CN Medium humanoid (human)
PFS#: 131682-6
Init +3 (+2 Dex +1 Trait)
Defense
AC 19 (10 +5 Armor Bonus +2 Shield +2 Dex); Touch 12 (10 +2 Dex); Flat-Footed 17 (10 +5 Armor Bonus +2 shield)
HP 13 (10 +1x2 Con +1 Class)
Fort Save +2 (+2 Class); Ref Save +1 (+1 Dex +0 Class); Will Save +1 (+1 Wis +0 Class)
Offense
Speed: Medium (40 ft) 30 ft. with armor
Melee: Hooked axe, main hand
Damage: 1d8 +4 [+2 Rage]
Attack roll: +5 [+2 Rage] (+1 Base Atk +4 Str)
Crit: x3
Ranged: Throwing axe [20 feet]
Damage: 1d6 +4 [+2 Rage]
Attack roll: +3 (+1 Base Atk +2 Dex)
Crit: x2
Statistics
Str 18 (16 + 2), Dex 14, Con 14, Int 7, Wis 11, Cha 13
Base Atk +1; CMB +5 (+4 Str +1 BAB); CMD 16 (10 +4 Str +1 Dex +1 BAB)
Feats (Other):
Power attack (-1 atk, +2 dmg)
Exotic weapon proficiency (hooked axe)
Fast movement (Class)
Traits (Racial):
Bonus feat
skilled
Traits (Other):
Strong arm Supple wrist (move at least 10 feet before throwing a thrown weapon, add 10 feet to the range increment),
Veteran of battle (+1 Ini & may draw a weapon in the surprise round as a free action)
Skills (Untrained):
Acrobatics -2 (-4 Armor Penalty +2 Dex)
Bluff +1 (+1 Cha)
Climb 0 (+4 str -4 ACP)
Ride -2 (-4 Armor Penalty +2 Dex)
Sense Motive 0 (0 Wis)
Swim 0 (+4 str -4 ACP)
Diplomacy +1 (+1 Cha)
Heal 0 (0 Wis)
Stealth -2 (-4 Armor Penalty +2 Dex)
Skills (Trained):
Craft (Varies) +5 (+1 Rank +3 Class -1 Int +2 tool)
Perception +4 (+1 Rank +3 Class)
Intimidate +2 (+1 Rank +3 Class +1 cha)
Survival +4 (+1 Rank +3 Class +0 Wis)
Languages: Common, skald
Equipment:
Combat gear:
Hooked axe (20gp, 6lbs.);
Heavy wooden shield [+2|-|-2] (7gp, 10lbs.);
Axe, throwing [x2] (8gp, 2lbs.)
Dagger [19-20/x2 | 1d4 | 10ft. | P or S] (2gp, 1lbs.)
Wearing:
Scale mail [+5|+3|-4] (50gp, 30lbs.)
Cold-weather outfit (8gp, 7lbs.)
Inventory:
Backpack (2gp, 2lbs.)
Bedroll (1sp, 5lbs.)
Chalk [x10] (each 1cp, -)
Flint and steel (1gp, -)
sack (empty) (1sp, 0.5lbs.)
Rations [5x] (0.5gp, 1lbs.)
Torch [x10] (1cp, 1lbs.)
Rope (50ft) (1gp, 10lbs.)
Waterskin (1gp, 4lbs.)
Mead [x8] (5cp, 0.5lbs.)
Alchemist's fire [x2] (20gp, 1lbs.)
Encumbrance: 86.5lbs.; Light load, (Light Load up to 100lbs., Medium up to 200lbs., Heavy up to 300lbs.)
Money: 6gp 7sp 4cp
Class Info
Favored class: Bloodrager
Favored class bonus: +1x1 hp
Alternate class bonus: Bloodrager (+1 rage round/day)
Bloodrage (Su):
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 bloodraging or 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.
[4 + 0x2 level + 2 Con]
[+4 str, +4 con, +2 will, -2 AC]
While bloodraging, 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 can otherwise 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.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Aberrant bloodline:
1st level,
When you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.