Amiri

Alicia Linnell's page

1 post. Alias of StephNyan.


Full Name

Alicia Linnell

Race

Bloodrage Stats:
(HP 291/291 | DR3/- vs wpns & nat att | AC:36 | T:20 | FF:30 | CMB:26 | CMD:42 | Fort:+23 | Ref:+16 | Will:+18 | Init:+7 | Perc:+19 [+2 Chess in arm's reach] | Speed 30)

Classes/Levels

Abilities/Spells:
Bloodrage: 42/42 | Lv1: 4/4 | Lv2: 3/3 | Lv3: 2/2 | Lv4: 1/1 | Oracle Lv1: 4/4

Gender

F Human Bloodrager/13 Oracle/1 (HP 249/249 | DR3/- vs wpns & nat att | AC:38 | T:22 | FF:32 | CMB:23 | CMD:39 | Fort:+20 | Ref:+16 | Will:+15 | Init:+7 | Perc:+19 [+2 Chess in arm's reach] | Speed 30)

Size

Medium (5 ft. 5 in. / 165 cm)

Age

19

Alignment

Chaotic Evil

Languages

Common, Undercommon

Strength 26
Dexterity 22
Constitution 22
Intelligence 10
Wisdom 12
Charisma 16

About Alicia Linnell

Character Sheet:
CE Medium Humanoid (Human)
Init +7 (+6 Dex +1 Competence)

Bloodline Familiar - Cat (Chess)

Defense
AC 38 (10 +11 Armor +5 Natural Armor +5 Deflection +1 Insight +1 Dodge +5 Dex); Touch 22 (10 +5 Deflection +1 Insight +1 Dodge +5 Dex); Flat-Footed 32 (10 +11 Armor +5 Natural Armor +5 Deflection +1 Insight)
HP 249 (138 +14 Toughness +14x6 Con +13x1HP Favored Class Bonus)
Fort Save +20 (+8 Class +6 Con +1 Competence +5 Resistance); Ref Save +16 (+4 Class +6 Dex +1 Competence +5 Resistance); Will Save +15 (+6 Class +1 Wis +2 Feat +1 Competence +5 Resistance)

+2 on saves versus own spells or those of allies
DR 3/- versus weapons and natural attacks
DR 10/- against nonlethal damage
Cold resistance 10

Offense
Speed: Medium (30ft) 30 ft +10 ft Fast Movement -10 ft Lame Curse

Melee: +5 Speed Adamantine Hobby Horse [2H]
Damage: 2d6 +17 [+9 Power Attack]
Attack roll: +30/+30/+25/+20 [-3 Power Attack] (+13/+13/+8/+3 Base Atk +2 Trait +8 Str +1 Competence +5 Enhancement +1 Weapon Focus)
Crit: 19-20/x2

Ranged: +1 Adaptive Composite Longbow
Damage: 1d8 +9
Attack roll: +21/+16/+11 (+13/+8/+3 Base Atk +6 Dex +1 Competence +1 Enhancement)
Crit & range: x3; 110 feet

Melee (Bloodrage): +5 Speed Adamantine Hobby Horse [2H]
Damage: 2d6 +21 [+9 Power Attack]
Attack roll: +33/+33/+28/+23 [-3 Power Attack] (+13/+13/+8/+3 Base Atk +2 Trait +11 Str +1 Competence +5 Enhancement +1 Weapon Focus)
Crit: 19-20/x2

Ranged (Bloodrage): +1 Adaptive Composite Longbow
Damage: 1d8 +12
Attack roll: +21/+16/+11 (+13/+8/+3 Base Atk +6 Dex +1 Competence +1 Enhancement)
Crit & range: x3; 110 feet

Statistics
Str 26 (16 +2 Race +6 Enhancement +1 Lv8;12)
Dex 22 (16 +6 Enhancement)
Con 22 (15 +6 Enhancement +1 Lv4)
Int 10 (8 +2 Enhancement)
Wis 12 (10 +2 Enhancement)
Cha 16 (14 +2 Enhancement)

Base Atk +13/+8/+3; CMB 23 (+13 Base Atk +8 Str +2 Insight); CMD 39 (10 +13 Base Atk +8 Str +6 Dex +2 Insight)

Feats:
Alertness [Chess in arm's reach] (Class)
Blood Casting (Class)
Bloodline (Class)
Bloodline Familiar (Class)
Bloodline Feats (Class)
Bloodline Powers (Class)
Bloodline Spells (Class)
Bloodrage (Class)
Blood Sanctuary (Class)
Catch Off-Guard
Cleave
Damage Reduction 3/- (Class)
Death's Gift (Class)
Diehard (Bloodline Feat)
Dodge (Bloodline Feat)
Eschew Materials (Class)
Extra Rage
Fast Movement (Class)
Great Cleave
Greater Bloodrage
Improved Uncanny Dodge (Class)
Improvised Weapon Mastery
Iron Will (Bloodline Feat)
Mystery (Class)
Oracle's Curse (Class)
Orisons (Class)
Power Attack
Revelation (Class)
Toughness
Uncanny Dodge (Class)
Weapon Focus [Hobby Horse]
Weapon Versatility

Racial Traits:
+1 Bonus Feat at level 1
Skilled

Traits:
Dangerously Curious
Surprise Weapon

Skills (Untrained):
Bluff +4 (+3 Cha +1 Competence)
Disguise +4 (+3 Cha +1 Competence)
Stealth +6 [+3 Chess within 1 mile] (-1 Armor +6 Dex +1 Competence)

Skills (Trained):
Acrobatics +23 (14 +3 Class -1 Armor +6 Dex +1 Competence)
Climb +12 (1 +3 Class -1 Armor +8 Str +1 Competence)
Diplomacy +17 (10 +3 Class +3 Cha +1 Competence)
Handle Animal +8 (1 +3 Class +3 Cha +1 Competence)
Heal +7 (1 +3 Class +2 Wis +1 Competence)
Intimidate +11 (4 +3 Class +3 Cha +1 Competence)
Knowledge (Arcana) +5 (1 +3 Class +0 Int +1 Competence)
Knowledge (History) +5 (1 +3 Class +0 Int +1 Competence)
Knowledge (Planes) +5 (1 +3 Class +0 Int +1 Competence)
Knowledge (Religion) +5 (1 +3 Class +0 Int +1 Competence)
Linguistics +2 (1 +0 Int +1 Competence)
Perception +19 [+2 Chess in arm's reach] (14 +3 Class +1 Wis +1 Competence)
Ride +10 [+2 circ. on Velashan horse] (1 +3 Class -1 Armor +6 Dex +1 Competence)
Sense Motive +9 [+2 Chess in arm's reach] (4 +3 Class +1 Wis +1 Competence)
Spellcraft +5 (1 +3 Class +0 Int +1 Competence)
Survival +6 (1 +3 Class +1 Wis +1 Competence)
Swim +12 (1 +3 Class -1 Armor +8 Str +1 Competence)
Use Magic Device +20 (12 +1 Trait +3 Class +3 Cha +1 Competence)

Languages: Common, Undercommon

Equipment
Combat gear
+5 Speed Adamantine Hobby Horse (131,040gp, 15lbs.)
+1 Adaptive Composite Longbow (3400gp, 3lbs.)
Spell Components Pouch (5gp, 2lbs.)
Wand of Dimension Door [5ch]
Wand of False Life [8ch]
Wand of False Life [3ch]
Wand of Fly [18ch]
Wand of Greater Invisibility [4ch]
Wand of Levitate [8ch]

Ammunition
Alchemical Silver Arrows [40] (20 = 41gp, 3lbs.)
Cold Iron Arrows [80] (20 = 2gp, 3lbs.)

Ioun Stones:
Dusty Rose Prism (5000gp, -) [In Wayfinder]
Dusty Rose Prism, Cracked (500gp, -)
Pale Green Prism (30,000gp, -)

Wearing & otherwise equipped:
Amulet of Natural Armor +5 (50,000gp, -)
+5 Mithral Breastplate (29,200gp, 15lbs.)
Belt of Physical Perfection +6 (144,000gp, 1lb.)
Cloak of Resistance +5 (25,000gp, 1lb.)
Explorer's Outfit (10gp, 8lbs.)
Headband of Mental Superiority +2 (16,000gp, 1lb.)
Ring of Foe Focus (10,000gp, -)
Ring of Protection +5 (50,000gp, -)
Slippers of Spider Climb (4800gp, 0.5lb.)
Wayfinder (500gp, 1lb.)

Handy Haversack (2000gp, 5lbs.): 33/120lbs.
Acid [x9] (10gp, 1lb.)
Alchemist's Fire [x6] (20gp, 1lb.)
Bedroll (1sp, 5lbs.)
Chalk [x10] (1cp, -)
Flint and Steel (1gp, -)
Grappling Hook (1gp, 4lbs.)
Potion of CMW [x25] (each 300gp, -)
Potion of Invisibility (300gp, -)
Rope, Silk (50ft.) (10gp, 5lbs.)
Scroll of CLW [x2] (25gp, -)
Waterskin (1gp, 4lbs.)

Tornado - Velashan Heavy War Horse (1000gp)
Military Saddle (20gp, 30lbs.)

Encumbrance: 44.5lbs.; Light Load, (Light Load up to 306lbs., Medium up to 613lbs., Heavy up to 920lbs.)
Money: 10,784 gp 2 sp 5cp

Class Info - Bloodrager
Favored class: Bloodrager
Favored class bonus: (+13x1HP)

Spells level 1 (4 a day: 3 +1 for Cha): Chill Touch (Bloodline); Enlarge Person; Infernal Healing; Long Arm; Reduce Person; Shadow Trap; Shield; Web Bolt
Spells level 2 (3 a day: 2 +1 for Cha): False Life (Bloodline); Glitterdust; Mirror Image; See Invisibility; Scorching Ray; Steal Size
Spells level 3 (2 a day: 1 +1 for Cha): Beast Shape I; Haste; Fireball; Fly; Vampiric Touch (Bloodline)
Spells level 4 (1 a day: 1 +0 for Cha): Controlled Fireball

Bloodline: Undead

Bloodline Powers:
Bloodline Familiar: At 1st level, a sorcerer, bloodrager, or any other character with a specific bloodline can choose to gain a bloodline familiar. The character gains a familiar (as a wizard's familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability based on the master's bloodline. This replaces the 1st-level bloodline power granted by the character's bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would.

Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.

Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/— against nonlethal damage.

Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken become frightened. At 16th level, those who are already frightened become panicked. This is a mind-affecting fear effect.

Bloodrage (Su) (42 a day: 4 +6 Feat +13x2 for level +6 Con): At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from bloodrage and 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 saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, 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 otherwise can 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. In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline.

Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell effects.

Greater Bloodrage (Su): At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. 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 he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Class Info - Oracle
Spells level 0 (Unlimited uses): Detect Magic; Ghost Sound (Haunted); Guidance; Mage hand (Haunted); Resistance
Spells level 1 (4 a day: 3 +1 for Cha): Cure Light Wounds*; Murderous Command; Shield of Faith
*In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known. These spells are added as soon as the oracle is capable of casting them. (Cure spells were chosen.)

Mystery: Battle

Revelation: Misfortune (Ex) [Added to list of revelations by Dual-Cursed]
At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Oracle’s Curse: Dual-Cursed (Haunted & Lame)
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels. (Haunted was chosen to never change.)

A dual-cursed oracle gains no additional class skills from her mystery.

These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).

An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.

Curse: Haunted
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Curse: Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.

Background:
To be added.

Personality:
To be added.

Appearance:
To be added.