Follower of Szuriel

Ghar Votar's page

11 posts. Alias of william Nightmoon.


Race

Uruk-Hai

Classes/Levels

Bloodrager (BloodRider)1

Gender

M

Size

Medium(7'3")

Age

23

Special Abilities

Bloodrage (6 rounds/day)

Alignment

CN

Strength 18
Dexterity 12
Constitution 16
Intelligence 13
Wisdom 10
Charisma 14

About Ghar Votar

Racial Traits:

Type:Humanoid(Orc,Uruk-Kai)
Size:Medium
Speed:30Ft
Stats:Greater Paragon+adv con.:(6RP)+4Str, +2 con,-2Dex,-2Wiz
Languages:Xenophobic: Orcish, Bonus:Common, Elvish, Dwarven,

Ancient foe vs. humans (3 RP): Prerequisites: None; Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to Sunder creatures of that type.

Desert Runner (2 RP):Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Orc Ferocity (2 RP): Prerequisite: Orc subtype; Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.

Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Light Sensitivity (–1 RP): Prerequisite: Darkvision; Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

Class Traits:

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.

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 inf luence 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 1–4. 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.

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.

Fast Rider (Ex): The bloodrider is adept at pushing his mount to its limit. The speed of any mount the bloodrager rides increases by 10 feet. This ability replaces fast movement.

Feral Mount (Ex): At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge.

If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Eschew Materials: At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Spells: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list (see page 22). To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager’s spell is 10 + the spell level + the bloodrager’s Charisma modifier.

Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1–3. In addition, he receives bonus spells per day if he has a high Charisma score (Pathfinder RPG Core Rulebook 17, Table 1–3). The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level.

The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table 1–4. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.

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.

Greater Bloodrage (Su): At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. 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 he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Will (Ex): At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.

Tireless Bloodrage (Su): At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.

Mighty Bloodrage (Su): At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.

Black Blood Bloodline:

Bonus Feats: Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Toughness.

Bonus Spells: chill touch (7th), unshakable chill (10th), elemental aura (13th), black tentacles (16th)

Bloodline Powers: The insidious magic of black blood grants you profane powers and hideous resistances.

Black Blood (Su): At 1st level, your blood runs black with the blood of Orv. You are immune to the effects (both beneficial and destructive) of black blood. You have this benefit constantly, even while not bloodraging. When you take damage from a slashing or piercing attack while bloodraging, as an immediate action you can grant your melee attacks the frost weapon special ability for 2 rounds. You can use this ability three times per day.

Abnormal Reach (Su): At 4th level, the black blood pumping within you twists and elongates your limbs. Your reach increases by 5 feet.

Black Blood Resistance (Su): At 8th level, you gain resistance 5 to cold and a +2 bonus on saving throws against ability drain, death effects, disease, energy drain, paralysis, and poison. At 16th level, this resistance increases to 10 and the saving throw bonus increases to +4.

Retributive Spray (Su): At 12th level, whenever you’re hit by an attack or spell that deals slashing or piercing damage, your black blood sprays up to 10 feet toward the opponent who attacked you, striking the first creature along its path. That creature takes 1d8 points of cold damage + 1 point of cold damage for every 2 bloodrager levels you possess. A successful Ref lex save (DC = 10 + 1/2 your bloodrager level + your Constitution modifier) halves the damage.

Black Blood Transfusion (Su): At 16th level, when you confirm a critical hit, some of your black blood seeps into the target’s wounds. The next time the target would be healed by positive energy, the healing burns away the black blood and ends this effect, providing no other benefit. This ability is not effective against creatures that have no blood. The black blood transfusion persists until it negates one positive energy healing effect, but it can be removed sooner with a successful DC 25 Heal check.

Black Blood Immunity (Su): At 20th level, you gain immunity to cold, nonlethal damage, critical hits, and sneak attacks. You have this benefit constantly, even when not bloodraging.

Skills/Feats:

Skills
Acrobatics (Dex),
Climb (Str),
Craft (Weapons)(Int),4/1/0
Handle Animal (Cha),4/2/0
Intimidate (Cha),
Knowledge (arcana) (Int),
Profession (Soldier)(Wis),1/0/0
Perception (Wis),4/0/0
Ride (Dex),4/0/0
Spellcraft (Int),4/1/0
Survival (Wis),4/0/0
Swim (Str),

Feats
Power Attack

Equipment:
GP:5gp

great Huruk(Uruk cleaver-two handed),animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), a waterskin, Scale mail, Club, Heavy Steel shield,

attacks:

Great Huruk:+5 2d6+6 20/×3 S fragile, Grapple

Club:+5 1d6+4 20/×2 10ft B