Barbarian

Davro Iramelis's page

85 posts. Alias of Alistus.


Race

Not Raging:
Orcish Tiefling Hunter(Primal Companion)/Bloodrager 1 HP 12/12 | AC16 T11 FF11 | F+4;R+3;W+3 | CMD 17 | Init +1 | Perception +7 Rage:6/6 PC:1/1

About Davro Iramelis

Davro Iramelis
M Orcish Tiefling Hunter/Bloodrager(Primalist/Spelleater) 1
CG Medium Outsider(Native) Humanoid(Orc)
Init + 1; Senses Darkvision 60; Perception +7

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DEFENSE
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AC 16, touch 11, flat-footed 15
HP 12
Fort +4, Ref +3, Will +3

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OFFENSE
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Speed 30 ft.;

Melee Falchion +6 (2d4+7/18-20x2)

Melee Falchion +5 (2d4+10/18-20x2) W/ Power Attack

Melee Natural Attack(Primary) +5(1d6+8/20x2) W/ Power Attack

Melee Natural Attack(Secondary) +0(1d6+8/20x2) W/ Power Attack

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Primal Transformation (Su):

At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion's type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use.

Nature Training (Ex):
At 1st level, a hunter counts her total hunter level as druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex)::
At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Abyssal Bloodline:

Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.

The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.

At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.

If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Claws:

At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Bloodrage (Su):

The bloodrager's source of internal power grants him the ability to bloodrage.

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.

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 saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. 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.

Fast Movement (Ex):

A bloodrager's land speed is faster than is normal for his 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 bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

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SPELLCASTING
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Hunter:

Level 0:
Guidance
Light
Stabilize
Detect Magic

Level 1:
Magic Fang
Longstrider

Bloodrager:

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STATISTICS
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Str 20, Dex 12 , Con 14, Int 8, Wis 12, Cha 13
Base Atk +1; CMB +6; CMD 17

Traits:

Exposed to Awfulness: Once per day when you fail a saving
throw against an effect created by a demon that would
kill or physically incapacitate you, you can immediately
reroll that saving throw as a free action. You must take
the second result, even if it is worse.
Demon Hunter: You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Demon Slayer: +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Feats:
Power Attack

Skills:
Climb +7
Handle Animal +5
Perception +5
Survival +5

Racial Modifiers: +2 STR, +2 CHA, +1 Natural Armor, 5 Fire Resistance

Languages: Common, Orcish

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GEAR/POSSESSIONS
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==Carried==
Falchion
Sling

==Worn/Equipped==
Chain Shirt

==Backpack==
Bedroll
Belt Pouch
Flint and Steel
Iron Pot
Mess Kit
Rope
Torches (10)
Trail Rations (5 days)
Waterskin

Carrying Capacity Light: 133 lbs. Medium: 266 lbs. Heavy: 400 lbs.

Money: 54 gp

Total carried: 25

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ANIMAL COMPANION
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Doraga
Small N Animal
Init +3; Senses low-light vision, Scent; Perception +6

AC 17; Touch 14, FF 14;
hp 20
Fort +9, Ref +8, Will +3;

Speed 40 ft. Climb 10 ft.
Bite +4 (1d4/20x2)
2 Claws +4 (1d3/20x2)

Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10
BAB +1; CMB +0; CMD 13

Feats:
Improved Natural Armor

Evolutions(Primal Companion):
STR Increase
Pounce

Skills:
Climb +12
Perception +5

SQ: Link, Rage 6/Day as a Barbarian

Tricks Known: Attack 2, Come, Defend, Gaurd, Down

Equipment: Animal Harness

Backstory:

No life went unchanged after the opening of the Worldwound, and although they seem focussed on large cities and towns the demons still branch out to taint even the smallest encampments. Born the first son of orc warchief Morguth of the Eastern Bluffs, Davro should have been destined for greatness. Unfortunately, not even the orcs could escape the wrath of the demon onslaught. From birth Davro was tainted by demonic blood, becoming something only the elders of his clan had ever seen. Having fought out demons before, the others in his clan couldn't accept him into their ranks and would have killed him if not for his mother helping him escape the camp late in the night. Just a boy Davro wandered the bluffs, unaware of his surroundings, searching for a place to call home. He survived in the wilderness by hunting and foraging. As Davro moved unknowingly closer and closer to the Worldwound, food became more scarse. After eating nothing but scraps for almost a full week, Davro stumbled upon a lone young badger feasting on a rabbit. The badger had also been tainted by the Worldwound and the two felt an immediate attachment to one-another. The badger shared the rabbit with Davro, and since that day the two have been inseperable, hunting together and honing their skills as a team. One day the duo, seemingly in the wrong place at the wrong time, found themselves looking onto a battle between a group of crusaders and a large demon that had somehow made it past the wardstones. Seeing the crusaders struggling to defeat the creature, Davro and Doraga jumped in to aid them. The beast fought back through everything they could throw at it and eventually it struck Davro, nearly killing him. Davro was slowly losing conciousness when a flash of bright light burst over the horizon and a knight on horseback swept in and felled the beast with one brutal jab. Davro awoke in a soft bed, covered in bandages he could barely stand to scan his surroundings. He looked down to the floor to see his young badger friend staring happily back at him. Beyond confused Davro left the room to find himself in a busy Inn, he had been taken to the city of Kenabres. Approaching the Innkeeper he learned that his savior had left him something, an invitation to join the cause against the oncoming Demons. Davro had found his true destiny, he would join the crusade and fight the demons that corrupted him and the world he was born into.

Character Dialogue:

Having finally recovered from his wounds Davro trained diligently, hoping to become strong enough to join the crusaders. After years of training it was time to visit the location on the note he received when he was first brought to the city.

It was the day before Armasse when Davro set out to the location on the note. Upon arriving he was greeted by an older man clad in heavy armor.

"Hello friend," the man said, "Can I help you with something today?"

"I come... I fight." Davro said in nervous broken common, as he handed the note to the man.

"I see, another recruit ehh? And what might this be?" the man looked down at the note, "Interesting, I don't think I've ever seen a recommendation from him before. You must really be something kid."

Hearing the man speak of this mystery crusader peaked Davro's interest. "Who? Who is this man?" Davro said, jumping as his curiosity finally overcame his anxiety.

"I'm sure you'll find that out soon enough. Besides, that man is a mystery even to us." the man chuckled. "If you really want to meet him however, killing a few hundred demons will draw his attention pretty quickly."

Davro smiled, looking down to his young badger friend. "Finally. Doraga, we fight now."