Barbarian

Connor Brisbane's page

96 posts. Alias of Draconas (RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16).


Full Name

Connor Brisbane

Race

Skinwalker (Witchwolf)

Classes/Levels

Bloodrager 1

SKOR Bar:
HP 14/14 | AC16 | FF15 | T11 | Fort +7 | Ref +1 | Will +0(+1) | Init +1 | Perception +6(+7) | Speed 30 ft | Bloodrage 8 rds/day

Gender

Male

Size

Medium

Age

18

Special Abilities

Bloodrage 8 rds/day

Alignment

CN

Deity

Desna

Location

Heldren

Languages

Common(Taldane)

Occupation

Bounty Hunter

Strength 16
Dexterity 12
Constitution 18
Intelligence 8
Wisdom 10
Charisma 13

About Connor Brisbane

Crunch:
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CONNOR BRISBANE CR 1
Male Skinwalker(Witchwolf) Bloodrager 1
CN (leaning toward CG) Medium Humanoid (shapechanger)
Init +1; Senses low-light vision; Perception +6(+7)
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 Armor, +1 Dex)
hp 14(1d10+4)
Fort +7, Ref +1, Will +0 (+1);
Resist cold 2
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OFFENSE
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Spd 40 ft. (30 ft. w/ armor)
Melee greataxe +4 (1d12+4, x3)
. . . . . greataxe w/ power attack +3 (1d12+7, x3)
. . . . . greataxe w/ power attack & rage +5 (1d12+10, x3)
. . . . . glaive-guisarme +4 (1d10+4, x3, brace/reach)
. . . . . glaive-guisarme w/ power attack +3 (1d10+7, x3, brace/reach)
. . . . . glaive-guisarme w/ power attack & rage+5 (1d10+10, x3, brace/reach)
. . . . . bite +4 (1d6+4, x2)
. . . . . 2 claws +4 (1d4+3, x2)
Ranged
Special Attacks bloodrage(8 rounds/day), bloodline power(disruptive bloodrage)
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STATISTICS
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Str 16, Dex 12, Con 18, Int 8, Wis 10(12), Cha 13
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Traits Axe to grind, Lycanthropic Bloodlust, Northern Ancestry
Skills Acrobatics +5(w/ armor penalty +1), Intimidate +5, Perception +6(+7), Survival +4(+5)
Languages Common(Taldane)
SQ change shape (4/day), bloodline(arcane)
Combat Gear scale mail, greataxe, glaive-guisarme
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CLASS ABILITIES
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Weapon and Armor Proficiency Bloodragers are proficient with all simple weapons and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass bloodrager still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bloodline - Arcane
- Bloodline Powers When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.
-- Disruptive Bloodrage (Su) At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with those granted by the Disruptive feat.
Bloodrage (Su) Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting 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 bloodrage and 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 saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, 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 otherwise can 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.
In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline.
Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex) A bloodrager’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and while not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager’s land speed.
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RACIAL FEATURES
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+2 Constitution, -2 Intelligence
Animal-Minded Skinwalkers have a +2 racial bonus on Perception and wild empathy checks.
Change Shape (Su) A skinwalker can change shape into a bestial form as a standard action. In bestial form, a witchwolf skinwalker gains a +2 racial bonus to Wisdom. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
* Bite attack that deals 1d6 points of damage
* 2 claw attacks that each deal 1d4 points of damage
* Darkvision to a range of 60 feet.
* +2 racial bonus on all saving throws.
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level.
Spell-Like Ability Skinwalkers with a Wisdom score of 11 or higher can use magic fang once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.
Low-Light Vision (Ex) Skinwalkers can see twice as far as humans in conditions of dim light.
Favored Class Bloodrager (1 skill point)
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CHARACTER TRAITS
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Axe To Grind There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
Lycanthropic Bloodlust (Werewolf-kin) When your lycanthropic heritage awakened, you thrilled at any excuse for violence. Although you might have learned to focus or suppress this urge, it still gives you energy in a fight. Once per day, when you deal damage to a foe with a natural attack, you may gain 1d6 temporary hit points as an immediate action. These temporary hit points last for 1 minute.
Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
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EQUIPMENT
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Worn
  • Explorer's outfit
  • Scale mail
  • Greataxe
  • Glaive-guisarme
  • Backpack
  • Belt Pouch

Inside Backpack
  • Cold weather outift
  • Iron pot
  • Torches x10
  • Trail rations (5 days)
  • Waterskin
  • Winter blanket
  • Funds (4 gold)

Inside Belt Pouch
  • Flint and steel
  • Soap

Total Weight: 96 lb.

Background:
If one was to try and trace the Brisbane family history back to the beginning, it would go through more edits than the heavens have stars. According to Connor's grandmother, affectionately known as 'Nan', his great-great-grandfather was a Varisian gypsy prince that married an Ustalvian noble lady, who had some big and furry skeletons in her closet as the saying goes. Then there was great-great-great-great-great-grandmother Minerva that was supposedly seduced by a hound archon, it was quite the scandal. Or great-great-great-great-great-great-great-grandfather, Vulkof, an Ulfen warrior of legendary stature that slew a linnorm before his 20th birthday and in doing so rescued and married a nymph that the wyrm had kept hostage. Connor's mother would tell him not to pay the old woman any mind as she had lost most of her's years ago though that did little to staunch the boy's rapt attention to every fantastical story Nan would weave each day.

When Connor was old enough to make his own way in the world, he would carry these tales like a mantle of remembrance that helped see him through the bad times when his family affliction threatened to turn him into a bloodthirsty monstrosity. As penance for the few times his own nature has harmed the innocent, Connor has taken up hunting the unrepentant monsters hiding amongst the masses behind the veneer of civility. Witches that curse their neighbors, the serial killer that prays upon his own people, or bandits taking more then their share, all are upon Connor's list. Recently, this has seen him in and about the area of Heldren in southern Taldor. The tension between Taldorans and Qadirans has produced many souls that would sow chaos and violence upon their fellow man. He has made a name for himself with the locals for taking care of pesky goblins and others creatures that go bump in the night (and steal or eat livestock and vegetables from their gardens) though he keeps himself somewhat distant by living at the edge of the woods.

Description:

Connor's nationality is a bit hard to pick out at first glance. He has some Ustalavian mixed with Ulfen features and a smattering of Varisian and Chelish to even it all out. He is fairly tall at six and a half feet with a frame that matches that height with its impressive collection of muscles and scars. His hair is a cross between dark brown and black as it seems to ripple between the two at different angles. His eyes are a shade of green that borders close to yellow.

Height: 6'5"
Weight: 210 lbs