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Denn Nan'Dai's page

4 posts. Organized Play character for Belondia.


Full Name

Denn Nan'dai | Bloodrager ~ 3

Race

| HP: 30/30 | AC: 19 (Tch,12 Fl,19) | CMB: 6; CMD: 17 | F: +6; R; +3; W; +2; | Init: +1 | Perc: +8, SM: +0

Classes/Levels

| Speed 30ft | Rage: 10/10 | Active conditions: None.

Gender

Male

Size

Medium

Special Abilities

Rage: W: +3 Race: F: +7 (vs Mind affect)

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 11
Charisma 16

About Denn Nan'Dai

Character sheet:

Denn Nan`Dai
Nagaji bloodrager 3 - CN

Init +1; Senses: Perception +8, Sense Motive 0

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Defense
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AC 19, Touch 12, flat-footed 19 (+7 Armour, +1 Natural, +1 Dex)

HP 30

Fort +6 Ref +3, Will +2

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Offense
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Speed 30ft.

Melee: Masterwork Cold Iron Nodachi: + 8 (10); 1d10 + 4 (7) 18-20x2

Power attack MW Cold Iron Nodachi: + 7 (9); 1d10 + 7 (10) 18-20x2

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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 11, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats: Weapon Focus (Nodachi), Power Attack,
Traits: Blade of Mercy, Hard to Kill
Skills: Acrobatics (2) +5, Perception (3) +8 (+2 Racial), Intimidate (3) +9, Handle Animal (1) +7 (+9 reptiles), Knowledge [Arcana] (2) +5, Climb (1) +7, Swim + 7,
SQ : 6
Gear: MW Mountain Pattern Plate, Masterwork Cold Iron Nodachi, Wand of Infernal Healing (43), MW Backpack, Cloak of Resistance +1

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Special Abilities
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Feats

Weapon Focus (Nodachi): You gain a +1 bonus on all attack rolls you make using the selected weapon.

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

Traits
Blade of Mercy: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

Hard to Kill: Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Reptilian: Nagaji are humanoids with the reptilian subtype.

Normal Speed: Nagaji have a base speed of 30 feet.

Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.

Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

Skills:

Skills:
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.

Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

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.