Zalsus

Drukpa Marpo's page

433 posts. Organized Play character for Abraham Z..


Race

Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 |

Classes/Levels

Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

Gender

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) |

Deity

Apsu

Languages

Common, Draconic

About Drukpa Marpo

Drukpa Marpo 4.0
Male nagaji bloodrager (blood conduit) 4 (Pathfinder RPG Advanced Class Guide 15, 82, Pathfinder RPG Bestiary 4 199)
LG Medium humanoid (reptilian)
Init +5; Senses low-light vision; Perception +8
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Defense
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AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +3 natural)
hp 37 (4d10+9)
Fort +9, Ref +5, Will +5; +2 alchemical bonus vs. cold effects, +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison
Defensive Abilities blood sanctuary; DR 5/adamantine (25 points), 5/lethal; Resist draconic resistance
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron tri-point double-edged sword +11 (1d10+7/×3) or
. . mwk bardiche +12 (1d10+7/19-20) or
. . silver dagger +11 (1d4+4/19-20) or
. . unarmed strike +11 (1d3+5 nonlethal)
Ranged spit +2 touch (poison)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche, 10 ft. with cold iron tri-point double-edged sword)
Special Attacks blood casting, bloodrage (12 rounds/day), claws
Bloodrager (Blood Conduit) Spells Known (CL 4th; concentration +5)
. . 1st (2/day)—enlarge person (DC 12), shield
. . Bloodline Draconic
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Statistics
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Str 21, Dex 12, Con 14, Int 5, Wis 10, Cha 12
Base Atk +4; CMB +11 (+13 grapple); CMD 20 (27 vs. grapple)
Feats Eschew Materials, Improved Grapple, Spit Venom[ARG], Viscous Venom
Traits indomitable faith, reactionary
Skills Acrobatics +4 (+0 to jump), Appraise -1, Bluff +3, Climb +11, Concentration: Bloodrager +7, Diplomacy +3, Disguise +3, Escape Artist +5, Fly +0, Heal +2, Intimidate +3, Knowledge (arcana) +6, Perception +8, Ride +0, Sense Motive +2, Stealth +0, Survival +2 (+4 to avoid becoming lost), Swim +4; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ resistant, serpent's sense
Combat Gear oil of daylight, potion of barkskin +2 (2), potion of touch of the sea, scroll of ablative barrier, scroll of clay skin, scroll of clay skin, scroll of delay poison, scroll of heroism, scroll of heroism, scroll of lesser restoration, wand of cure light wounds (50 charges), acid, air crystal, alchemical grease[APG], antiplague[APG], antitoxin, barbarian chew, blood-boiling pill, vermin repellent[UE]; Other Gear mwk agile breastplate[APG], cold iron tri-point double-edged sword[UC], mwk bardiche[APG], silver dagger, cloak of resistance +1, wayfinder[ISWG], backpack, earplugs[APG], grappling hook, hemp rope (50 ft.), potion sponge[ARG], smoked goggles[APG], waterskin, 520 gp, 9 sp, 7 cp
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Tracked Resources
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Ablative Barrier (25 hp) - 0/25
Acid - 0/1
Alchemical grease - 1/1
Antiplague - 0/1
Antitoxin - 0/1
Barbarian chew - 0/1
Blood-boiling pill - 1/1
Bloodrage (12 rounds/day) (Su) - 0/12
Clay Skin - 0/25
GM Reroll (1/scenario, 1/month) - 0/1
Lay on Hands Level 4 1/scenario (Silver Crusade, 1/month) - 0/1
Light (At will) - 0/0
Oil of daylight - 0/1
Potion of barkskin +2 - 1/2
Potion of Cure Moderate (just for Bonekeep) - 0/1
Potion of touch of the sea - 0/1
Silver dagger - 0/1
Spit Venom (3/day, DC 14) - 0/3
Vermin repellent - 1/1
Wand of cure light wounds (50 charges) - 11/50
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (12 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Damage Reduction (5/adamantine [25 points]) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Draconic Resistance (Ex) Gain Fire resistance 1 and +5 natural armor.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Poison (DC 14) (Ex) Spit—contact; save Fort DC 14; effect blinded and entangled for 1d6 rounds; cure 1 save. The save DC is Constitution-based.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Spit Venom (3/day, DC 14) Spit poison up to 10 feet as a ranged touch att to blind foe 1d6 rds (Fort neg).
Viscous Venom (DC 15) Your spit poison entangles foes.
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Could take Enlarge Person and Shield as level 1 spells known but first look for good options to use with Blood Conduit. - took them but later add Corrosive Touch and Blade Lash (via pages of spell knowledge?)

Boons:

Faction Card (Season 9): Purifier: “When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). YOu can also apply this benefit when others attempt caster level checks to remove such conditions from you.” [i.e. CURRENTLY 2 GOALS = +1 on these checks]

From Agata Ch. 25: “This boon imposes a -1 penalty on the attack rolls, damage rolls, skill checks, and saving throws of all Aspis Consortium agents and hirelings you encounter.”

Ch. 1: Desperate Bargain: ONE TIME USE - "As an immediate action when you are reduced to fewer than 0 HP, you gain a number of temporary HP equal to 2d10+your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary HP are lost and you resume dying if your HP total remains below 0."

Ch. 2: Earth Affinity Boon

Ch. 2: Ungrounded Veteran: THREE USES - "You may check a box before this boon to grant a +2 circumstance bonus on one of the following skill checks: an Acrobatics to balance on a narrow or slippery surface, any Climb check, a K:Planes check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling."

Ch. 4: Litheria Blossom (limit 1, 1400 gp) - gives death ward and deathwatch for 10 minutes.

Ch. 4: wand of eagle eye (9 charges, 810 gp)

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