Stage Magician

Bonvorio Dellark's page

48 posts. Alias of Typhina Blightsworn.


Race

NG Half-Ork

Classes/Levels

Bloodrager 2 | HP 20 | AC 13, FF 12, Touch 11 | F 5, R 1, W 4 (+3 vs Enc)| Init +1 | Per +6/8 vs traps & secrest doors DV 60ft | 40ft.

Conditions:
ungry

About Bonvorio Dellark

Bonvorio Dellark
Male Bloodrager 2
NG Medium humanoid
Init +1; Senses Dark vision 60 Ft. Perception +6/+8 vs traps & Secret doors

==DEFENSE==
AC 13, touch 11, flat-footed 12 (+2 Armor, +1 DEX, )(-2 AC While Raging)
HP 20 (2d10+2)
Fort +5 Ref +1 Will +1 ;
1/Day - Tenacious: Re-roll failed Fortitude save, Will save, or Constitution check
+2 Fort, +2 Will while raging
Uncanny Dodge

==OFFENSE==
Spd40 ft; 8 Squares
Melee Wrench +6 (1d8+4)x2, Handaxe +4 (1d6+3) x3
Melee (Rage) Wrench +8 (1d8+7)x2, Handaxe +6 (1d6+5) x3

Special attacks
3/Day - Destined Strike (Su):+1 to attack roll
8 Rounds/Day Bloodrage: +4 Strength and Constitution,+2 Will saves. –2 penalty to Armor Class

==STATISTICS==
Str 16, Dex 12, Con 14, Int 14, Wis 13, Cha 14
BAB +2, CMB +4/+7 while raging, CMD 14/17 while raging

=====Traits=====:

The Forgotten Past: You remember your childhood but for some
reason there is a span of 10 years of your life you just can't
remember. Though, you seem to have innate knowledge and expert
appraising skills on just about everything. You are considered trained
in all knowledge skills and treat Appraise and all Knowledge skills as
class skills. Once per week you may gain a flash of insight on any one
knowledge or appraise skill check. Automatically succeeding on such
check as if it had been the only thing you have ever known your entire
life, potentially revealing more than originally intended. (DM has
final verdict on amount of and quality of information known.)

Rough and Ready
Your intense familiarity with the tools of your trade allows you to use
them in combat as if they were actual weapons and makes them more
effective for that purpose than they would normally be.
Benefit: When you use a tool of your trade (requiring at least 1 rank
in the appropriate Craft or Profession skill) as a weapon, you do not
take the improvised weapon penalty and instead receive a +1 trait bonus
on your attack. This trait is commonly used with shovels, picks,
blacksmith hammers, and other sturdy tools — lutes and brooms make
terribly fragile weapons.

=====Feats=====:

Aquatic Combatant Source Melee Tactics Toolbox pg. 14
You have trained to fight in the water.
Prerequisites: Swim 1 rank.
Benefit: You gain a +2 bonus on Swim checks and don’t take penalties on
melee attack rolls made underwater. Your slashing melee attacks and
unarmed bludgeoning attacks deal full damage underwater.
Normal: When underwater, most melee attacks take a –2 penalty and deal
only half damage.

=====Skills=====:

Bloodrager (2) 4+INT(2)= (12) Favored Bonus +2=14

Appraise +8
Craft (Sea Vehicles) +7
Knowledge (arcana) +7
Knowledge (engineering) +7
Knowledge (local) +9
Perception +6/+8 vs traps & Secret doors
Profession (Shipwright) +6
Swim +9
1/week – Automatically succeed on one knowledge or appraise skill check

Languages Common, Ork, Giant, Goblin

Armor check penalty (+0)


====Class Features====:

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 (Ex): 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.

Destined Strike (Su): At 1st level, as a free action up to three
times per day you can grant yourself an insight bonus equal to 1/2 your
bloodrager level (minimum 1) on one melee attack. At 12th level, you
can use this ability up to five times per day.

uncanny Dodge

Gear:

Gear
Wrench 16 lbs.
Hand-Axe 3 lbs.
Leather Armor 15 lbs.
Artisan's outfit
Bloodrager's kit 27 lbs.
*backpack
*blanket
*belt pouch
*flint and steel
*iron pot
*soap
*torches (10)
*trail rations (5 days)
*waterskin
Toolbox 5 lbs.
Air bladder ½ lbs.
Hammer 2 lbs.
Ladder 1 lbs.
Saw 2 lbs.
String and Twine (50ft.) ½ lbs.

Carry Weight
Total weight from gear: 72 lbs.
Worn Weight: 41 lbs.

Wealth
PP – 0
GP - 35
SP – 12
CP – 10

Half-Ork traits:

Half-Orc Racial Traits

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Scavenger: Source Advanced Race Guide pg. 1, Advanced Player's Guide pg. 1
Some half-orcs eke out a leaving picking over the garbage heaps of
society, and must learn to separate rare finds from the inevitable
dross. Half-orcs with this racial trait receive a +2 racial bonus on
Appraise checks and on Perception checks to find hidden objects
(including traps and secret doors), determine whether food is spoiled,
or identify a potion by taste. This racial trait replaces the
intimidating trait.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Tenacious: Source Heroes of the Streets pg. 8
City-dwelling half-orcs must often be tenacious to get by. Once per day
if a half-orc fails a Fortitude save, Will save, or Constitution
check, he can reroll the save or check. The half-orc must take the
second result, even if it is worse. This racial trait replaces orc
ferocity.

City-Raised: Source Advanced Race Guide pg. 1 (Amazon) Half-orcs with
this trait know little of their orc ancestry and were raised among
humans and other half-orcs in a large city. City-raised half-orcs are
proficient with whips and longswords, and receive a +2 racial bonus on
Knowledge (local) checks. This racial trait replaces weapon familiarity.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Bloodrager (Advanced Class Guide pg. 71): Increase the bloodrager’s total number of bloodrage rounds per day by 1.
- **Took some substitutions from ARG

Campaign Additions:

The Wrench (which I'm assuming is adjustable) would be a two handed
weapon that deals 1d8 damage x2 Crit. I'm going to say it weighs 16
pounds. You could work towards the improvised weapon mastery feat,
which will make it deal 2d6 with a 19-20 Crit. You would have to make
it masterwork with the spell or build a new one in order to enchant it.

Description:

This tall quiet Half-Ork has kind brown eyes, black hair with blue
highlights. He possesses a smile that shows his kind nature. He wears
what appears to be crafting leathers and carries with him an
assortment of tool. One of which appears to be a giant wrench.

Concept:

Taking Bloodrager all the way thru. Unless something story wise changes things.

History:

After a hard day’s work fixing and repairing ships that come to port.
Bonvorio would quietly think about his life thou he doesn’t remember
much when he was savage. His life current life in the city has been
generous and given him plenty of opportunities. Working at the repair
dock has been most beneficial for him. But some days he would stare out
into the sea in wonder. What’s out there? What other places or lands
exist that I could travel too? He dreams sometimes of joining a crew
and having all sorts of adventures to tell as stories at the bars of
far off places.