Kellid

Gaarm's page

565 posts. Alias of Tyranius.


Full Name

Gaarm

Race

Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5

Classes/Levels

Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gender

Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will

Size

Medium

Alignment

N

Strength 18
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 8
Charisma 13

About Gaarm

Gaarm

Human bloodrager 6/fighter 5/oracle 1/gestalt 6 ( Pathfinder RPG Advanced Class Guide 15, Pathfinder
RPG Advanced Player's Guide 42)
CN Medium humanoid (human)
Init +8; Senses Perception +7

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Defense
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AC 23, touch 13, flat-footed 20 (+6 armor, +2 Dex, +1 dodge, +4 shield)

hp 58 (6d10+18)

Fort +6, Ref +4, Will +5 (+1 vs. fear); +2 bonus vs. spells cast by self or an ally

Defensive Abilities blood sanctuary, improved uncanny dodge; Immune fatigue

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Offense
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Speed 30 ft.

Melee +1 longsword +13/+8 (1d8+6/19-20) or

gauntlet (from armor) +10/+5 (1d3+4) or

unarmed strike +10/+5 (1d3+4 nonlethal)

Ranged shortbow +8/+3 (1d6/×3)

Special Attacks angelic attacks, blood casting, bloodrage (15 rounds/day), weapon training (heavy blades
+1)

Bloodrager Spells Known (CL 6th; concentration +7)
1st (2/day)— expeditious retreat , feather fall , protection from evil , thunderstompACG

Bloodline Celestial
Oracle Spells Known (CL 1st; concentration +2)
1st (4/day)— comprehend languages , cure light wounds , liberating command UC
0 (at will)— light, read magic , resistance, stabilize
Mystery Battle

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Statistics
—————

Str 18, Dex 14, Con 12, Int 8, Wis 8, Cha 13

Base Atk +6; CMB +10; CMD 23

Feats Cleave, Dodge, Eschew Materials, Great Cleave, Improved Initiative, Iron Will, Mobility, Power
Attack, Shield Focus, Toughness, Weapon Focus (longsword)

Traits reactionary, subject of study

Skills Acrobatics +7, Climb +7, Diplomacy +5, Intimidate +6, Knowledge (arcana) +4, Knowledge (local)
+0, Knowledge (planes) +3, Knowledge (religion) +3, Perception +7, Profession (soldier) +3, Swim +6, Use
Magic Device +4

Languages Common

SQ armor training 1, celestial resistances, fast movement, oracle's curse (lame), revelation (battlefield
clarity 1/day)

Combat Gear acid (2), alchemist's fire (2); Other Gear +1 scale mail , +1 mithral heavy steel shield , +1
longsword, arrows (20), shortbow, backpack, bedroll, belt pouch, flint and steel, mess kit UE, pot,
powderAPG (4), soap, sunrod (3), torch (10), trail rations (5), waterskin, 123 gp, 8 sp, 6 cp

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Tracked Resources
—————

Acid - 0/2
Alchemist's fire - 0/2
Arrows - 0/20
Battlefield Clarity (1/day) (Ex) - 0/1
Bloodrage (15 rounds/day) (Su) - 0/15
Sunrod - 0/3
Torch - 0/10
Trail rations - 0/5

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Special Abilities
—————

Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Battlefield Clarity (1/day) (Ex) Reroll failed saves against many conditions with a bonus.

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 (15 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Celestial Resistances (Ex) Gain resistance to acid & cold when raging.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Immunity to Fatigue You are immune to the fatigued condition.

Improved Uncanny Dodge (Lv >=10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be
flanked unless the attacker is Level 10+.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base
speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your
speed is never reduced due to encumbrance. At 5th

Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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[dice=+1 Longsword (Angrist); PA]1d20+13-2[/dice]
[dice=Damage]1d8+6+4[/dice]
[dice=Evil Outsider extra damage]1d6[/dice]

[dice=+1 Longsword (Angrist); PA]1d20+8-2[/dice]
[dice=Damage]1d8+6+4[/dice]
[dice=Evil Outsider extra damage]1d6[/dice]

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Things to purchase:

Enchant +1 greatsword with Holy
+1 Composite Longbow with adaptive on it
Longsword
Heavy Steel Shield- Turn it into a masterwork with animated
Cloak of resistance +1