Rough Rampager

Hask Wartooth's page

46 posts. Organized Play character for Steven_Evil.


Full Name

Hask Wartooth

Race

Half Orc Bloodrager 1

Gender

Male

Size

Medium

Age

19

Alignment

Neutral

Deity

Ragathiel

Location

Absalom

Languages

Common, Orc

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 12
Charisma 14

About Hask Wartooth

Racial Traits:

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.

Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Half-orcs have a base speed of 30 feet.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

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.

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.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Traits:

Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Class Abilities:

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 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: Bloodrager. 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.

--Bloodline: Black Blood:

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

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

Bloodline Powers

Black Blood (Su): At 1st level, your blood runs thick with black blood. 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 Reflex save (DC = 10 + 1/2 your bloodrager level + your Constitution modifier) halves the damage.

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

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 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.

Stats
HP: 12 Raging: 14
AC: 18 Raging: 16
Touch: 12
Flat Footed: 16
Speed: 30 ft
Initiative: +2

Saves
Fort: +6 Raging: +8
Ref: +4 Raging: +4
Will: +5 Raging: +7

Attacks
Masterwork Spiked Chain: +4, 2d4+7
--Raging: +6, 2d4+10

Throwing Axe: +3, 1d6+3
--Raging: +3, 1d6+5

Feats:
Power Attack:
Endurance:

Skills
Acrobatics: +6
Climb: +7
Diplomacy: +6
Intimidate: +6
Perception: +5

Gear:
Masterwork Spiked Chain
Throwing Axe(4)

Chainmail
--Masterwork Tool, Diplomacy
Ornate breastplate decoration depicting Hask's ancestors in battle during the First Worldwound Crusade, alongside Mendevian Paladins.

Bandolier (2)
--Acid Flask
--Acid Flask
--Sunrod
--Sunrod

Backpack
--Bedroll
--Hemp Rope (50ft)
--Grappling Hook
--Pitons (10)
--Flint and Steel
--Trail Rations (7 Days)
--Waterskin
--9 gp, 4sp

Scroll Case (2)
--
--

Background:

Proposed Level Up Scheme:

1st: Power Attack, Endurance, Bloodline: Black Blood, Fast Movement
2nd: Uncanny Dodge
3rd: Blood Sanctuary, Reckless Rage
4th: Blood Casting, Bloodline Power, Eschew Materials, Ability Score Increase- Strength
5th: Improved Uncanny Dodge, Blood Vengeance
6th: Bloodline Feat- Iron Will
7th: Bloodline Spell- Chill Touch, Damage Reduction 1/-, Lunge
8th: Bloodline Power-Primalist Rage Power: Beast Totem Lesser, Beast Totem, Ability Score Increase- Strength
9th: Bloodline Feat: Improved Initiative
10th: Bloodline Spell-Unshakeable Chill
11th: Greater Bloodrage, Improved Iron Will
12th: Bloodline Feat- Toughness, Bloodline Power- Primalist Rage Power: Greater Beast Totem, Bloody Fist