Gorebeard Trench

Dreathus's page

1 post. Alias of RelicBlackOUT.


Full Name

Dreathus

Race

Human

Classes/Levels

Blood Conduit Bloodrager 1 HP: 12/12 (14/14) I Rage 7/7 I AC 16(14) T 12(10) FF 14(12) I CMD 17(19) CMB 5(7) I Fort 4(6) Ref 2 Will 0 (2) I Init 6 I Percep 5 Sense Motive 5 Intimidate 6

Gender

M

Size

M

Age

28

Languages

Common

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Dreathus

Str 18 +4
Dex 14 +2
Con 14 +2
Int 10
Wis 10
Cha 14 +2

Rage:
Str 22 +6
Dex 14 +2
Con 18 +4
Int 10
Wis 10
Cha 14 +2

HP: 12/12 (14/14) I Rage 7/7 I AC 16(14) T 12(10) FF 14(12) I CMD 17(19) CMB 5(7) I Fort 4(6) Ref 2 Will 0 (2) I Init 6 I Percep 5 Sense Motive 5 Intimidate 6

Initiative: 6 = 4 Feat +2 Dex
Languages: Common, Draconic

Attacks:
Always with Power Attack
Horsechopper +4 1d10+9 x3 S/P

With Rage
Horsechopper +6 1d10+12 x3 S/P
Or
(2x) Claws +6 1d6+8 x2

Saves:

Fort 4(6 Rage) = 2 Base +2 Con
Ref 2 = 0 Base +2 Dex
Will 0(2 Rage) = 0 Base +0 Wis

Skills:
5= 4 + 0 INT + 1 Human
2 Background Skills
Acrobatics (Dex)
Climb (Str) 6 = 1 Rank +3 Class +4 Str -2 Armor
Craft (Int)
Handle Animal (Cha)
Intimidate (Cha) 6 = 1 Rank +3 Class +2 Cha
K-Arcana (Int)
Linguistics (Int)(Background) 1= 1 Ranks
Perception (Wis) 5 = 1 Rank +3 Class +0 Wis +1 Trait
Ride (Dex)
Sense Motive (Wis) 5 = 1 Rank +3 Class +0 Wis +1 Trait
Spellcraft (Int)
Survival (Wis) 4 = 1 Rank +3 Class +0 Wis
Swim (Str)

Draconic Bloodline Green Dragon:

At some point in your family’s history, a dragon interbred with your bloodline. Now, the sublime monster’s ancient power fuels your bloodrage.

Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness. Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike.

Bonus Spells: Shield (7th), resist energy (10th), fly (13th), fear (16th).

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below.

Claws (Su)
At 1st level, you grow claws. 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 reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Class Features:

Bloodrage (Su) 7 = 4 + 2 Con +1 Human Fav Class
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.

Blood Conduits Archetype
Blood conduits learn to channel their arcane might directly through their flesh, without the need for mystical words or gestures.

Contact Specialist (Ex)
At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats.
This ability replaces fast movement and alters bloodline feats.

Spell Conduit (Su)
At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack.
This ability replaces uncanny dodge and improved uncanny dodge.

Reflexive Conduit (Ex)
At 14th level, a blood conduit can discharge his power into foes that attempt bodily contact with him. While wearing light or no armor, when the blood conduit is subject to a combat maneuver check made to bull rush, grapple, pin, reposition, or trip him, as an immediate action he can target his attacker with a bloodrager spell that has a range of touch. If the spell would normally require a touch attack, a blood conduit can attempt a combat maneuver check for this attack instead.
This ability replaces indomitable will.

Feats:

Human: Power Attack
Level 1: Improved Initiative +4 Initiative
Contact Specialist: Improved Trip +2 CMB & CMD

Traits:

Dwarf-Trained:
Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes.

You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.

Wary:
You survived an assassination attempt once.
Benefit(s) You gain a +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills is always a class skill for you.

Equipment:

37 Gold 18 Silver 20 Copper
Chain Shirt 4 AC 4 Max Dex -2 Armor Check
Horsechopper 1d10 x3 Slashing/Piercing, Reach/Trip
2x Dagger 1d4 19-20x2
Bloodrager’s Kit: Backpack, blanket, belt pouch, flint & steel, iron pot, soap, 10x torches, 5x Trail Rations, waterskin
Crowbar +2 STR pry open door/chest
Grappling Hook
50 ft Knotted Rope
Hammer
5x Pitons
Manacles

Background:

Coming soon