Ezren Mandrag
NG M Aasimar (Native outsider & Human) Bloodrager (primalist)
Init +6
Defense
AC 26; Touch 16; Flat-Footed 26/23 (10 +9 Armor Bonus +4 Dex +2 deflection +1 Natural armor)
HP 112 (7x10 + 7x4 Con +7x1 Class +7 Toughness) (133 in bloodrage)
Fort Save +11 (+5 Class +4 Con +2 Cloak); Ref Save +8 (+4 Dex +2 Class +2 Cloak); Will Save +5 (+1 Wis +2 Class +2 Cloak)
Offense
Speed: Medium 40 ft (Fast movement)
Melee: Falchion +1 (adamantine/keen)
[Two-handed] Atk: 1d20 +15/+10 | Dmg: 2d4 + 10 (15-20 | x2)
[Power attack] Atk: 1d20 +13/+8 | Dmg: 2d4 + 16 (15-20 | x2)
Ranged: light crossbow
Atk: 1d20 +12/+7 (19x2)| Dmg: 1d8 +7 (x3)
Offense bloodrage
Melee: Falchion +1 (adamantine/keen)
[Two-handed] Atk: 1d20 +17/+12 | Dmg: 2d4 + 13 (15-20 | x2)
[Power attack] Atk: 1d20 +15/+10 | Dmg: 2d4 + 19 (15-20 | x2)
Ranged: light crossbow
Atk: 1d20 +12/+7 (19x2)| Dmg: 1d8 +9 (x3)
Statistics
Str 22, Dex 18, Con 18, Int 10, Wis 12, Cha 16 (+2 Str +2 Cha Race)
Base Atk +7/+2; CMB +13 (+6 Str +7 BAB); CMD 27 (10 +6 Str +4 Dex +7 BAB)
Feats (Other):
- Weapon focus (falchion)
- Weapon versatility
- Raging vitality
- Toughness
- Extra rage (Extra starting feat)
- Power attack (bloodline feat)
- Eschew Materials (Class)
Traits (Racial):
- Darkvision (60ft)
- Scion of Humanity: count as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.
- Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
- Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability.
Traits (Other):
- Dangerously curious
- Reactionary
Skills:
Acrobatics +10 (6 + 4 Rank)
Acrobatics jump +15 (6 + 4 Rank)
Climb +10 (9 + 1 Rank)
Handle Animal +7 (6 + 1 Rank)
Intimidate +7 (6 + 1 Rank)
Perception +11 (4 + 7 Rank)
Ride +3 (3 + 0 Rank)
Spellcraft +4 (3 + 1 Rank)
Survival +5 (4 + 1 Rank)
Swim +5 (5 + 0 Rank)
Use Magic Device +10 (7 + 3 Rank)
Knowledge Arcana +5 (2 + 2 Rank)
Fly +13 (6 + 7 Rank) (-3 before level 9 | headband skill)
----------------------------
Appraise +0 (0 + 0 Rank)
Bluff +3 (3 + 0 Rank)
Diplomacy +3 (3 + 0 Rank)
Disable Device +3 (3 + 0 Rank)
Disguise +3 (3 + 0 Rank)
Escape Artist +3 (3 + 0 Rank)
Heal +0 (0 + 0 Rank)
Linguistics -1 (-1 + 0 Rank)
Sense Motive +1 (1 + 0 Rank)
Sleight of Hand +3 (3 + 0 Rank)
Stealth +3 (3 + 0 Rank)
Languages: Common
Equipment:
Combat gear:
falchion +1 (adamantine/keen) (11075gp)
belt of physical perfection +2 (16000gp)
agile breastplate +3 (mithral) (13400gp)
cloak of resistance +2 (4000gp)
Composite Longbow STR +1 (Adaptive) (3400gp)
Ring of protection +2 (8000gp)
Amulet of natural armor +1 (2000gp)
Pearl of Power I [x2] (1000gp p.p.)
Arrows [40] (1gp p/20)
Headband of mental superiority (16000gp)
- Skill: Intimidate
Inventory:
- Handy haversack(2000gp, 5lbs.)
- Acid flasks x5
- Barbarian's kit (9gp)
- Bear trap x2 [2gp | +10 | 2d6+3 | DC 15 Perception]
- Wand of CLW 42/50 (750gp)
Encumbrance: -lbs.; light load, (Light Load up to 26lbs., Medium up to 53lbs., Heavy up to 80lbs.)
Money: 5586gp 2sp 5cp
2500
+22136.25
---------
25636.25
-1050 retraining 3 feats
-16000 headband
-3000 +2 on cloak
---------
5586.25
Class Info
Favored class: Bloodrager (primalist)
Favored class bonus: Bloodrager (primalist) +1hp
Blood Casting (Su):
You can cast spells, even while in a bloodrage. You can cast these spells defensively and make concentration checks for these spells while bloodraging. While bloodraging, you can only cast bloodrager spells; spells from other classes cannot be cast during this state.
Bloodrage (Su):
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 18 rounds 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. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 12 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you 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. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.
Fast Movement (Ex):
Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.
Uncanny Dodge (Ex):
You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Improved Uncanny Dodge (Ex):
You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 10.
Primal Choices:
At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements. This ability alters the bloodline Class Feature.
Arcane Bloodrage (Sp):
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.
Damage Reduction (Ex):
At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Rage powers:
Elemental Rage, Lesser (Su):
As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.
Superstition (Ex):
You gain a +3 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.