Rough Rampager

Grokar's page

234 posts. Alias of Uthraed.


Full Name

Grokar

Classes/Levels

Male Half-Orc Shaman 3/Bloodrager 1 HP 53/53 AC: 24 TAC: 13 FF: 21 Saves: F:10 R:7 W:7 Init: +4 Per: +8 (Smogsight)

About Grokar

Grokar
Male Halfl-Orc Shaman 2 Bloodrager 1
CN Medium humanoid (half-orc)
Init +4; Senses Perception +7, Smog Sight Languages Common, Orc

STATISTICS
Abilities Str 17 (+3), Dex 14 (+2), Con 18 (+4), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Base Attack +3; CMB +6 CMD 18

DEFENSE
AC 24 (+10 Armour, +2 DEX, + 1 Natural, +1 Dodge), TAC 13, FFAC 21
CMD 14 CMB
HP 53
Fort (3) +10, Ref (1) +6, Will (3) +7
ACP -2

OFFENSE
Speed 30 ft
Melee
+1 Admantine Bec de carbon +7 1d10+5 x3 BorP Reach
+1 Human Bane Battleaxe +7 1d8+4 S (Humans +8 1d8+4+2d6)

Special Actions
Bloodrage 8/8 Rounds +4 STR and CON (+6HP), +2 Will Saves -2 AC
2 Total AOO’s
2/day all allies in 30ft granted +1 attack and damage
3/day while raging add 1d6 cold damage swift action

Feats
Dodge
Heavy Armor Proficiency

Traits
Veteran of Battle (Gorum) +1 Init Can draw weapon in surprise round free
Armor Expert -1 ACP

Skills 12
Acrobatics +9 (4) (+7), Perception +8 (4), Spellcraft +6 (3) ,Swim +9 (3) (+7), Climb +8(2) (+7), Intimidate +2 (1), Knowledge Planes +4 (1), Knowledge Nature +4 (1), Knowledge Religion +4 (1)

FAVORED CLASS
1: Shaman (+1 HP)
2: Shaman (+1HP)
3: Blood Rager (N/A)
4:Shaman (+1 HP)

Racial Abilities:

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait
Smog Sight: Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Gear:

COINS
PP –
GP – 25
SP –
CP –
EQUIPMENT
Carrying Capacity: Light – 100 lbs; Medium – 200 lbs; Heavy = 300 lbs; Current – 63.75 (Light)
Weapons – +1 Adamantine Bec de Corbin (1500gp) 1d10 x3 12lbs B or P Brace, Reach
+1 Human Bane Battleaxe (free)
Armour – +1 Mithral full plate (400) 25 LBS (1000gp)
Alchemical –
Other Combat Gear – 1 x caltrops (1 gp, 2 lbs)
Scrolls –
Potions – Anti Plague, Anti Toxin, soothe Syrup, Fire Ward gel
Wands – wand of enlarge person (8), Wand of CLW (9) - 150 ea
Other Magic Items – Cloak of resistance +2 (4000),
Mundane Gear – spring-loaded wrist sheath (10 gp, 1 lbs), waterproof sack (0.5 gp, 0.5 lbs), ear plugs (0.03 gp), 5 candles (0.05 gp), sack of powder (0.01 gp, 0.5 lbs) (10 gp, 1 lb), flask of oil (0.1 gp, 1 lb), backpack (2 gp, 0.25 lb), whetstone (0.02 gp, 1 lb), steel mirror (10 gp, 0.5 lbs), explorer's outfit (0 gp, 2 lbs), belt pouch (1 gp), waterskin (1 gp, 1 lb), 5 torches, 5 Trail Rations

Spent at level 4 - +1 to armor (1000) Cloak of resistance +2 (4000) Anti Plague (50), Anti Toxin (50), Soothe Syrup (25), Fire Ward gel (150), Frost ward Gel (150) Cracked Dusty Rose Prism Ioun Stone (500)

Shaman 2:

Spells

0 Level – 3
1st Level – 3
2nd Level - 2
Battle Spirit

Enlarge Person (1st)

Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

The shaman’s spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.

Hex’s

Battle Master (Ex): The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of opportunity granted by the Combat Reflexes feat. At 8th level, the shaman gains the Weapon Specialization feat in a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman doesn’t need to meet the prerequisites of these feats.

Spirit Animal

The master of a turtle familiar gains a +1 natural armor bonus to AC.

BloodRager 1:

Blood Line: Elemental Water

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 an additional 1d6 points of 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 you don't need to activate this ability.

Blood Rage

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 don't need to 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 a 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

A bloodrager's base 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 base speed.

Various Stat Blocks:

Normal Stat Block

Male Half-Orc Shaman 2/Bloodrager 1 HP 53/53 AC: 24 TAC: 13 FF: 21 Saves: F:10 R:7 W:7 Init: +4 Per: +8 (Smogsight)

+1 Admantine Bec de carbon +7 1d10+5 x3 BorP Reach
+1 Human Bane Battleaxe +7 1d8+4 S (Humans +8 1d8+4+2d6) (2h dam +5)

Blood Rage

Male Half-Orc Shaman 2/Bloodrager 1 HP 61/61 AC: 22 TAC: 11 FF: 19 Saves: F:12 R:6 W:9 Init: +4 Per: +8 (Smogsight)

+1 Admantine Bec de carbon +9 1d10+8 x3 BorP Reach
+1 Human Bane Battleaxe +9 1d8+6 S (Humans +10 1d8+6+2d6) (2h dam +8)
(Optional 1d6 Cold added at beginning as swift action)

Enlarge Person

Male Half-Orc Shaman 2/Bloodrager 1 HP 53/53 AC: 22 TAC: 11 FF: 20 Saves: F:10 R:7 W:7 Init: +3 Per: +8 (Smogsight)

+1 Admantine Bec de carbon +10 2d8+7 x3 BorP Reach
+1 Human Bane Battleaxe +10 2d6+5 S (Humans +8 2d6+5+2d6) (2h dam +7)

Threatening 15 ft with Bec, 10 ft with Ax

Enlarged Raging

Male Half-Orc Shaman 2/Bloodrager 1 HP 61/61 AC: 20 TAC: 9 FF: 18 Saves: F:12 R:6 W:10 Init: +3 Per: +8 (Smogsight)

+1 Admantine Bec de carbon +10 2d8+10 x3 BorP Reach
+1 Human Bane Battleaxe +10 2d6+7 S (Humans +11 2d6+7+2d6) (2h dam +10)

(Optional 1d6 Cold added at beginning as swift action)
Threatening 15-20 ft with Bec, 10 ft with Ax