Legion Archon

Ananias's page

171 posts. Alias of Zin Z'arin.


Full Name

Ananais

Race

| HP: 101/101 | AC: 21 (13 Tch, 20 Fl) | CMB: +15, CMD: 27 (25 Fl) | F: +10, R: +6, W: +5 | Init: +6 | Perc: +13, SM +1

Classes/Levels

| Speed 30ft | Active conditions: see Stats spoiler in posts (Stats shown here are default stats only)

Gender

Male NG Aasimar (Angelkin) Bloodrager (Primalist, Steelblood) 9

Age

924 (39 alive, appears 23)

Deity

Pharasma

About Ananias

Illuminated General of the Shining Crusade
Male Aasimar (Angelkin) Bloodrager (Primalist, Steelblood) 9
NG Medium Outsider (native)/Humanoid (human)
Init +6; Senses Darkvision (60 ft); Perception +13
. . Improved Initiative +4 bonus on Initiative checks

Str 20* Dex 14 Con 16 Int 10 Wis 13 Cha 15
* Belt of Giant Strength +2 included
. . Angelic Blood +2 bonus on Constitution checks to stabilize when reduced to negative hit points
. . Bloodrage (Su) +4 morale bonus to Strength; +6 morale bonus to Constitution

Resources:

Alter Self (Sp) 1/day [ ]
Arisen 1/day [ ]
Bloodrage 24 rds/day [ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]-[x][x][x][x][x]-[x][x][x][x]
Destined Strike +4 3/day [ ][ ][x]

Bloodrager Spells
1st Level (3/day] [ ][ ][ ]
2nd Level (2/day) [ ][x]


Defense:

AC 22, touch 13, flat-footed 20 (+9 Armor, +2 Dex, +0 Nat Armor, +1 deflection); CMD 27 (25 Fl)
hp 101 (9d10, +3 Con)
Fort +10 Ref +6 Will +5
Damage Reduction 3/- (Dwarven Plate, adamantium)
Special Defenses
. . Angelic blood +2 bonus on saving throws vs. effects with the [evil] descriptor; each time taking bleed or blood drain damage, each adjacent undead or creature with [evil] subtype also takes 1 hp damage
. . Angelic flesh (silver) +2 bonus on saving throws vs. paralysis, petrification, and poison
. . Armor training 2 when wearing armor, reduces its armor check penalty (to a maximum penalty of 0) and increase the maximum Dexterity bonus allowed; stacks with the fighter class feature of the same name
. . Blood deflection (Su, immediate action) can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell slot used; lasts until the start of next turn; can be applied after an attack roll is made, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough
. . Blood sanctuary +2 (Su) bonus on saving throws vs. spells cast by self or ally
. . Bloodrage (Su) -2 penalty to Armor Class, +2 morale bonus to Will saves
. . Deathless spirit gain resistance 5 vs. negative energy damage; don't lose hp on gaining negative level; +2 racial bonus on saving throws vs. death effects, energy drain, negative energy, and spells/spell-like of necromancy school
. . Fated bloodrager +2 (Sp) gain luck bonus to AC and saving throws while in bloodrage
. . Fate's favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1
. . Indomitable stance (Ex) +1 bonus to CMD vs. Overrun and on Reflex saving throws against trample attacks; +1 bonus to AC against charge attacks

Offense:

BAB +9; CMB +14
Speed 30 ft
Melee
. . +1 scimitar +15/+10
. . claw x2 +15/+15 (1d6+6)
. . unarmed strike +15/+10 (1d3+6 nonlethal)
. . touch +14
Ranged
. . ranged touch +11
Special Attacks
. . Amulet of mighty fists +1 enhancement bonus on unarmed strikes and natural attacks
. . Angelic flesh (silver) unarmed strikes and natural attacks count as silver for overcoming damage reduction
. . Armored swiftness when wearing medium or heavy armor, move 5 feet faster than normal for that armor, to a maximum of unencumbered speed
. . Beast totem, lesser while raging, gain two claw attacks; these attacks are considered primary attacks made at full base attack bonus; deal 1d6 points of slashing damage plus Strength modifier
. . Indomitable stance +1 bonus on attack rolls and damage rolls against charging creatures
. . Power attack –3 penalty to melee attacks and CMB to gain a +6 bonus to melee damage (+50% damage with two-handed or 1.5x primary natural attack; -50% damage with off-hand or secondary natural attack)

Spells:

Bloodrager Spells Known (CL 9th; concentration +11; vs. SR +9)
1st (3/day)
. . Cheetah's Sprint 1 swift, V, personal, 1 round
move up to 10x base land speed with charge or run action
. . Enlarge Person 1 round, V/S, 1 creature, 1 min/level
lots of effects
. . Expeditious Retreat Standard action, V/S, personal, 1 min/level
increase land speed by 30 ft; enhancement bonus; no change to other modes of movement; affects jumping distance
. . Frostbite Standard action, V/S, 1 creature, special
touch deals 1d6+1/level nonlethal cold damage; target fatigued until recovered from nonlethal damage
. . Long Arm Standard action, V/S, personal, 1 min/level
increase reach with arms by 5 ft.
. . Shield Standard action, V/S, personal, 1 min/level
+4 shield bonus to AC; negates magic missile attacks; force effect so applies to incorporeal attacks

2nd (2/day)
. . Animal Aspect 1 action, V/S/M (part of the animal), personal, 1 min/level
different effects based on animal chosen
. . Blood Armor Standard action, V/S, personal, 1 min/level
armor gains +1 enhancement bonus to AC each time dealt 5 points slashing or piercing damage; maximum +5; doesn't stack with existing enhancement bonus
. . Vine Strike Standard action, V/S, personal, 1 min/level
natural attacks and unarmed strikes deal additional 1d6; creatures hit must succeed at Reflex save or entangled; entangled creature can free self with standard action, but can be entangled again by further attacks
. . Wild Instinct Standard action, V/S, personal, 8 hours
+5 bonus to Perception to act in surprise round; no penalty on Perception while sleeping; can choose to wake if notice threat while sleeping


Feats & Traits:

Feats
. . Angelic Blood +2 bonus on saving throws vs. effects with the [evil] descriptor; +2 bonus on Constitution checks to stabilize when reduced to negative hit points; each time taking bleed or blood drain damage, each adjacent undead or creature with [evil] subtype also takes 1 hp damage
. . Angelic Flesh (Silver) -2 to Disguise and Stealth skill checks; +2 bonus on saving throws vs. paralysis, petrification, and poison; unarmed strikes and natural attacks count as silver for overcoming damage reduction
. . Arisen you don't die until negative hit point total equals or exceeds 4 + Constitution score; once per day as a standard action, gain 1 temporary hit point per hit die (temporary hit points last for 10 minutes)
. . Eschew Materials (bonus feat) cast any spell with a material component costing 1 gp or less without needing that component
. . Improved Initiative (bonus feat) +4 bonus on Initiative checks
. . Intimidating Prowess (bonus feat) add Str bonus to Intimidate skill checks
. . Power Attack –3 penalty to melee attacks and CMB to gain a +6 bonus to melee damage (+50% damage with two-handed or primary natural attack; -50% damage with off-hand or secondary natural weapon)
. . Raging Vitality whenever raging, morale bonus to Constitution increases by +2; rage does not end if unconscious; must still expend rounds of rage per day each round while unconscious

Traits
. . Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1
. . Steel Skin don or remove heavy armor in half the normal time; begin play with great helm bearing the iconography of your family; while wearing this helm with a suit of heavy armor, gain +2 trait bonus on Intimidate checks

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Armor Proficiency, Medium No penalties on attack rolls while wearing medium armor
. . Armor Proficiency, Heavy No penalties on attack rolls while wearing heavy armor
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons
. . Martial Weapon Proficiency No penalty on attacks made with martial weapons
. . Shield Proficiency No penalties on attack rolls while using a shield


Skills:

Skill Points Bloodrager 4/level (4 class, +0 Int)
ACP -3 (-3 Armor, -0 Encumbrance)
*ACP applied to these skills

Adventuring Skills
[9] *Acrobatics +11
[ ] Bluff +2
[1] *Climb +8
[ ] Diplomacy +2
[ ] Disguise +0
[ ] *Escape Artist -1
[ ] *Fly -1
[ ] Heal +3
[9] Intimidate +19 (+2 while wearing family helm and heavy armor)
[2] Knowledge (arcana) +5
[1] Knowledge (planes) +3
[1] Knowledge (religion) +1
[9] Perception +13
[ ] *Ride -1
[ ] Sense Motive +1
[2] Spellcraft +5
[ ] *Stealth -3
[1] Survival +5 (+2 to avoid becoming lost)
[1] *Swim +6

Background Skills
[ ] Appraise +0
[1] Handle Animal +6
[1] Knowledge (engineering) +1
[5] Knowledge (geography) +5 (+2 to navigate underground)
[9] Knowledge (history) +9
[1] Linguistics +1
[1] Sleight of Hand +0

Skill Modifiers
. . Angelic Flesh (Silver) -2 to Disguise and Stealth skill checks
. . Compass +2 circumstance bonus on Survival checks to avoid becoming lost and Knowledge (dungeoneering) checks to navigate underground
. . Intimidating Glare can make an Intimidate check against one adjacent foe as a move action; if opponent successfully demoralized, shaken for 1d4 rounds + 1 round for every 5 points by which barbarian's check exceeds the DC
. . Intimidating Prowess (bonus feat) add Str bonus to Intimidate skill checks
. . Skilled (Angelkin) +2 racial bonus to Heal and Knowledge (Planes) checks
. . Steel Skin while wearing family helm with a suit of heavy armor, gain +2 trait bonus on Intimidate checks

Languages Azlanti, Common (Taldane)


Special Abilities:

Aasimar Abilities
. . Alter Self gain Alter Self as a spell-like ability (1/day)
. . Angel-Blooded (Angelkin) +2 Strength; +2 Charisma
. . Darkvision 60'
. . Deathless Spirit gain resistance 5 vs. negative energy damage; don't lose hp on gaining negative level; +2 racial bonus on saving throws vs. death effects, energy drain, negative energy, and spells/spell-like of necromancy school; replaces celestial resistance
. . Scion of Humanity count as outside (native) and humanoid (human) for any effect related to race (including feat prerequisites and spell targeting); pass for human without using Disguise skill; replaces Celestial language
. . Skilled (Angelkin) +2 racial bonus to Heal and Knowledge (Planes) checks

Bloodrager Class Abilities
. . Armored Swiftness (Ex) when wearing medium or heavy armor, move 5 feet faster than normal for that armor, to a maximum of unencumbered speed; replaces uncanny dodge
. . Armor Training 2 when wearing armor, reduces its armor check penalty (to a maximum penalty of 0) and increase the maximum Dexterity bonus allowed; stacks with the fighter class feature of the same name; replaces improved uncanny dodge
. . Blood Casting (Su) cast bloodrager spells while bloodraging; can cast defensively and attempt concentration checks while bloodraging
. . Blood Deflection (Su, immediate action) can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell slot used; lasts until the start of next turn; can be applied after an attack roll is made, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough; replaces damage reduction
. . Blood Sanctuary +2 (Su) bonus on saving throws vs. spells cast by self or ally
. . Bloodrage (Su, 24 rounds/day) +4 morale bonus to Strength; +6 morale bonus to Constitution; +2 morale bonus to Will saving throws; -2 penalty to Armor Class; can't use Charisma, Dexterity, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride); can't use abilities that requires patience or concentration; fatigued (-2 Str, -2 Con, can't run or charge) for as twice as many rounds as were spent in bloodrage
. . Eschew Materials gain Eschew Materials as a bonus feat
. . Indomitable Stance (Ex) +1 bonus on CMB, to CMD vs. Overrun, and on Reflex saving throws against trample attacks; +1 bonus to AC against charge attacks and on attack rolls and damage rolls against charging creatures; replaces fast movement

Bloodline Powers
. . Destined Strike +4 (Su, free action, 3/day) grant self insight bonus to one melee attack equal to 1/2 bloodrager level
. . Fated Bloodrager +2 (Sp) gain luck bonus to AC and saving throws while in bloodrage

Rage Powers
. . Beast Totem, Lesser (Su) while raging, gain two claw attacks; these attacks are considered primary attacks made at full base attack bonus; deal 1d6 points of slashing damage plus Strength modifier
. . Intimidating Glare (Ex) can make an Intimidate check against one adjacent foe as a move action; if opponent successfully demoralized, shaken for 1d4 rounds + 1 round for every 5 points by which barbarian's check exceeds the DC


Gear:

Light Up to 173 lbs. Medium Up to 346 lbs. Heavy Up to 520 lbs.
Current Load Carried 104 lbs. (Light)
Money 1955gp 9sp 0cp

Containers
Backpack, masterwork
Belt pouch

Slots
Explorer's outfit
Head:
Headband:
Eyes:
Shoulders: cloak of resistance +1
Neck: amulet of mighty fists +1
Chest:
Body:
Armor: dwarven plate (+9 Armor, Max Dex +2, ACP -4, Arcane Failure 35%)
Belt: belt of giant strength +2
Wrists:
Hands:
Ring: Knight-Inheritor's ring
Ring:
Feet:

Weapons
+1 scimitar

Backpack, Masterwork
Armor truss
Chest, small
Climber's kit (crampons, pitons, rope, tools grant +2 circumstance bonus to Climb checks)
Compass (+2 circumstance bonus to Survival checks to avoid becoming lost and Knowledge (dungeoneering) checks to navigate underground)
Dominos

Belt pouch
Soul candle, x6 (burns 24 hours, goes out in a sizzle if haunt/undead within 5')

Chest, small
Money


Bot Me:

In Combat

Out of Combat


Background:

Ananias was a human commander in the Taldoran Empire’s arm of the Shining Crusade’s offensive against the Whispering Tyrant Tar-Baphon. An Eldritch Scion Magus, he used his intuitive connection to the arcane magics in the world around him to become a fierce combatant.

He first began making a name for himself when his unit helped secure the Crusade’s position on the north shore of Lake Encarthan in 3801, his hard-hit and depleted company holding a surprisingly effective rearguard position that allowed the main force of the army to secure the beach head without distraction.

He and his unit continued to rise in the army, mostly on his ability to use small units to great effect. When the Knights of Ozem summoned Arazni to act on behalf of Aroden, Ananais’ unit was one of those chosen from the Taldoran Empire to support the Knights’ efforts against Tar-Baphon. Ananias was present at Arazni’s final battle, but he did not see her fall; he died hours earlier in the efforts that secured her chance to fight Tar-Baphon at all.

born 3784
3801 (17 y.o.) - secured beachhead on Lake Encarthan
3818 (34 y.o.) - Arazni summoned, partners with Knights of Ozem
died 3823 (39 y.o.)
reborn 4708 (924 y.o)

It seems that Ananias’ body was recovered, and he was buried a hero, in a prominent raised tomb and full military fashion. Deep magics, preserving him for a promised future, kept his spirit close but twisted his abilities. He still retains his old connection to arcane magics, but it’s a more raw, emotion connection. His body and mind no longer can control the same arcane intricacies he used to handle so easily, but now the little he can command is backed by so much more simple, raw power.

His time in that simple, carved stone coffin awakened something more. As if gestating within him all along, his bloodline held more than just destiny. It held a deep, hidden connection to the celestial. Ananias, in the moment he awakens, feels and intuitively understands this change, as if he’d always been an aasimar, even though the way he was now was fundamentally different, and his past as a human was no less real or true.

Those who see him recognize his nature in a different way. His flesh remains the translucent grey of the grave, yet comforts rather than frightens, seemingly lustrous with a soothing, inner glow (though it emits no true light at all).

He was buried in a brand new set of Dwarven adamantine full plate, made in his honor by dwarves of Kraggodan who’d fought beside him on that last day. Inspired by the winged helm he’d always worn in battle—symbol of an ancient Taldoran family now lost to time—his armor was inlayed and inscribed to match the family helm.

Buried alongside him are the simple scimitar he’d always used to such incredible effect and a few other personal effects.


Advancement:

Level 1
Point Buy: 25
S: 15 D: 14 C: 15 I: 10 W: 13 Ch: 13
Aasimar (Angel-blooded): +2 Str, +2 Cha
Aasimar: Deathless Spirit (replaces celestial resistance)
Aasimar: Scion of Humanity (replaces Celestial language)
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 hp
hp: 14 (1d10, +3 Con, +1 fcb)
+2 Fortitude, +0 Reflex, +0 Will
+1 BAB
Bloodline: Destined
Bloodline Power: Destined Strike
Bloodrage
Indomitable Stance
Feat: Arisen
Traits: Fate's Favored, Steel Skin
Skill points (4): Acrobatics, Intimidate, Perception, Knowledge (arcana)
Background Skills (2): Knowledge (geography), Knowledge (history)
Language: Common (Taldane)

Level 2
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 hp
hp: +12 (rolled 8, +3 Con, +1 fcb)
+1 Fortitude, +0 Reflex, +0 Will
+1 BAB
Armored Swiftness
Skill points (4): Acrobatics, Intimidate, Perception, Knowledge (arcana)
Background Skills (2): Knowledge (geography), Knowledge (history)

Level 3
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 hp
hp: +10 (rolled 6, +3 Con, +1 fcb)
+0 Fortitude, +1 Reflex, +1 Will
+1 BAB
Blood Sanctuary
Feat: Angelic Blood
Skill points (4): Acrobatics, Intimidate, Perception, Climb
Background Skills (2): Knowledge (geography), Knowledge (history)

Level 4
+1 Constitution
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 hp
hp: +12 (rolled 8, +3 Con, +1 fcb)
+1 Fortitude, +0 Reflex, +0 Will
+1 BAB
Blood Casting
Primal Choices: Bloodline Power
Bloodline Power: Fated Bloodrager +1
Level 1 spells known (2): Frostbite, Long Arm
Skill points (4): Acrobatics, Intimidate, Perception, Knowledge (planes)
Background Skills (2): Knowledge (geography), Knowledge (history)

Level 5
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 hp
hp: +7 (rolled 3, +3 Con, +1 fcb)
+0 Fortitude, +0 Reflex, +0 Will
+1 BAB
Armor Training 1
Feat: Power Attack
Level 1 Spells known (1): Expeditious Retreat
Skill points (4): Acrobatics, Intimidate, Perception, Knowledge (religion)
Background Skills (2): Knowledge (geography), Knowledge (history)

Level 6
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 hp
hp: +8 (rolled 4, +3 Con, +1 fcb)
+1 Fortitude, +1 Reflex, +1 Will
+1 BAB
Bonus Feat: Improved Initiative
Level 1 Spells known (1): Enlarge Person
Skill points (4): Acrobatics, Intimidate, Perception, Spellcraft
Background Skills (2): Knowledge (geography), Handle Animal

Level 7
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 hp
hp: +14 (rolled 10, +3 Con, +1 fcb)
+0 Fortitude, +0 Reflex, +0 Will
+1 BAB
Blood Deflection
Bloodline Spell: Shield
Level 2 Spells known (2): Blood Armor, Wild Instinct
Feat: Raging Vitality
Skill points (4): Acrobatics, Intimidate, Perception, Survival
Background Skills (2): Knowledge (geography), Linguistics
Language: Azlanti

Level 8
+1 Strength
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 hp
hp: +11 (rolled 7, +3 Con, +1 fcb)
+1 Fortitude, +0 Reflex, +0 Will
+1 BAB
Fated Bloodrager +2
Primal Choices: Rage Powers
Rage Power: Intimidating Glare
Rage Power: Beast Totem, Lesser
Level 2 Spells known (1): Vine Strike
Skill points (4): Acrobatics, Intimidate, Perception, Swim
Background Skills (2): Knowledge (geography), Sleight of Hand

Level 9
Bloodrager (Primalist, Steelblood)
Favored Class Bonus: +1 round/day bloodrage
hp: +13 (rolled 10, +3 Con)
+0 Fortitude, +1 Reflex, +1 Will
+1 BAB
Armor Training 2
Bonus Feat: Intimidating Prowess
Feat: Angelic Flesh (Silver)
Level 1 Spells known (1): Cheetah's Sprint
Level 2 Spells known (1): Animal Aspect
Skill points (4): Acrobatics, Intimidate, Perception, Spellcraft
Background Skills (2): Knowledge (geography), Knowledge (engineering)

Planning
All levels
fcb: +1 rd/day rage

Feats
11:
13:
15:
17:

Bloodline/Rage Powers
12: Rage Powers: Beast Totem/Greater Beast Totem
16: Bloodline Power: Unstoppable