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About ArctorusArctorus
Tracking:
Rage: 16/16
Spells: 2/2 -------------------- DEFENSE -------------------- AC 17, touch 10, flat-footed 16 (+1 dex, +6 armor, +1 natural armor, -1 size) HP 58 (5d10 + 2 Con + 5 Favored) (9 HP gained per level) Fort +7, Ref +3, Will +4 Resist: Fire 5 -------------------- OFFENSE -------------------- Speed 40 ft. Melee: 2 Claws +11/11/6 (1d8 + 5, x2) or Power Attack 2 Claws +9/9/4 (1d8 + 9, x2), Greataxe +10/5 (3d6 + 8, x3), Power Attack Greataxe +8/3(3d6 + 14, x3) Ranged: +7/2 Space 10 ft., Reach 10 ft. -------------------- STATISTICS -------------------- Str 20, Dex 12, Con 14, Int 7, Wis 12, Cha 14 Base Atk +6/1; CMB +12 (misc mods); CMD 23 -------------------- SPELLS -------------------- Level 1: Magic Missile, Burning Hands, Shield, True Strike -------------------- FEATURES -------------------- Class Features:
Draconic Bloodline
Bloodrage (Su): 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. Fast Movement Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit. Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4. Blood Sanctuary (Su): 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 (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can attempt 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. Eschew Materials: At 4th level, the bloodrager gains Eschew Materials as a bonus feat. Spells: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager's spell is 10 + the spell level + the bloodrager's Charisma modifier. Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level. The bloodrager's selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on the table above. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer. Improved Uncanny Dodge (Ex): At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character. Traits:
Bastard:
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) Feats:
Skills: 3/level (4 Bloodrager + 1 Human - 2 Int)
Racial Modifiers: +2 Str
Location: Carrying Capacity Light: (0-266 lbs.) Medium: (267-532 lbs.) Heavy: (533-800 lbs.)
Background:
Arctorus doesn’t remember much from his life before. Before the tower. Before the mage and his damned experiments. Glimpses of scenes of childhood. Flashes of faces. Times that were happier than he understood.
He doesn’t know how long he has been a prisoner in the tower. Or why. He had overheard the wizard at times mention something about “Bringing out his heritage,” and ”Royal bloodlines,” But it made no sense to him. All he cared about was getting free and seeing the sun again. One day, he got his chance. The wizard grew lax in his shackling of Arctorus, and he broke free and was on the wizard before he could cast a spell. He tore him to shreds... Since then, he has lived on the run, hiding from adventurers and people mistaking him for a monster. He used a magic item he found in the mages tower to hide his appearance when he went into town for food or supplies, but even with it he couldn’t hide his size, which kept most people away. He has continued to eek out a living on the edge of civilization and the wild, not certain if he was really a man or monster...
Personality:
A man of few words, Arctorus is a man of action over petty banter. However, he realizes that his appearance draws a certain...mistrust...from others, as well as their derision. As such, he tries to avoid being the center of attention, but when he is angered he is known to often antagonize others to push them into starting a fight.
Description:
Ht: 13’ Wt: 2,800 lbs Age: 18 Hair: None Eyes: White, draconic Skin: Reddish brown scales |