Sajan

Garados Angelidi's page

107 posts. Alias of Tarondor.


Classes/Levels

Human bloodrager 1/transmuter (enhancement) 5 - HP 50/50, AC 13 (21 w/ shield and Mage Armor) - Perception +10; F: +6/ R: 2/ W: 5- Speed: 40, Active Conditions: n/a

About Garados Angelidi

Image of Garados

Common Die Rolls and Notices

[dice=Concentration Check]1d20+8[/dice]
[dice=Composite Longbow (+6 STR)]1d20+5;1d8+6[/dice]

POPOBALA
[dice=Popobala Form Bite]1d20+10; 2d6+7[/dice]
[dice=Popobala Form Talon]1d20+10; 1d6+7[/dice] [ooc]plus Grab[/ooc ]
[dice=Grab]1d20+14[/dice]
[dice=Popobala Form Talon]1d20+10; 1d6+7[/dice] [ooc]plus Grab[/ooc ]
[dice=Grab]1d20+14[/dice]
[dice=Popobala Form Wing]1d20+5; 1d6+3[/dice]
[dice=Popobala Form Wing]1d20+5; 1d6+3[/dice]

POPOBALA with BLOODRAGE and ARCANE STRIKE
[dice=Popobala Form Bite]1d20+10+3; 2d6+7+3[/dice]
[dice=Popobala Form Talon]1d20+10+3; 1d6+7+3[/dice] [ooc]plus Grab[/ooc ]
[dice=Grab]1d20+14+3[/dice]
[dice=Popobala Form Talon]1d20+10+3; 1d6+7+3[/dice] [ooc]plus Grab[/ooc ]
[dice=Grab]1d20+14+3[/dice]
[dice=Popobala Form Wing]1d20+5+3; 1d6+3+3[/dice]
[dice=Popobala Form Wing]1d20+5+3; 1d6+3+3[/dice]

Statblock:

Garados Angelici
Human bloodrager 1/transmuter (enhancement) 5
NG Medium humanoid (human)
Init[b] +1; [b]Perception +10
AC 14, touch 11, flat-footed 12 (+2 armor, +1 Deflection, +1 Dex)
hp 50 (6 HD; 5d6+1d10+23)
Saving Throws Fort +6, Ref +2, Will +5
Speed 40 ft.

Skills Acrobatics +1 (+5 to jump), Knowledge (arcana) +12, Knowledge (dungeoneering) +11, Knowledge (history) +10, Knowledge (planes) +11, Linguistics +12, Perception +9, Spellcraft +12

Str 22 , Dex 12 , Con 16 , Int 14 , Wis 12 , Cha 10
Base Atk +3 ; CMB +9 ; CMD 21
Proficient with: All simple and martial weapons, light armor, medium armor, and shields (except tower shields).

MWK Composite Longbow (+6 STR) +5 (1d8+6/20 (x3))

Combat Feats and Abilities:

Arcane Strike - Swift action, For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Bonded Object (Amulet of Mighty Fists) (Ex): A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.

Bloodrage (7 rounds/day) -(Su): 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.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type.

Fast Movement (Ex): A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Mad Magic: You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benef its when using moment of clarity during a rage. If you have the greater bloodrage class feature, you also gain a +1 bonus to the save DCs of spells you cast while in a bloodrage.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Transmuter of Korada (Bear’s Endurance): You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.

Noncombat Feats:

Balanced Education: Your upbringing focused on strengthening mind and body in equal measure. Once per day, you can draw on this training to apply a physical ability modifier to a skill check instead of its usual mental ability modifier, or apply a mental ability modifier to a skill check instead of its usual physical ability modifier. You can only exchange ability modifiers between the following pairings: Strength with Intelligence, Dexterity with Wisdom, and Constitution with Charisma.

Favored Prestige Class (Eldritch Knight)(Knowledge (Arcana)): Choose one prestige class and one skill that is a class skill for that prestige class. Whenever you gain a level in that prestige class, you receive +1 hit point or +1 skill rank. You gain a +2 bonus on checks using the skill you chose from that prestige class’s class skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This bonus stacks with the bonus granted by Skill Focus, but does not stack with a bonus granted by any other feat (such as Magical Aptitude or Persuasive). The choice of favored prestige class cannot be changed once you make it. Levels in a favored prestige class are not the same as levels in a regular favored class, and as such levels in a favored prestige class can never be used to qualify or gain favored class options like those introduced in Pathfinder RPG Advanced Player’s Guide. You can have only one favored prestige class, but can still have a favored base class as well.

Prestigious Spellcaster][b]Prestigious Spellcaster (Eldritch Knight): The first time you gain a level in your favored prestige class and the spells per day class feature does not grant an increase in effective level for the purpose of casting spells, you gain new spells per day as if the prestige class did grant +1 level of spellcasting for that level. This effect is retroactive if you gain this feat at a level beyond the point where your favored prestige class would normally have not advanced your spellcasting.

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Spells Prepared:

Spell Failure Chance: 5% (lamellar cuirass)
Transmuter Spells Prepared (CL 5th; concentration +8)
. . 3rd—haste, monstrous physique I (x2)
. . 2nd—animal aspect[, bear's endurance, create pit (DC 14), knock
. . 1st—enlarge person (DC 13), mage armor, shield, true strike (2)
. . 0 (at will)—mage hand, mending, prestidigitation, read magic
. . Opposition Schools Evocation, Necromancy

A Theory of Corporeal Essences (spellbook):

Cantrips
Acid Splash
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue

First Level Spells
Enlarge Person
Heightened Awareness
Mage Armor
Magic Weapon
Moment of Greatness
Protection From Evil
Shield
Stunning Barrier
Touch of Gracelessness
True Strike

Second Level Spells
Alter Self
Bear’s Endurance
Bull’s Strength
Create Pit
Invisibility
Knock
Mirror Image
Rope Trick
See Invisibility
Visualization of the Body
Visualization of the Mind

Third Level Spells
Haste
Monstrous Physique I
Stunning Barrier, Greater

Magical or Specialized Equipment:

Amulet of Mighty Fists +1 This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Belt of Giant Strength +2:

Shifter’s Headband +2 (Int (Linguistics)): +2 INT. Grants Linguistics. Also:The wearer treats her caster level as if it were one level higher when casting spells or creating extracts of the polymorph subschool.

Spellbook (A Theory of Corporeal Essences)

Wand of Mage Armor (1 hour): +4 AC.

Wand of False Life: (1 hour) - Gain 1d10+1 temporary hit points.

Wand of Cure Light Wounds Cures 1d8+1 hp per charge. Not on my spell list.

Other Gear:

Masterwork Backpack

Candles (10)

Crowbar A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Holy Symbol of Korada

Lamellar Cuirass: Armor Bonus +2; Arcane Spell Failure Chance 5%

Masterwork Composite Longbow (+6 STR) Damage 1d8 (medium); Critical x3; Range 110 ft.; Type P; Special —

Portable Ram +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.

Trail Rations, 1 week

Common Combat Forms:

Popobala Form
Init +1; Senses: Darkvision 60 feet; Perception +10
AC15 (23 w/ shield and mage armor)
hp 50 (6 HD; 5d6+1d10+23)
Saving Throws Fort +6, Ref +2, Will +
Speed 40 ft., Climb 30 ft., Fly 30 ft. (avg. maneuverability)
Str 24 , Dex 12 , Con 16 , Int 14 , Wis 12 , Cha 10

Base Atk +3 ; CMB: 10; CMD: 21
Melee: Bite +10 (2d6+7); 2 talons +10 (1d6+7 plus Grab); 2 wings +5 (1d6+3)

Grab If the creature hits with the indicated attack, it deals the normal amount of damage and tries to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab works only against opponents the same size category as the creature or smaller. The creature has the option to conduct the grapple normally or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to start and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each grapple combat maneuver check it succeeds at during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constrict and grapple damage (the amount is given in the creature’s descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks to start and maintain a grapple.

Personality:
Garados is normally calm, almost too calm. But he can fly into a dangerous fury in an instant. He practices the calming techniques of the Holomogi monks of Korada, but still loses control when threatened.

He is brave and generous in most situations, but has a weakness for ladies and a tendency to chase skirts at every opportunity.

Background:

Garados is the rightful heir of the noble Angelidi family of Lockridge in Lambeth, the River Kingdoms. But he was lost at sea during a shipwreck when he was small and spent his formative years in the city of Anuli in the nation of Holomog in far southern Garund, where he studied with the monks of Korada. There, he studied Forms and Formlessness, A Treatise on Life in Golarion, where he learned about all the strange and hideous forms that life could take. And there he began his fascination with transmutation. The monks would not let him have the great tome, but his own notes revealed many of the most important forms it detailed and illustrated.

When he became an adult, he returned to Avistan to seek his fortune and recover his birthright, but has been constantly sidetracked. First he and several companions were hired by the Hellknight Order of the Pike at Fort Inevitable in the River Kingdoms to enter the Emerald Spire and terminate the career of Klarkosh, the Clockwork Mage. This they did, battling their way through the Spire's first six levels, but the victory cost him dearly in the lives of his friends. Disillusioned and sick of the Order of the Pike's arrogance, he left the Echo Wood with the inquisitor Malinor and drifted northwest towards Mendev, seeking some sort of work with the crusaders, eventually winding up in Nerosyan, where their success at the Emerald Spire recommended us as experienced dungeon delvers.

Botting Instructions:

Assuming he properly buffed (shield and mage armor at a minimum, and probably bear’s endurance), Garados will cast monstrous physique I and assume the form of a popobala, then attack.

Note that because of Transmuter of Korada and the Shifter’s Headband, Garados’s polymorph spells will last 2 minutes longer.