Lantern Bearer

Gin Kyomaru's page

510 posts. Alias of Endoralis.


Full Name

Gin Kyomaru

Race

Half- Elf

Classes/Levels

Bloodrager (Spelleater) 3| HP 28(34)/28(34) | AC 17(15) -T 11- FF 16 | F +5(+7)/R+2/W+1(+3) | CMB +7(+9)/CMD 18| Init +1 | Perc +8

Gender

Male

Size

Medium

Age

43

Alignment

CG

Deity

Gorum

Languages

Common, Elven and more

Occupation

Arena Specialist

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

About Gin Kyomaru

A hooded figure clearly over 6 feet tall graces you with his presence, with a well shaped face and strong Tian influences. His jade green eyes staring deep into your soul as if knowing something even you yourself are unaware of and raven hued hair blending into his outfit. Adorned in colors of black and red, he sports a concealing assortment of clothing and gear as to hide his true physique, however the knowledge of SOME sort of protection is there. Upon his back Gin sports a bow and quiver, a pole-arm, and a wickedly sharp Two handed blade. Though the oddest sight is the blade at his left hip, which seems to be in an ancient sheathe yet separated from the rest of the weaponry as if Important.

Gin Kyomaru
Bloodrager (Spelleater) 3
CG Medium Humanoid (Human, Elf)
Init +1, Senses Normal, Perception +8
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP 28 ((3d10+6))
Fort +5 (+7), Ref +2, Will +1 (+3)
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OFFENSE
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Melee Mstk Large Bastard Sword Attack +7 Hit: 2d8+6 Crit: 19-20
Sansetsukon Attack +7 Hit: 1d10+6 Crit: 19-20
Cestus Attack +7 Hit: 1d4+4 Crit: 19-20
Bastard Sword Attack +8 Hit: 1d10+4 Crit: 19-20

Ranged Short Bow Attack +4 Hit: 1d6 Crit: x3
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STATISTICS
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Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 12
Speed 40 ft (30ft in armor).
BAB +3; CMB +7; CMD 18
Feats Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Power Attack, Furious Focus
Skills Acrobatics +1, Climb +3, Escape Artist -4, Knowledge (Arcana) +4, Perception +8, Spellcraft +4, Sense Motive +0, Stealth -4, Swim +3
Traits Robot Slayer, Magical Knack (Bloodrager)
Languages Common, Elven
Possessions: Four Mirror Armor, Masterwork Large Bastard Sword, Bastard Sword, Cestus, Sansetsukon, Shortbow, 20 Arrows, Bedroll, Five Torches, Waterskin, Backpack, 50ft of Hemp Rope, 4 days Trail Rations.
Total weight:
Wealth:
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SPECIAL ABILITIES
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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 (Elemental-Air)

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 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.

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. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.

Bloodrage (Su) [13/dy]

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 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.

Blood of Life (Su): A spelleater’s blood empowers him
to slowly recover from his wounds. At 2nd level, while
bloodraging a spelleater gains fast healing 1 (Bestiary 300).
At 7th level and every 3 levels thereafter, this increases
by 1 (to a maximum of fast healing 6 at 19th level). If the
spelleater gains an increase to damage reduction from a
bloodline, feat, or other ability, he is considered to have
an effective damage reduction of 0, and the increase is
instead added to this effective damage reduction. This
ability replaces uncanny dodge and damage reduction.

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.