Zasril

Bhalur Blackthorn's page

313 posts. Alias of Grovo.


Race

Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1

Classes/Levels

HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Size

8 ft 6 inch

Age

27

Special Abilities

Initiative +3 | Perception +9 | Fort:+5 / Refl:+5 / Will+4 | Matalor Boon 1/1 |

Alignment

Lawful Neutral

Deity

Matalar

Strength 15
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 11
Charisma 16

About Bhalur Blackthorn

Status
Level 3 Acolyte of Dragon Matron / Male / Bhakiri
Lawful Neutral / Humanoid

Initiative: + 3 • Perception: + 10

Gold/Demir: 95 Derims

EXP: [tracked by Rhialla]

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STR DEX CON INT WIS CHA
15 | 12 | 18 | 10 | 11 | 16
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## OFFENSE & DEFENSE ##

HP: 33 hp
AC: 17 / Touch: 11 / FF: 16 (with shield +2)

Saves:
• Fort: +5
• Refl: +4
• Will: +6

BAB: +3 ||
----- Longsword Attack: +5 [1d8+2/19-20/2x] (S)
----- Scythe Attack: +5 [2d4+3/20/4x] (P) or (S) || Trip
----- Crossbow +4 [1d8+1/19-20/2x]

CMB: +5 • CMD: +17

Special Darkvision: 60.ft

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Feats & Traits
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#Traits#

Reactionary: You gain a +2 trait bonus on initiative checks. [ULC book]

Friend in Every Town: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. [ULC book]

#Feats#

• lvl 1 feat: [Racial Feat] Adapted: Some bhakiri quickly become well-adapted to human society. They use their exotic apperance to give them a knack when they deal with other races and they have learned quite a bit about the place they have adapted to. They gain a +2 bonus on Diplomacy and Knowledge (local) checks.

• lvl 1 class bonus feat: Alertness: +2 bonus on Perception and Sense Motive checks.

• lvl 2 bonus feat: [Racial Feat] Second Wind: Once per day as a free action bhakiri draws upon his body's reserves to gain a second wind. When he uses this ability, the bhakiri recovers a number of hit points equal to 1d4 per character level + Constitution modifier. This racial feat does not increase his hit points beyond his full normal total.

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Skills.
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Skill Ranks per Level: 4 + Int modifier : 5 (+1 favored class)
[c] = class skill

0 Ranks [c]Acrobatics(Dex) =1 [1 dex + 2 racial - 2 shield]
1 Rank [c]Bluff (Cha) =7 [1 point + 3 cha + 3 class]
0 Ranks [c]Climb (Str) =0||(2) [2 str - 2 shield] (+2 when in forest)
0 Ranks [c]Craft (Int) =0
3 Rank [c]Diplomacy (Cha) =12 [2 point + 3 cha + 2 feat + 3 class + 1 trait]
1 Rank [c]Intimidate (Cha) =7 [1 point + 3 cha + 3 class]
2 Rank [c]Knowledge (religion) (Int) =6 [3 point + 3 class)
3 Rank [c]Perception (Wis) =10 [2 point + 2 racial + 2 feat + 3class]
0 Ranks [c]Ride (Dex) =-1 [1 dex - 2 shield]
3 Rank [c]Sense Motive (Wis) =11 [3 point + 3 familiar + 2 feat + 3 class]
0 Ranks [c]Stealth (Dex) =-1||(1) [1 dex - 2 shield] (2 when in forest)
0 Ranks [c]Swim (Str) =0 [2 str - 2 shield]
0 Ranks [c]Spellcraft (Int) =0
1 Rank [c]Knowledge (local) (Int) =7 [1 point +2 feat + 1 trait + 3 class]
0 Ranks [ ]Handle Animal (Cha) =5 [+3 cha + 2 racial]
0 Ranks [ ]Survival (Wis) =0||(2) (+2 when in forest)

Class Features:

• Weapon and Armor Proficiency: Acolytes of the Weapon and Armor Proficiency: dragon matron are proficient with all simple weapons, as well as the shortsword, the longsword, and the scythe. Acolytes of the dragon matron are proficient with light armor and with shields (except tower shields).

• Matalar's Boon (Su): Starting at 1 Matalar's Boon (Su): st level, the acolyte ofthe dragon matron may roll two d20 at any skill, ability or attack roll and take the higher. This power starts being usable once per day, and then it raises with a use per day at 5th, 10th, 15th and 20th level. [1/1 per day]

• Summon Familiar (Su): Also at first level an Acolyte Summon Familiar of the Dragon Matron is granted a familiar resembling a pseudodragon of a dragon color chosen by the Acolyte of the Dragon Matron. This familiar is classified as a magical beast and is bound to the Acolyte as long as they stay within the good graces of Matalar. As with a normal Pseudodragon, the familiar resembles a miniature version of its color counterpart. It is not a wyrmling, but is almost a shrunken down version of a full grown dragon in appearance. This familiar actsand functions the same as the familiar of a Sorcerer. As such, it's HP are equal to 1/2 rounded down of the
owners' HP regardless of the familiars calculated HD.

• Evasion (Ex): At 3 Evasion (Ex): rd level or higher, an acolyte of the dragon matron can avoid damage from many area- effect attacks. If an acrobat makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an acolyte of the dragon matron is wearing light armor or no armor. A helpless acolyte of the dragon matron does not gain the benefit of evasion.

Racial Traits:

• Darkvision: Bhakiri can see perfectly in the dark up to 60 feet.

• Forest Bond: Bhakiri have strong ties to their natural habitat, the forest. When in forest terrain the bhakiri gain +2 dodge bonus to AC and a +2 bonus on Climb, Stealth and Survival checks.

• Keen Senses: Bhakiri receive a +2 racial bonus on Perception checks.

• Natural Acrobat: Bhakiri receive a +2 racial bonus on Acrobatics checks.

• Nature's Friend: A bhakiri gains a +2 on Handle Animal checks.

• Primal Roar: The bhakiri can use Primal Roar a number of times per day equal to half their Cha ability score. Primal Roar functions just like demoralizing with Intimidate, but the barbarian gains +2 to the roll, it shakens the target for 1d4 rounds, and in addition to being shaken the target suffers a -2 to his AC for the number of rounds he is shaken. If DC is beatenwith more than 5, the target is stunned for 1 round. [2/2 per day]

Shaer, the Black Pseudodragon familiar:

Size/Type: Tiny Magical Beast

HP: 6 (Half HP of the Owner: 12/2)

Initiative: +3

Speed: 15 ft. (3 squares), fly 60 ft. (average)

Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14

Base: Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6

Attack/Grapple: +0/–10

Attack: Claws +5 melee (1d4–2)

Full Attack: 2 Claws +5 melee (1d4–2) and bite – 1 melee (1d3–4)

Space/Reach: 2-1/2 ft./0 ft. (5ft. with tail)

Special Attacks:

Special Qualities:

Saves: Fort +2, Ref +5, Will +2

Abilities: Blindsense at lvl 3

Skills:
Balance +10, Climb +10, Escape Artist +4, Stealth +10, Perception +3

Feats: Alertness, Weapon Finesse

Grants +3 to Sense Motive

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Backpack containing following items
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Body Masterwork Chain Shirt
Main-hand Longsword 1d8 19–20/×2
2nd Weapon: not used Crossbow, heavy 1d8 19-20/x2
[x] Crossbow, bolts x15
3rd Weapon: not used Scythe 2d4 ×4 P or S | trip
Off-hand Shield, heavy wooden (+2 AC | -2 Str/Dex checks)
Shoulders Cloak of Resistance +1
Ring 1: Ring of Feather Fall

Rope, hemp (50 ft.)
Antitoxin (vial)
Waterskin x2
Oil (1-pint flask) x5
Pot, iron
Lantern, bullseye
Flint and steel x2
Blanket, winter
Tent
Caltrops x5