Race |
Bran Elberion | Tiefling Shifter 4 Bloodrager 1 | HP 53 | AC 21/17/18 | F10 R7 W5 |Init+2 | Perc+11; darkvision |
About Bran Elberion
Bran Elberion
Male qlippoth-spawn tiefling bloodrager (urban bloodrager) 1/shifter (holy beast) 4 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder Player Companion: Heroes of Golarion 12, Pathfinder Player Companion: Heroes of the Street 24, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 264, Ultimate Wilderness 26)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 16, touch 16, flat-footed 14 (+4 defensive instinct, +2 Dex)
hp 53 (5d10+19)
Fort +10 (+1 trait bonus vs. drugs or poisons), Ref +7, Will +5 (+1 trait bonus vs. mind-affecting effects)
Defensive Abilities defensive instinct +4/+2; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 40 ft.
Melee chakram +8 (1d8+4) or
. . chakram +8 (1d8+4) or
. . club +9 (1d6+4) or
. . unarmed strike +9 (1d3+4) or
. . 2 claws +9 (1d4+4)
Special Attacks angelic attacks, aspect (tiger[UW]), bloodrage (7 rounds/day), favored enemy (evil outsiders +2), shifter claws, wild shape (7 hours/day)
Spell-Like Abilities (CL 5th; concentration +5)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 12)
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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 16, Cha 11
Base Atk +5; CMB +9 (+11 grapple); CMD 25 (27 vs. grapple)
Feats Combat Expertise, Deadly Aim, Power Attack, Shifter's Rush[UW], Unarmed Combatant
Traits secret revolutionary (cheliax), star struck
Skills Acrobatics +7 (+11 to jump), Bluff +2, Climb +8, Diplomacy +6, Escape Artist +4, Fly +6, Handle Animal +8, Intimidate +2, Knowledge (nature) +4, Linguistics +4, Perception +11, Profession (stable master) +10, Ride +6, Spellcraft +4, Stealth +10, Survival +9, Swim +8; Racial Modifiers +2 Escape Artist, +2 Survival
Languages Abyssal, Common, Druidic, Halfling
SQ blessed claws, controlled bloodrage, fast movement, finesse weapon attack attribute, light from darkness, prehensile tail[ARG], shifter aspect (minor: 7 min./day, major: 0 sust 7 hours/day)
Combat Gear wand of mage armor (50 charges), holy water; Other Gear chakram[APG], chakram[APG], club, belt of mighty constitution +2, cloak of resistance +1, ring of eloquence[ACG], backpack, blanket[APG], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 1,214 gp
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Special Abilities
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Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Blessed Claws (Good) (Su) Shifter claws overcome damage reduction as though of chosen alignment.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Instinct +4/+2 (Ex) +4 AC & CMD unarmored and unshielded or +2 with nonmetal armor or shield
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Light From Darkness Gain incorruptable ART as long as you are not evil.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Shifter Aspect (7 minutes/day) (Su) Gain abilities of selected animal aspects.
Shifter Aspect (Tiger, +2 Dex) (Su) Minor Form: +2 enhancement bonus to Dexterity. Major Form: dire tiger.
Shifter's Rush Use wild shape as a free action when you charge or move more than 10 feet.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Wild Shape (7 hours/day) (Su) Shapeshift into a major form of your aspects.