About Angry Magic TreeCan we do something that’s not so boooooooooring? PFS # 264524-17
Vine Leshy Bloodrager 4
Melee +1 Adamantine Greataxe +10 (1d10+7)
Ranged Shortbow +6 (1d4)
Non-Standard Skill Bonuses
Bloodraging Statistics:
------------------------------
DEFENCE ------------------------------ AC 13, touch 10, flat-footed 12 (+3 armor, +1 dex, +1 size, -2 rage) hp 56 Fort +11, Ref +3, Will +5 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee +1 Adamantine Greataxe +12 (1d10+10)
Ranged Shortbow +6 (1d4)
Special Abilities:
------------------------------
SPECIAL ABILITIES ------------------------------ Change Shape: Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action. Climber: Vine leshys gain a +2 racial bonus on Climb checks. Darkvision: Vine leshys can see in the dark up to 60 feet. Grapevine: A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level. This replaces pass without trace. Low-light Vision: Vine leshys can see twice as far as humans under conditions of dim light. Plant Speech: Vine leshys can speak with vines as if subject to a continual speak with plants spell. Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests. Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour. Indomitable Will: You gain a +1 trait bonus on Will saving throws. Reactionary: You gain a +2 trait bonus on initiative checks. Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed. Angry Magic Tree has the Arcane bloodline. When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior. The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level. At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells cannot be exchanged for different spells at higher levels. If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform. Bloodrage: The bloodrager’s source of internal power grants him the ability to 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. 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 can otherwise 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. Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. Disruptive Bloodrage: At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat. Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed. Uncanny Dodge: A bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. 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. Blood Casting: At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; spells from other classes cannot be cast during this state. Arcane Bloodrage: At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration. Feats:
------------------------------
FEATS ------------------------------ Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Raging Vitality: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round. Gear/Possessions:
------------------------------
GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-64 lb. Medium 65-129 lb. Heavy 130-195 lb. Current Load Carried 43 lb. Studded Leather Armor (25 gp) (12.5 lb) +1 Adamantine Greataxe (5020 gp) (6 lb) Greataxe (20 gp) (6 lb) Shortbow (30 gp) (2 lb) Dagger (2 gp) (0.5 lb) Arrow x20 (1 gp) (1.5 lb) Cloak of Resistance +1 (1000 gp) (1 lb) Backpack (2 gp) (0.5 lb) *Waterskin (1 gp) (1 lb) *Flint and Steel (1 gp) (0 lb) *Rope (1 gp) (10 lb) *Acid Flask x2 (20 gp) (2 lb) *Stored in Backpack Bot Me!:
Boons:
Faction - Prepared Agent: When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a +1 bonus to one Knowledge check or Diplomacy check to gather information.
Faction - Guiding Compass: If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect, you gain a +1 bonus on subsequent saves. Grown to Explore: You may play a vine leshy character, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed (Pathfinder RPG Ultimate Wilderness) to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. A creature can affect a slain leshy with spells like breath of life by targeting or touching the square the leshy occupied when it died. For the purpose of casting spells like raise dead, a creature can target the square where the leshy died within 24 hours. Alternatively, a create can harvest 20 lbs of vines (a process that takes 1d4+1 rounds or a full-round action for a PC with at least 1 rank of Knowledge (nature), Profession (herbalist), or Survival) from the verdant burst within 24 hours and treat those as an intact corpse for the purpose of such spells. These vines remain a viable target for an amount of time noted by the respective spell. A leshy whose body is destroyed entirely by an effect (such as disintegrate) does not create a verdant burst. [ ] Knight of Taldor: You gain a +1 bonus to Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor. You also gain a free courtier’s outfit. Additionally, after rolling a Knowledge check at the beginning of an adventure, you may gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternatively, you may grant this bonus to another PC. When you use this bonus, check off the box next to this boon.
Well-Earned Reward: You may purchase the treasures listed below at a reduced price:
Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point. Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. Friend of Janira Gavix: You gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. New Recruit (J. Dacilane): You can direct J. to cast a spell from the spiritualist list as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J’s caster level is equal to your character level - 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet. Codebreaker: You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics in this way even if untrained. Scholar of Ashkurhall: Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario. Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. Stinkeye’s Friend: When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects. Vanei’s Friend: Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet. Impressive Influence: You have ingratiated yourself with a number of influential members of the Inner Sea society:
Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in Thurl’s laboratory. Whether this is to your advantage or detriment is as yet unknown. Thurl’s Bane: As a free action, you can choose one outsider with your line of sight that has the extraplanar subtype, but no alignment subtype. You gain two of the following bonuses against that creature for 1 minute. When you use this boon, cross it off your Chronicle sheet.
Background:
Appearance and Personality:
A short collection of branches, leaves, and vines marches over, a dark-bladed axe towering over her shoulder. He smiles happily, tapping one foot against the ground impatiently. |
