Full Name |
Crowe |
Race |
Human Blood 3 | hp 28 | AC 18, T 12, FF 16 | Fort +4, Ref +5, Will +2 | CMB +6 CMD 17; Perception +7 |
Classes/Levels |
Bloodrager 3 |
Gender |
Male |
Size |
Med |
Deity |
Desna |
Strength |
14 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
16 |
About Crowe Human bloodrager
Male human bloodrager 3
CN Medium humanoid (human)
Deity Desna
Homeland Varisia
Init +2; Senses Perception +7
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 28 (3d10+3)
Fort +4, Ref +5, Will +2
Defensive Abilities blood sanctuary, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 earth breakerUE +6 (2d6+4/×3) or
morningstar +5 (1d8+2) or
punching dagger +5 (1d4+2/×3)
Ranged javelin +5 (1d6+2)
Special Attacks bloodline power (elemental strikes),
bloodrage (15 rounds/day)
TACTICS
Bloodraging Statistics When bloodraging, your statistics are
AC 16, touch 10, flat-footed 14; hp 34; Fort +6, Will +4;
Melee +1 earth breakerUE +8 (2d6+7/×3) or morningstar +7
(1d8+4) or punching dagger +7 (1d4+4/×3); Ranged javelin +5
(1d6+4); Str 22, Con 17; CMB +7; Skills Climb +6.
STATISTICS
Str 14, Dex 14, Con 13, Int 10, Wis 12, Cha 16
Base Atk +3; CMB +5; CMD 17
Feats Extra Rage, Lightning Reflexes, Power Attack
Skills Acrobatics +4, Climb +4, Knowledge (arcana) +6,
Perception +7, Spellcraft +6, Survival +7
Languages Common, Shoanti
SQ bloodline (elemental [air]), fast movement*
Combat Gear potion of cure light wounds, alchemist’s fire (2),
thunderstones (2); Other Gear mwk steel lamellar, +1 earth
breakerUE, javelins (6), morningstar, punching dagger,
backpack, belt pouch, everburning torch, flint and
steel, grappling hook, hammer, pitons (5), rations
(2 weeks), silk rope (50 feet), waterskin, 60 gp
* The effects of this ability have already been
calculated into Crowe’s statistics.
SPECIAL ABILITIES
Bloodline Power The element of air
infuses your being, and you can draw
upon its power during your bloodrage.
When you enter a bloodrage, your
transformation takes on physical
characteristics of your elemental
air bloodline. You can use the
following bloodline power
while in a bloodrage; once the
bloodrage ends, your bloodline
power immediately ceases.
Elemental Strikes (Su): As a swift action up to three times
per day, you can imbue your melee attacks with elemental
electricity for 1 round, dealing an extra 1d6 points of
electricity damage with your melee attacks.
Bloodrage (Su) You can bloodrage for 15 rounds per day.
These rounds are renewed after resting for 8 hours, although
the hours of rest need not be consecutive.
Entering a bloodrage is a free action. While in a
bloodrage, you gain a +4 morale bonus to your Strength
and Constitution and a +2 morale bonus on Will saving
throws, but you take a –2 penalty to Armor Class. You also
gain 6 additional hit points, but these disappear when the
bloodrage ends and are not lost first like temporary hit
points. While in bloodrage, you cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except Acrobatics,
Fly, Intimidate, and Ride) or any ability that requires
patience or concentration.
You can end your bloodrage as a free action. When the
bloodrage ends, you’re fatigued for a number of rounds
equal to twice the number of rounds spent in the bloodrage.
You cannot enter a new bloodrage while fatigued or
exhausted, but otherwise can enter bloodrage multiple
times during a single encounter. If you fall unconscious, your
bloodrage immediately ends.
Blood Sanctuary (Su) You gain a +2 bonus on saving throws
against spells that you or an ally casts (such as fireball).
Uncanny Dodge (Ex) You cannot be caught flat-footed, even if
an attacker is invisible, but you still lose your Dexterity bonus
to AC if you’re immobilized or if an opponent successfully uses
the feint action against you.