Bard Worshipper of Desna

Cara Bloodstone's page

38 posts. Organized Play character for nightdeath.

Full Name

Cara Bloodstone (CORE)


| HP: 23/23| AC: 16/12/14|Init: +6| Perc: +12| Fort: +6| Ref: +2| Will: +2| CMB: +5| CMD: 17| E.C. Blade: +5;1d10+4| Longbow: +3;1d8|


Acro:+4|App:+0|Bluff:-1|Climb:+0|Dip:-1|DD:-1|Dis:-1|E.A:-1|H.A:-1|Heal:+2| Inti:-1| K.(Nat):+6|Linguis:+0|Ride:-1|Sleight:-1|SM:+2|Spell:+0|Stealth:-1|Sur:+6|S wim:+4|UMD:-1|
Rage 6/8/day


(CORE) Female Half Elf Barbarian 2




Neutral Good


Common, Elven

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Cara Bloodstone


76925-38 Fillia Bloodstone


Character Crunch:

Female Half-elf Ranger () 2
Neutral Good Medium Humanoid
Init +6; Senses Lowlight Perception +12

AC 16, touch 12, flat-footed 14 (+4 armor, +0 Shield, +2 Dex, +0 natural, +0 Dodge)
hp 23 (2d12) (+4 Con Bonus) (+0 Favored))
Fort +6, Ref +2, Will +2

Speed 40 ft. (30)
Ranged Longbow +3 (1d8 20/x3) (100Ft)
Melee Elven Curve Blade +5 (1d10+4 18-20/x2)
Melee Dagger +1 (1d4+3 19-20/x2)
Special Attacks
Spell-Like Abilities

Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Languages Common, Elven

Skill Focus (Perception) (Racial Feat)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Improved Initiative (Level 1 Feat)
You get a +4 bonus on initiative checks.

Resilient (Combat)
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Devotee of the Green (Faith)
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Class Features
Weapon and Armor Proficiency:
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex):
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex):
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

See the Barbarian Rage Power section for a full list of Rage Powers from all sources.

Uncanny Dodge (Ex):
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Acrobatics +4 (+2 Rank, +3 trained, +2 Ability, -3 Armor)
Appraise +0 (+0 Rank, +0 trained, +0 Ability)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy -1 (+0 Rank, +0 trained, -1 Ability)
Disable Device -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Disguise -1 (+0 Rank, +0 trained, -1 Ability)
Escape Artist -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Fly -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Nature) +6 (+2 Rank, +3 trained, +0 Ability, +1 Trait)
Linguistics +0 (+0 Rank, +0 trained, +0 Ability)
Perception +12 (+2 Rank, +3 trained, +2 Ability, +3 Feat, +2 Racial)
Perform -1 (+0 Rank, +0 trained, -1 Ability)
Profession +2 (+0 Rank, +0 trained, +2 Ability)
Ride -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Sense Motive +2 (+0 Rank, +0 trained, +2 Ability)
Spellcraft +0 (+0 Rank, +0 trained, +0 Ability)
Stealth -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Survival +6 (+1 Rank, +3 trained, +2 Ability)
Swim +4 (+1 Rank, +3 trained, +3 Ability, -3 Armor)
Use Magic Device -1 (+0 Rank, +0 trained, -1 Ability)


Special Abilities
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class.
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Rage Power:
Surprise Accuracy (Ex):
The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Equipment list]
Melee Weapons Elven curve blade, Dagger
Ranged Weapons Longbow, 40 Arrows
Armor Hide Armor
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes
Cold Weather Outfit
Magic Item
Wand of Cure Light Wounds (50/50)
Wealth 1686gp

Racial Traits

Half-elf Racial Traits:

+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race..
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Background Story

Cara Bloodstone :


Cara Bloodstone Appearance:

Leather armor hugs the lithe and lean body of this Half elf, no stunning beauty but she holds an inner light of calm serenity within her ageless eyes. A longbow over her shoulder, An Incredible Blade curved like a crescent moon on her back, a dagger sheathed on her side. Her backpack like the rest of her attire is wrought of soft hide and dyed blue green to fit her forest origins.