +2 vs. enchantments
Defensive Abilities danger sense +7, dual minded[APG], improved uncanny dodge; DR 1/—; Immune sleep; Resist negative energy 10, positive energy 10
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine horsechopper +14/+9 (1d10+7/×3) or
. . cold iron dueling dagger +13/+8 (1d4+4/19-20) or
. . gauntlet (from armor) +13/+8 (1d3+4) or
. . heavy shield bash +13/+8 (1d4+4) or
. . mwk cestus +14/+9 (1d4+4/19-20) or
. . silver tonfa +13/+8 (1d6+4) or
. . unarmed strike +13/+8 (1d3+4 nonlethal)
Ranged composite longbow +11/+6 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 adamantine horsechopper)
Special Attacks rage (25 rounds/day), rage powers (ghost rager[UC], guarded stance +3, night vision, protect vitals)
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Statistics
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Str 18, Dex 14, Con 20, Int 10, Wis 8, Cha 7
Base Atk +9; CMB +13; CMD 26
Feats Furious Focus[APG], Heavy Armor Proficiency, Iron Will, Power Attack, Toughness
Traits armor expert, elven reflexes
Skills Handle Animal +2, Knowledge (history) +10 (+11 Permanent, +13 Permanent), Knowledge (nature) +5, Knowledge (planes) +10, Linguistics +9, Perception +13, Survival +3, Swim +6; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Common, Cyclops, Draconic, Elven, Ignan, Jistka, Terran
SQ elf blood, fast movement
Combat Gear oil of magic weapon (3), potion of fly, scroll of remove curse, remove disease, wand of cure light wounds, wand of cure light wounds, acid (4), alchemist's fire (2), alkali flask[APG] (2), antiplague[APG] (2), antitoxin (6), caltrops (2), fortifying brew[ACG] (3), holy water (15), oil, soul stimulant[UE], vermin repellent[UE] (2); Other Gear +1 deathless mithral full plate, +1 darkwood heavy wooden shield, +1 adamantine horsechopper[ARG], arrows (20), blunt arrows[APG] (20), cold iron dueling dagger, composite longbow (+4 Str), mwk cestus[APG], silver tonfa[UC], belt of mighty constitution +2, boots of the cat[UE], cloak of resistance +2, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], ioun torch ioun stone[APG], ring of protection +1, swarmbane clasp[UE], ale (per gallon) (2), bedroll, cayden cailean's silver tankard (worth 50 gp), chalk (3), crowbar, earplugs[APG], earplugs[APG], earplugs[APG], earplugs[APG], earplugs[APG], flint and steel, hot weather outfit[APG], masterwork backpack[APG], medium tent[APG], mirror (2), pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], silk rope (150 ft.), smoked goggles[APG], soap, sunrod (5), trail rations (16), waterskin (3), winter blanket, 19,171 gp, 8 cp
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Special Abilities
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Damage Reduction (1/-) You have Damage Reduction against all attacks.
Danger Sense +7 (Ex) +7 bonus on reflex saves and AC against traps.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ghost Rager +4 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging (max normal AC)
Guarded Stance +3 (Ex) Gain a +3 dodge bonus to AC while raging.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Night Vision (Ex) While raging, gain darkvision 60 ft or extend range of existing DV by the same.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Protect Vitals (Ex) While in guarded stance, +4 AC when foe rolls to confirm crit.
Rage (Unchained, 25 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
--------------------
Agraic and his elfin brother Garik of the Long Arm used to adventure together, engaging in the most crazy and silly of antics. Unfortunately, during the course of their travels, Garik vanished mysteriously, leaving a bereft Agraic to try and figure things out on his own.
It didn't help matters when he was captured and tortured for information by unknown parties, damaging his mind and his ability to deal with people.
Some well-meaning Pathfinders found him, and sent him to Abasalom for healing. Though it is largely complete, he is still a bit... 'slow' on some things and a bit dense as well.
He does know his coins, though, and even though he's relatively a good person, heavens help those who try to cheat him of his well-earned rewards.