About AnaniasIlluminated General of the Shining Crusade
Str 20* Dex 14 Con 16 Int 10 Wis 13 Cha 15
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
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)
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
Proficiencies
Skills:
Skill Points Bloodrager 4/level (4 class, +0 Int) ACP -3 (-3 Armor, -0 Encumbrance) *ACP applied to these skills Adventuring Skills
Background Skills
Skill Modifiers
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
Bloodline Powers
Rage Powers
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
Slots
Weapons
Backpack, Masterwork
Belt pouch
Chest, small
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
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
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Planning
Feats
Bloodline/Rage Powers
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