HP = 13/36 | AC = 19 (T 10) (FF 19) | F +7 | R +2 | W +2 | Init +2 | Per +5 (Darkvision)
About Grulorg Titian
Orc Bloodrager 4 (Steelblood)
CN Medium Humanoid
Init +2; Senses Perception + 5 (Darkvision 60’)
AC 19, Touch 10, Flat-Footed 19 (+8 Fullplate)
HP 36 (4d10+8)
Fort +7, Ref +2, Will +2
Speed 30 ft. (25 ft. in Heavy Armor)
Melee – Earthbreaker (+1) +9 (2d6+7/×3) [Power Attack +6 (2d6+10/x3)]
Ranged – Composite Longbow +4 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
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.
Str 18, Dex 10, Con 14, Int 8 Wis 10, Cha 14
Base Atk +4; CMB +4 CMD 10
Weapon and armor proficiencies - all simple and martial weapons, heavy armor, and shields.
Power Attack, Reckless Rage,
Orc Racial Traits – +4 Strength -2 Intelligence, Wisdom, Charisma Ability Scores, Light Sensitivity (Dazzled in Bright Sunlight or Daylight spells),
Ferocity (Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal).
Weapon Familiarity (Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon).
Cloak of Resistance +1, Earthbreaker +1
Composite longbow +4, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.) (x2), torch (10), trail rations (5), waterskin, quiver
GP = 990
A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance.
Blood Rage 12 Rounds per day.
Indomitable Stance - At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Armored Swiftness - At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
Blood Casting (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).
Bloodline – Elemental – Earth – Burrow 30’
Elemental Strikes (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).
Elemental Resistance 10 Acid
Power Attack -1/+2 (You can subtract from your attack roll to add to your damage).
Reckless Rage -1/+2 (When you use Power Attack while raging or while using raging song, you take an additional –1 penalty on melee attack rolls and combat maneuver checks, and you gain an additional +2 bonus on melee damage rolls. Modify this damage bonus appropriately based on the type of weapon you are using, as normal for Power Attack).
Known – 1st – 2 (Enlarge Person – Expeditious Retreat)
Per Day – 1 (+1)
Grulorg was born to a tribe of Orcs who resided on land owned by an ancient Aristocratic family. As he began to grow, his powers were seen as eerie by his fellow orcs, and he was effectively sold as tribute to a that family as a servant.
However, the manifestation of his natural powers fascinated the head of the family, perhaps a follower of the Night Maiden (the Old God of, among other things, magic) and Grulorg character became a favoured follower. Once the head of the household died his son freed Grulorg for his devotion to his father and he moved on to find his fortune.