DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8 (1d8)
Fort +4, Ref +4 (improved evasion), Will +1 (use master's if higher)
OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +3 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1 (use master's); CMB +1; CMD 10
Feats Improved Initiative
Skills Perception +4, Swim +10
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Spell Catalyst (Su): Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level.
SPECIAL ABILITIES:
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: Bloodrager. 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.
Bloodline Familiar: Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline.
This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.
GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below.
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.
Bonus Feat: Humans select one extra feat at 1st level.
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.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spell Catalyst (Su): Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level.
Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
BACKGROUND:
”Give me more scars…test me again!”
Fatham is the bastard son of House Merrosett in Oppara, a house with a reputation of powerful wizards and inbreeding. Fatham’s mother, a beautiful younger daughter of this house, had an indiscreet triste with a gladiator from Vidrian visiting the City of Empire. Fatham might have borne his father’s surname (who despite being lowborn had established a name for his lightning-enhanced swordplay), or even been adopted in the Merrosett house, but his father perished in an arena accident. His mother was put away to the countyside in disgrace for the duration of her pregnancy. In an effort to save face, Fatham was given to a family in a poor section of Oppara, with an allowance to care for the child.
Fatham would have led an ignominious life among the massive population of destitute and homeless in Oppara if it were not for his spectacular athletic talent, especially in wrestling, running, and weaponry. Like his father, Fatham’s impressive physique and athletic skill brought him into the public eye, and his winning ways helped him to stay there. Taldor honors its extraordinary athletes, and the ebony-skinned Fatham became something of a minor celebrity in certain circles, though mostly as an item of curiosity, not as a genuine equal.
Fatham’s adoptive parents eventually told him who his true parents were. Fatham attempted to meet his natural mother, but the Merrosett family shunned him. They said he had no magical talent and couldn’t possibly belong to the house, and they were not about to recognize a bastard son. Fatham came to resent the way this family and the elites of Oppara treated him like less than dirt. Though he is not cultured like the nobles of Oppara, he is strong, smart, and courageous, but the nobles do not treat him that way. He has a chip on his shoulder against nobility and the system that has kept his kind down.
To prove himself, Fatham turned to the study of a more intellectual kind of magic, one he is predisposed to as offspring of his mother’s arcane-minded house. If a strong body is not enough to be treated as a peer, perhaps a strong mind is. But Fatham lacked the connections to get into the arcane schools in Oppara.
Fatham turned his thoughts to his deceased father and his homeland in Vidrian. He has heard tale of lost cities all over the Mwangi Expanse. Further, the Magaambyan, students at one of the oldest academies of learning on Golarian, study in the heart of the Mwangi Jungle, where none are turned away and all are treated as equals. He is fascinated by the legendary Old-Mage Jetembe and his Ten Magic Warriors.
Using the last of his savings, Fatham has booked first to Shackles, where he spent a month waiting for a ship, and finally on the Jenivere to Sargava, to explore his heritage and prove that his mind is even stronger than his body.
Appearance: Fatham has ebony skin, with his head shaved and tattooed. Over six feet and a half feet tall, he is well-muscled and lean.
Personality: Fatham is headstrong and eager to make a splash. Fatham craves importance, and decided he would give anything to be able to fully understand and advance quickly in his pursuit of magic.
Though he performs incredibly well during brief periods of athletic or martial exertion, he is somewhat lazy and distracted and uses his budding magical powers to perform the most mundane tasks, such as opening a door or fetching a cup.
Fatham’s soul yearns to be tested, his true power revealed, that he might be accepted as an equal.
"I cannot be extinguished, for the real fire burns within.”
Questionnaire
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
a. Fatham is extraordinarily athletic, but wants to make a splash with his mind, not his body.
b. Fatham has a chip on his shoulder against nobility and elites.
c. He wants to explore his father’s homeland and learn about the Magaambyan.
d. Though he excels when required, Fatham is somewhat lazy and wants to use magic to perform the smallest task.
e. Fatham wants to learn about Old-Mage Jetembe and equal his deeds.
2) Two goals that you'd like the character to accomplish in-game.
a. Master the art of magic and perfect himself mentally and physically.
b. Locate Magaambyan arcanists and explore their magic.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
a. Fatham does not want anyone to know he is a bastard. He feels ashamed of this and doesn’t want anyone to know.
b. Fatham actually has a sister living somewhere in Vidrian. He doesn’t know he has a sister.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
a. Fatham’s adoptive mother, Femmie, raised him as best she could. Though he has left her behind, he loves her and has fond memories of her.
b. Fatham counts as an enemy Videon Merrosett, the head of his mother’s house and the one who had insulted him the most. Fatham would love to prove him wrong, among other things he’d like to do to him.
c. Though he does not know about her, Fatham has a sister in Vidrian or thereabouts.
d. Fatham came to blows with a drunk pirate captain, Vrith Morgan, in the Shackles.
e. Sasha Nevah, a fellow red-haired passenger on the ship, has intrigued Fatham, and he has enjoyed her boisterous and optimistic personality.
5) Three key memories that define your character as the person they are at the time of submission.
a. Fatham won an athletic contest in Oppara that he was not favored to win, catapulting him from obscurity into the spotlight.
b. Fatham nearly drew a blade against Videon Merrosett, who had dressed him down in a most insulting manner. Only the many guards standing nearby kept Fatham from doing something rash.
c. When his mother, Femmie, read him tales of Old-Mage Jetembe from a book she had been gifted by Fatham’s natural mother. He still has the book.
1. Background
a. Conflict
b. Challenges
c. Mystery
d. Passion
e. Birthplace
f. Family
g. Professions and Crafts
h. Significant Past Events
i. Family-related events
ii. Personal events
iii. Notable individuals
i. Mysteries
j. Existing Conflicts
k. What triggered adventuring?
l. Initial possessions
m. Bound duties
n. Quests
2. Primary Motivators - Recognition and Rebellion
3. Emotion and Core Traits
a. Emotional Disposition and Moodiness - Angry, Labile
b. Core Traits
i. Outlook: Optimistic
ii. Integrity: Conscientious
iii. Impulsiveness: Spontaneous
iv. Boldness: Intrepid
v. Agreeableness: Agreeable
vi. Interactivity: Engaging
vii. Conformity: Heterodox
4. Secondary Personality Traits
a. Sense of Humor: Crude
b. Favorite Topics of Conversation: Feats of strength, athletic performance, politics, beautiful women
c. Group Affiliations
d. Religion and Spirituality
e. Quirks, Habits, and Oddities
f. Hobbies and Enjoyments
g. Mental Disorders
h. Barks