Sylph

Asaakoz's page

211 posts. Alias of PaleDim.


Race

| HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2

Classes/Levels

| Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Gender

Male Suli Bloodrager (Primalist) 8

About Asaakoz

Asaakoz
Male Suli bloodrager 8 Archetypes Primalist,
CG Medium outsider (native)
Init +4, Senses low-light vision; Perception +11
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DEFENSE
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AC 21, touch 12, flat-footed 21 (+9 armor, +2 Dex, )
hp 84 ((8d10)+32)
Fort +8, Ref +4, Will +2
Defensive Abilities blood sanctuary, improved uncanny dodge, uncanny dodge, DR1/-; Resistances acid 5, cold 5, electricity 5, fire 5,
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OFFENSE
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Speed 30 ft.
Melee +1 greatsword (furious) +14/+9 (2d6+8/17-20)
Ranged +1 composite longbow (adaptive) +11/+6 (1d8+6/x3)
Special Attacks Elemental Assault,

Bloodrager Spells Known (CL 8th; concentration +11)
2nd(2/day)-arcane disruption(DC 14), blindness/deafness(DC 14), bull's strength(DC 14)
1st(2/day)-long arm(DC ), thunderstomp, true strike(DC ), wave shield(DC )

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TACTICS
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STATISTICS
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Str 20, Dex 14, Con 14, Int 10, Wis 11, Cha 14,
Base Atk +8; CMB +13; CMD 25
Feats Eschew Materials, Extra Rage, Improved Critical (Greatsword), Quick Draw, Toughness, Vital Strike
Skills Acrobatics +10, Perception +11, Spellcraft +11, Stealth +7,
Traits Arcane Temper, Reactionary,
Languages Aquan, Common
SQ arcane bloodline, arcane bloodrage, blood casting, bloodline, bloodrage (20 rounds/day), damage reduction, disruptive bloodrage, energy resistance, fast movement, greater arcane bloodrage, negotiator, primal choices, spells,
Combat Gear potion of cure light wounds, scroll of see invisibility, greater hushing arrow (3), arrow (21)
Other Gear +1 greatsword (furious), outfit, traveler's, +3 breastplate, +1 composite longbow (adaptive), 494.69 gp
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SPECIAL ABILITIES
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Aquan

Arcane Bloodline While others of your kin are powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Arcane Bloodrage (Sp) When you enter a bloodrage, you can choose one of the following spells and apply its effects on you: Blur, Protection from Arrows, Resist Energy (choose one energy type), or Spider Climb. The effects of the spell last for as long as the bloodrage lasts, regardless of its normal duration.

Arcane Bloodrager Bloodline ~ Bonus Spells

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

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 (see below); spells from other classes cannot be cast during this state.

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.

Bloodline Powers When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.

Bloodrage (Su) The bloodrager's source of internal power grants him the ability to bloodrage. A bloodrager can bloodrage for 20 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 don't need to 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 a +4 morale bonus to his 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 16 hit points, 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 a 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.

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.

Damage Reduction (Ex) At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0, but not below 0.

Disruptive Bloodrage (Su) The DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with those granted by the Disruptive feat.

Elemental Assault (Ex) 1/day as a swift action, shroud arms in energy to add +1d6 energy damage for 8 rounds.

Energy Resistance (Ex) Suli have resistance 5 to acid, cold, electricity, and fire.

Eschew Materials At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Fast Movement (Ex) A bloodrager's base 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 base speed.

Greater Arcane Bloodrage (Ex) When you enter a bloodrage, you can choose to apply the effects of either Displacement or Haste to yourself. This is in addition to Arcane Bloodrage, and otherwise works as that ability.

Improved Uncanny Dodge 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.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 12.

Low-Light Vision Sulis can see twice as far as humans in dim light.

Negotiator (Ex) Suli have a +2 racial bonus on Diplomacy and Sense Motive checks.

Primal Choices At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements. This ability alters the bloodline Class Feature.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

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. 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. 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.

Suli Language Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.

Uncanny Dodge At 2nd level, 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.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon and Armor Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.