Irabeth Tirabade

Bedisa's page

251 posts. Organized Play character for MauveAvengr.


Full Name

Bedisa Zharvazhidse

Race

Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8

Classes/Levels

| Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Gender

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2

Size

M

Age

20

Alignment

NG

Deity

Falayna

Languages

Common, Orcish, Draconic

Occupation

Pathfinder

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Bedisa

Bedisa
Female Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
NG Medium humanoid (human, orc)
Init +2; Senses Perception +8; darkvision
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Defense
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AC 21, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 deflection)
hp 45 (3d10+2d8+8) (3 favored class bonus)
Fort +7, Ref +5, Will +7
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 greatsword +8 (2d6+5/19-20/×2)
Special Attacks bloodrage (10 rounds/day)
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Tactics
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Bloodraging Statistics & Power Attack
When bloodraging, your statistics are
AC 18, touch 11, flat-footed 16,
hp 55, Fort +9, Will +10;
Melee +1 greatsword +8 (2d6+14/19-20/x2);
Str 20, Con 18; CMB +9 CMD 19
Feats Iron Will

Dutiful Strike
Melee +1 greatsword +10 (3d6+16/19-20/x2);

Fatigued Statistics
When fatigued, your statistics are
Init +1; AC 19, touch 12, flat-footed 18, Ref +4;
Melee greatsword +7 (2d6+4/19-20/x2);
Str 14, Dex 12; CMB +6; CMD 17;

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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +7; CMD 19
Feats Endurance, Power Attack, Skill Focus (Diplomacy), Persuasive, Call Truce
Traits Friend in Every Town, Indomitable Faith
Skills climb +6, craft(jewelry) +7, diplomacy +21, knowledge (arcana) +6, knowledge (local) +10, knowledge (planes) +5, perception +8, spellcraft +5, swim +5
Languages Common, Orcish, Draconic
SQ fast movement, wrangle condition, uncanny dodge, blood sanctuary
Combat Gear mwk longsword; Other Gear +1 breastplate, bloodrager kit, explorer's outfit, compass, holy water, acid flask (1), wand of infernal healing (43), cloak of resistance +1, cracked mulberry pentacle ioun stone, ring of protection +1, headband of alluring charisma
Money 3782 gp

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Spellcasting
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Shaman Spells
0-level spells
-Detect Magic
-Guidance
-Create Water

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Special Abilities
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Feats
Power Attack -2/+6 Bedisa can take a –2 penalty to hit with her greatsword to do +6 damage.

Bloodrager Abilities
Atavistic Avatar (Su)Bedisa chooses the Dedication emotional focus. At 1st level, she gains Skill Focus as a bonus feat in one skill associated with her atavistic focus.
Dedication: Diplomacy or Sense Motive.
When Bedisa enters a bloodrage, she gains additional powers as if she were a phantom with the emotional focus she selected as her atavistic focus. She is considered to be both a phantom and a spiritualist for the purposes of abilities whose effect references both a phantom and a spiritualist, such as a dedication phantom’s dutiful strike, and treats her bloodrager level as both her spiritualist level and her phantom Hit Dice when determining abilities and save DCs. This ability does not allow Bedisa to become incorporeal.
Dutiful Strike (Su) If attacked, gain +2 bonus on attack rolls against that target, and deals damage against that target as if Bedisa were one size category larger
Bloodrage (8 rounds/day) (Su) Bedisa can enter bloodrage for up to 6 rounds per day, using her bloodraging statistics. She can’t use abilities requiring patience or concentration, any Int skill, any Cha skill except Intimidate, and any Dex skill except Acrobatics, Fly, and Ride. Once her bloodrage ends, Bedisa is fatigued for twice the number of rounds she just bloodraged, and she can’t bloodrage again while fatigued or exhausted.
Blood Sanctuary +2 bonus on saving throws against spells that Bedisa or her ally casts.

Shaman Abilities
Spirit (Su) Ancestors
Ancestor's Council (Su) As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
Spirit Animal (Su) Thrush
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability.
The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows. The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.
Spirit Magic A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell
Wrangle Condition the animist can attempt a Diplomacy check to persuade the condition’s spirit to leave. Conditions the animist can affect are ranked from minor to dire, with each category having an accompanying Diplomacy DC (see below). The animist cannot take 10 or 20 on the check or receive aid from any creature except another shaman. Failure by 5 or less means the condition spirit is willing to leave the target and transfer to the animist for the rest of the duration or until cured; this happens only if the animist is willing. Failure by 10 or more means that not only is the target inflicted with the condition, but the animist is as well (whether or not he is willing) for the remaining duration or until cured.

Minor Conditions (DC 15): Fatigued, shaken, and sickened.
Major Conditions (DC 20): Dazed and staggered.
Severe Conditions (DC 25): Exhausted, frightened, and nauseated.
Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.

The animist can use this ability a number of times per day equal to 1/2 his shaman level + his Wisdom modifier = 1/day. Using this ability is a standard action that requires no contact or shared language with the target, but it relies on audible components and the target must be within 30 feet. If a target is afflicted with multiple conditions, the animist targets one condition at a time (of her choosing). The animist cannot use this ability on himself.

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Swaine (Spirit Animal):
Spirit Animal (Swaine)

Male thrush (emissary)
NG Diminutive animal
Init +2; Senses low-light vision; Perception +5
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Defense
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AC 17, touch 15, flat-footed 15 (+2 Dex, +4 size, +1 natural)
hp 2 (1d8-2)
Fort +1, Ref +4, Will +5
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2-5))
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -1; CMD 3
Feats Skill Focus (Perception)
Skills fly +12, perception +5
Languages: common, celestial
SQ divine guidance, improved evasion, share spells, empathic link
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Special Abilities
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Divine Guidance (Sp): An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
Ancestor Spirit Animal: The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.

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Background:
No backstory yet.

Boons:

7-05: School of Spirits
New Recruit (J. Dacilane) can direct J. to case a spell from the spiritualist list as a standard action. Spell level can be up to 1/3 of character level. Caster level = character level -3 and Wisdom score is 17.

8-06: Reaping What We Sow
Leshy Token (neck slot item) +1 circumstance bonus to all Charisma-based checks to influence or control plants or plant creatures. Cross off to give to plant creature to gain +5 circumstance bonus. If give to a leshy, gain +10

7-10: The Consortium Compact
Inside Knowledge +2 Knowledge (local) vs Aspis Consortium. Can cross off to take 20.
Lord Avid's Recommendation +2 circumstance bonus on all Charisma-based skill checks against nobility n the Isle of Kortos. Can cross off to gain +4 bonus and can apply it to anyone on Isle of Kortos

9-22: Grotto of the Deluged God
ooo Elemental Scholar (Concordance Faction) whenever you attempt a Knowledge (nature) or Knowledge (planes) check, can check a box (o) next to this boon to add 1d6 to result after the check is rolled but before the result is revealed.
ooo Storm Rider can check one of the boxes (o) as a standard action to cast endure elements on yourself with CL = character level

3-07: Echoes of the Overwatched
N/a

10-12: Breath of the Dragonskull
ooo Champion of the Farhavens can check box (o) next to this boon as a standard action to conjure a small, feathered bear to aid you (use stats for dire badger as though casting summon monster II with a CL = character level)
oo Firebreaker when you would fail a skill or ability check related to putting out a fire or a saving throw against an effect that deals fire damage, can check a box (o) that precedes this boon to reroll the check.

2-11: The Penumbral Accords
N/a

0-05: Mists of Mwangi
N/a

4-09: The Blakros Matrimony
N/a

7-00: The Sky Key Solution
Azlanti Wonders when you adventure in a ruin, archeological site, or other structure that predates Earthfall, can cross off to choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, gain +1 insight bonus on selected rolls/AC.
Champions of Time Councilor of Time: can use this boon on a new character to grant new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
Timelost Chronicler +1 Knowledge (history). Once per scenario, +1 morale to a single d20 roll.

9-09: Beyond the Halflight Path
Duskwarden's Favor cross off to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario.

0-10: Blood at Dralkard Manor
Guest of Dralkard Manor Gain the Country Estate vanity, granting +2 bonus on Knowledge (geography) and Survival checks in Andoran.
"... If It Weren't For You Meddling Pathfinders!" +2 competence bonus on Sense Motive checks to get a hunch. When an ally communicates to you that an object or effect is an illusion, you may attempt a saving throw to disbelieve with a +6 bonus.

5-07: Port Godless
Accumulating an Army (Riftwardens)
Riftwarden Magic all PFS characters have access to the following spells: anti-summoning shield, protection from outsiders, and telepathic censure