Dashki

Cuetzpalli's page

1,733 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Classes/Levels

Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: blessing of fervor, good hope, shield

Gender

THP: HP: 159/165 (207/213), BR 33/36, APs 10/12; AC 27, T 15, FF 26; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5

About Cuetzpalli

Action points: roll 3d6 before picking the highest.

Cuetzpalli
Human bloodrager (primalist, steelblood) 15
CG Medium humanoid (human)
Init +5; Senses Perception +18

--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 26 (+11 armor, +1 Dex, +1 natural, +4 deflection)
hp 145 (16d10+34+16) 16 toughness
Bear's Endurance 165 (16d10+64+16)

Fort +18, Ref +13 (+1 bonus vs. trample attacks), Will +13 (+2 vs mind effecting); +2 bonus vs. spells cast by self or an ally

Defensive Abilities blood sanctuary

--------------------
Bloodrage Defense
--------------------
AC 25, touch 13, flat-footed 24 (+11 armor, +1 Dex, +1 natural, -2 untyped penalty, +4 deflection)
hp 213 (16d10+112+16) (includes Bear's)

Fort +17, Ref +13 (+1 bonus vs. trample attacks), Will +16 (+2 vs mind effecting); +2 bonus vs. spells cast by self or an ally

Defensive Abilities blood sanctuary

--------------------
Offense
--------------------
Speed 30 ft.; wings of heaven 60 ft. (good)

Melee kelmarchen(AS, PA) +25/+16/+11/+6 (2d6+30/17-20 plus 2d6 vs. evil and overcomes DR)

Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action.

Overcomes any Hardness and evil creature DR

CRITS ON 17-20!!!

+1d6 vs evil outsider while raging, stacks with holy (Angelic Attacks)

Standard Actions:
[dice=Kelmarchen (AS, PA)]1d20+25;2d6+30;2d6[/dice]
Raging:
[dice=Kelmarchen (AS, PA)]1d20+30;2d6+37;2d6[/dice]
[dice=Kelmarchen (AS, PA, rage brut., reck. aban.)]1d20+34;2d6+43;2d6[/dice] (-4 AC, -3 rounds rage)

Full Attack:
[dice=Kelmarchen (AS, PA)]1d20+25;2d6+30;2d6;1d20+16;2d6+30;2d6;1d20+11;2d6+30;2d6;1d20+6;2d6+30;2d6[/dice]
Raging:
[dice=Kelmarchen (AS, PA)]1d20+30;2d6+37;2d6;1d20+21;2d6+37;2d6;1d20+16;2d6+37;2d6;1d20+11;2d6+37;2d6 [/dice]
[dice=Kelmarchen (AS, PA, rage brut., reck. aban.)]1d20+34;2d6+43;2d6;1d20+25;2d6+43;2d6;1d20+20;2d6+43;2d6;1d20+15;2d6+43;2d6 [/dice] (-4 AC, -3 rounds rage)

Special Attacks angelic attacks, blood casting, greater bloodrage (34 rounds/day)

Bloodrager (Primalist, Steelblood) Spells Known (CL 15th; concentration +19)
. . 4th (0/1) black tentacles, greater false life, vitriolic mist, wall of ice (DC 16), holy smite
. . 3rd (2/2) countless eyes (DC 15), fly, force hook charge, heroism, keen edge, vampiric touch
. . 2nd (4/4) cat's grace, false life, glitterdust (DC 14), mirror image, resist energy, see invisibility, stone discus
. . 1st (3/4) bless, endure elements, feather fall, long arm, magic missile, shield, windy escape

. . Bloodline Celestial

--------------------
Statistics
--------------------
Str 24, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +16/+11/+6/+1; CMB +23; CMD 34 (35 v. overrun)

Feats Arcane Strike, Dreadful Carnage, Eschew Materials, Extend Spell, Furious Focus, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Raging Brutality, Reckless Rage, Steadfast Personality, Toughness, Weapon Focus (greatsword)

Traits deft dodger, focused mind

Skills Climb +9, Handle Animal +10, Intimidate +21, Perception +19, Spellcraft +7, Survival +19, Swim +13

Languages Common, Olman

SQ armor training 3, blood deflection, conviction, indomitable stance, rage powers (reckless abandon, renewed vigor 3d8+2)

Other Gear +2 full plate, +1 animated heavy wooden shield, kelmarchen (+1 furious holy adamantine greatsword), amulet of natural armor +1, belt of giant strength +2, cloak of resistance +5, ring of protection +2, potion of lesser restoration, scroll of freedom of movement, 4209 gp, 5 sp

--------------------
Special Abilities
--------------------
Angelic Attacks (Su) At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Armored Swiftness (Ex) At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.

This ability replaces uncanny dodge.

Armor Training (Ex) At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by 1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class feature of the same name.

This ability replaces improved uncanny dodge.

Blood Casting (Su) At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Blood Deflection (Su) At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough.

This ability replaces damage reduction.

Blood Sanctuary (Su) At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Conviction (Su) At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it's worse.

Indomitable Stance (Ex) At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

This ability replaces fast movement.

Reckless Abandon (Ex) (-3/+3) While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Renewed Vigor (Ex) As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. This power can be used only once per day and only while raging.

Wings of Heaven (Su) [When raging] you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.

Greater Bloodrage (Su) At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Angelic Protection (Su) At 16th level, you gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures. In addition, you are affected as if subject to a protection from evil spell. This effect cannot be dispelled.

Dead Guy:
Approximate English pronunciation guide for Cuetzpalli: K as in "key (K.IY)" ; Y as in "you (Y.UW)" ; EH as in "ebb (EH.B)" ; T as in "tee (T.IY)" ; S as in "see (S.IY)" ; P as in "pea (P.IY)" ; AE as in "at (AE.T)" ; L as in "lay (L.EY)" ; IY as in "eat (IY.T)" KYEHTSPAEL-iy

M Human (Olman) Barbarian (Mad Dog) 2/Ranger (Trapper) 2/Fighter (Unbreakable) 2 Age 20

N Medium Humanoid (Human)

Init +3; Senses ; Perception +9 (+10 traps)

--------------------
DEFENSE
--------------------

AC 22(25), touch 13, flat-footed 19 (22) (+8 armor, +3 dex, +1 natural armor, +3 shield)

HP 65 (2d12+2d10+3d10+15)

Fort +12, Ref +8, Will +2 (+2 vs mind affecting)

--------------------
OFFENSE
--------------------

Speed 30 ft. (40 ft. base)

Melee +1 returning trident +12/+5 (1d8+7+6 x3) OR +10 (1d8+4+4) (WITH SHIELD)

[dice=Attacks]1d20+12;1d20+5[/dice]
[dice=Damage]1d8+7+6;1d8+7+6[/dice]

Ranged +1 returning trident +11 (1d8+5) 10' range increments (+1 hit/+1 dmg within 30')

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Action Points: Action Points

Fast Movement (Ex):A barbarian's land speed is faster than the norm for her 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 barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

War Beast (Ex):At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.

This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

Pack Tactics (Ex): At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).

This ability replaces uncanny dodge.

Favored Enemy (Undead):At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Track (Ex):A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Tough as Nails:An unbreakable gains Endurance and Diehard as bonus feats.

This ability replaces the fighter’s 1st-level bonus feat.

Unflinching (Ex):At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

--------------------
STATISTICS
--------------------
Str 19, Dex 16, Con 14, Int 10, Wis 10, Cha 10

Base Atk +7; CMB +11 (+15 sunder); CMD 24

Traits:
Righteous Fervor - Cuetzpalli an enthusiastic follower of the bombastic evangelist Jierian Wierus. He has inspired Cuetzpalli to acts of even greater savagery. When in a rage and damaged to the point that exiting rage would knock Cuetzpalli unconscious, he gains a +1 morale bonus on attack rolls. This bonus increases to +2 if exiting rage would kill him.

Survivalist - Cuetzpalli spent his youth as a hunter gatherer on the Isle of Dread. He's an expert at wilderness survival.

Feats:
Power Attack
Furious Focus
Boon Companion
Precise Shot
Endurance
Diehard
Improved Sunder
Greater Sunder
Mounted Combat

Skills (37 Points - 12 barbarian, 12 ranger, 4 fighter, 0 int, 7 human, 2 favored class):
Acrobatics +9 (2 rank, 3 Dex, 3 class, -3 ACP)
Climb (Str) +6 (2 ranks, 4 str, 3 class, -3 ACP)
Craft (Int)
Disable Device
Handle Animal +6 (4 rank, 0 Cha, 3 class)
Intimidate +5 (2 rank, 0 Cha, 3 class)
Knowledge (nature) (Int)
Perception +10/+11 traps (7 rank, 0 Wis, 3 class)
Ride +7 (4 rank, 3 Dex, 3 class, -3 ACP)
Survival +8/+9 track (+12 to get along in wild, travel in severe weather, keep from getting lost, or predict the weather) (5 rank, 0 Wis, 3 class, (+5 trait))
Stealth +9 (2 rank, 3 Dex, 3 class, -3 ACP)
Swim +5 (1 rank, 4 Str, 3 class, -3 ACP)

Racial Modifiers:+2 str, bonus feat, skilled, favored class (barbarian)


Languages:
Common, Olman

--------------------
GEAR/POSSESSIONS
--------------------
Location: On Persons

Carrying Capacity Light:76 lbs. Medium:77-153 lbs. Heavy:154-230 lbs.

GP:6,354 GP 7 SP 30 CP

+1 returning trident - Found
+1 blinding heavy steel shield - Found
Cloak of Resistance +1 0 lbs. - 1,000 GP
Amulet of Natural Armor +1 - 2,000 GP
+2 Breastplate 30 lbs. - Found (-3 ACP)
Belt of Strength +2 0 lbs. - 4,000 GP
Cestus 1 lbs. - 5 GP

Blanket 3 lbs. - 5 SP
Common Survival Kit 4 lbs. - 5 GP
-flint and steel
-mess kit
-two waterskins
-very basic maps showing major landmarks
-small utility knife

25 ft. silk rope - 2.5 lbs. - 5 GP
Grappling hook

Potion of Cure Light wounds x2

10 days rations 5 GP

Total Weight:56.5 lbs.

1st:Barbarian (Mad Dog); Fast Movement, War Beast, Power Attack (Human), Furious Focus, favored class (HP)
2nd:Barbarian (Mad Dog); Pack Tactics, favored class (HP)
3rd:Ranger (Trapper); Favored Enemy (Undead), track, wild empathy, Boon Companion, trapfinding
4th:Ranger (Trapper); Style feat (Precise Shot), +1 str
5th:Fighter (Unbreakable); Tough as Nails, Intimidating Prowess
6th:Fighter (Unbreakable); Greater Sunder (Bonus)
7th:Barbarian (Mad Dog); Mounted Combat

===================================================

Cuetzpalli was born on the Isle of Dread in a tribe of hunter gatherers living in the jungle. His people worked with dinosaurs, using them as labor and companions. When he was a teen, he went hunting for eggs away from his village in the marshes near the coast. He found a nest of spinosaurus eggs and managed to steal one while the mother was out hunting. As he was making his way back to his village, he came across a party of slavers raiding the island for Olman chattel. He tried to run, but they were many and they caught him. The slavers recognized the value of the spinosaurus egg, and allowed him to keep it. They took the savage Cuetzpalli to a farm and forced him to labor there. He was able to hatch the egg and began to raise Spiny on the farm. The slavers planned on selling the dinosaur once it was fully grown.

Cuetzpalli had other plans. He waited until Spiny was big enough and one day Cuetzpalli got him to attack the overseer on the field. With the dinosaur's help Cuetzpalli overpowered the overseer and stole his club. He beat the guard to death and together he and Spiny escaped. They traveled through the wilderness living off the land. They quickly heard tales of the Free City, where they might fight in the arena and earn money. They made their way to the City and entered into the Arena on the merit of their exoticism and savage nature.

It was after becoming mildly successful in the arena that Cuetzpalli heard Jierian Wierus preaching. The man's message of common sense, strength and endurance spoke to Cuetzpalli. Jierian Wierus also saw the advantage of having a savage warrior and dinosaur at hand. He paid special attention to Cuetzpalli, and once the barbarian had converted fully he became Jierian Wierus's personal body guard. He left the Free City with Jierian Wierus when he moved to Diamond Lake. He has been serving Jierian Wierus there ever since.

Description
Ht:6'0"
Wt:180 lbs
Age:27
Hair:Black (usually wears headdress)
Eyes:Black
Skin:Reddish brown

Reference Image

Cuetzpalli is a tall, savage looking Olman. He wears traditional Olman clothing mixed in with the style of Flanaess. He prefers to leave as much of his tattooed brown skin exposed as is practical for the weather, wearing a hide shirt and armored kilt as a minimum. He carries a terbutje with steel teeth, and a wooden shield on his back. He also has a bundle of spears and some basic survival gear.