About Harrigan Ash.
Harrigan Ash
Max HP: 26 (10 [HD] + 2 [Con mod] + 1 [Fav class]) *2
20 point buy:
Str 16 (10pts) Dex 12 (2pts) +2 racial Con 14 (5pts) Int 10 (0pts) Wis 11 (1pts) -2 racial Cha 12 (2pts) +2 racial Offense/Defense
BAB: +1
Earthbreaker: +4 (2d6+4, x3)
Bloodrage: 6 rds/day (free action) +4 morale to Str & Con, +2 morale to Will, -2 AC Traits
Feats
Detailed Skills:
Skill Points/level: 4 = 4(class) + 0(int) class skill // Armor Check Penalty = -4 Acrobatics: +2 = +1(ranks) +3(trained) +2(dex) -4(acp)
Bloodrager Class Abilities:
Fast Movement (Ex): A bloodrager’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and while not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager’s land speed. Bloodrage (Su): Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting 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 bloodrage and 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 saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, 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 otherwise can 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. In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels
Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell effects. Bloodline (Elemental (fire)): Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. Regardless of the source, this inf luence manifests itself in a number of ways as the bloodrager gains level. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
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 1–3. These spells cannot be exchanged for different spells at higher levels.
Racial Traits
Equipment
Traveler's Outfit (1) (free) starting gear:
Starting Gold: 180gp Cestus (5gp) Earthbreaker (40gp) Javelin (5) (5gp) Scale mail (50gp) Backpack (2gp) Bedroll (1sp) Crowbar (2gp) Flint & Steel (1gp) Lantern, Bullseye (12gp) Lantern, Oil (5) (5sp) Miner's Pick (3gp) Mirror, small steel (10gp) Pot, iron (8sp) Pouch, belt (4) (4gp) Rope, silk (100ft) (10gp) Sunrod (3) (6gp) Waterskin (2) (2gp) Whetstone (3) (6cp) Traveler's Outfit (1) (free) Background
Personality/Mannerisms
Harrigan is quick to laugh, often times a bit too loudly as he tries to cover the fact he didn't get the joke. He is quick to believe anyone who has earned his trust, be they family or comrade, and he is not shy about asking such people for advice. Since he left his tribe, he has, curiously enough, discovered coffee in his travels and has developed an abiding love for the hot and bitter drink. Appearance
Progression
Macros:
[spoiler=Status]
-Ongoing Effects- [/spoiler] [dice=Burning Hands (Ref Save DC 14)]1d4[/dice]
Bloodrager Spell List:
Level 1 burning hands, cause fear, chill touch, color spray, corrosive touch, endure elements, enlarge person, expeditious retreat, feather fall, flare burst, frostbite, hydraulic push, jump, magic missile, magic weapon, mirror strike, ray of enfeeblement, reduce person, returning weapon, shield, shock shield, shocking grasp, stone fist, true strike, unerring weapon, warding weapon Level 2
Level 3
Level 4
Bloodrager Bloodline:
Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus Bonus Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th)
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power during your bloodrages. At first level, you must select an element: air, earth, fire, or water. Once chosen, this cannot be changed. A number of your abilities deal damage and grant resistances based on your element, as noted below. Element ..... Energy Type ..... Elemental Movement
Elemental Strikes (Su): Starting at 1st level, as a swift action up to three times a day, you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 extra 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 no longer requires a swift action to activate. Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type. At 16th level, this resistance increases to 20. Elemental Movement (Su): At 8th level, you gain a special movement type or bonus based on your chosen element, as indicated on the above chart. Elemental Form (Sp): At 12th level, once per day, you can take an elemental form as elemental body IV, but with a duration of 1 round per level. Power of the Elements (Su): At 16th level, the energy damage done by your elemental strikes spell bypasses resistance to that energy type, and still deals half damage to creatures with immunity to that type of energy. Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. You have this benefit constantly, even while not bloodraging.
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