Ru-Shi

Arim Jubar's page

206 posts. Alias of Louxman.


Full Name

Arim Jubar

Race

Stats:
CG Bloodrager(Shadow) 2 | HP: 32/32 | AC: 15 (T: 12, F: 13) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +2* | Init: +2 | Perc: +5 | Speed 40ft | Effects:

Alignment

CN

Deity

Sarenrae

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 11
Charisma 14

About Arim Jubar

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ARIM JUBAR
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Male Fetchling (Kayal) Bloodrager (Shadow) 2
CG Medium Outsider (Native)

Init +2; Senses Perception +6 (Darkvision 60ft)

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Daily Uses: Bloodrage 10/10
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Defense
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AC 15, touch 12, flat-footed 13 (+3 Armour, +2 Dex)
HP 32/32
Fort +5, Ref +3, Will +2*

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Offense
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Speed 40 ft.

Melee
Greatsword (+6) 2D6+4
Greatsword/Rage (+8) 2d6+7
Greatsword/Power Attack (+6) 2d6+6
Greatsword/Power Attack/Rage (+8) 2d6+8

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Statistics
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Str 17 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (0), Wis 11 (0), Cha 14 (+2),
Base Atk +3; CMB +6; CMD 18

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Traits
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Deep Shadow Explorer:
Fetchlings who widely explore the Shadow Plane learn to confront fearsome things best left undescribed. Fetchlings with this racial trait gain a +2 racial bonus on all saves against fear effects.

Shadow Blending:
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance:
Fetchlings have cold resistance 5 and electricity resistance 5.

Umbral Escort:
A fetchling with this racial trait loses the disguise self spell-like ability, but his shadow walk and plane shift spell-like abilities need not affect himself only.

Spell Like Abilities:
When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

Illuminator:
When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Bastard:
You take a –1 penalty on all Charisma-based skill checks made when dealing with members of 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.)

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Feats
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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 or a one handed weapon using two hands.
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.
Currently: -1/+2

Furious Focus:
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

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Skills
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Climb +8 (3+3+2)
Craft: Jewelry +5 (0+3+2)
Diplomacy +8 (2+3+1+2)
Handle Animal +4 (0+3+1)
Intimidate +6 (2+3+1)
Knowledge: Arcana +4 (0+3+1)
Knowledge: Nobility +4 (0+3+1)
Profession: Soldier +5 (0+3+2)
Perception +6 (0+3+3)
Ride +7 (2+3+2)
Survival +5 (0+3+2)
Swim +7 (3+3+1)

ACP -1

Languages Common,

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Special Abilities
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Bloodline: Shadow:
Bloodline Powers:

Shadow Vision (Su): While bloodraging, you gain low-light vision if you don’t already have it. If you already have lowlight vision, you gain darkvision to a distance of 30 feet. At 10th level, you gain darkvision with a range of 30 feet, or add 30 feet to the range of your darkvision if you already have it.


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 +2morale 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:
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 gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

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.

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Gear
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Boots of Elven Kind
Studded Leather 20lbs
Greatsword 8lbs
Cold Iron Light Flail 5lbs
2xDaggers 2lbs
Barbarian’s Kit 26lbs
Whetstone 1lb

Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 62lbs. Light
Money 0gc 9sp 8cp

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HISTORY
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Story:

Fantastical Factoids:
Five concept capturing points
1) Bastard son of a low ranking noble family, was ‘disappeared’ into the army, his shadow blood comes from his mother.
2) Survived against all the odds and was on the verge of promotion when his family had to take action once more. Under the cover of a ‘duty transfer’ he was sent to join the mercenary explorers
3) Has a deep distrust of nobility and authority
4) Charming but easy to dislike
5) He has done some limited research into his shadow blood and is fiercely proud, railing against the disrespect shown to his kind and preferring the name Kayal to Fetchling.

Two character goals
1) Make a name for himself in the unexplored lands, preferably getting a title in the process. So those who hated and shunned him in the past can do nothing but look on with jealousy.
2) Survive long enough to make this happen, having a good time in the process

Two secrets
1) There is a reward offered for his death, not from his direct family, that would be to obvious, but through friends of friends.
2) He doesn’t like to tell those he meets or travels with about his ancestry

Dramatis Personae
1)
2)
3)
4)

Three key memories
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2)
3)

…and a fear!
1)