Half-Orc

Hrrm's page

46 posts. Organized Play character for Gavmania.


Full Name

Olar Ironskin

Race

Half Orc

Classes/Levels

Bloodrager (Primalist/Steelblodd) 7 HP 91/91 AC21 (T12,F19) F/R/W9/6/5 Init+2

Gender

Male

Size

6'2"

Age

19

Alignment

Chaotic Good

Languages

Common, Orc

Strength 17
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 12
Charisma 14

About Hrrm

Background:

Male Half-Orc bloodrager 7
None medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +11,
Languages Common, Orc, Shoanti
AC 21, touch 12, flat-footed 19
hp 91 (7HD)
Fort +9, Ref +6, Will +5, +2 bonus vs. spells cast by himself or allies, +1 on Reflex saving throws against trample attacks.
Speed 25 ft. (5 squares)
Melee masterwork bardiche (cold iron) (two handed) +11/+6 ((two handed) 1d10+4/19-20)
Melee gauntlet, spiked +10/+5 (1d4+3)
Ranged sling +9/+4 (1d4+3)
Face 5 ft. Reach 5 ft.
Base Atk +7; CMB +10; CMD 22 (23 vs overrun)
Atk Options Power Attack, Bloodrage,
Known Bloodrager Spells (CL 7th):
2nd (2/day) - glitterdust (DC 14) , mirror image (DC )
1st (2/day) - enlarge person (DC 13) , line in the sand , long arm (DC ) , magic weapon (DC 13) , magic missile Abilities Str 17, Dex 14, Con 14, Int 8, Wis 12, Cha 14
Special Qualities Arcane Bloodline, Arcane Bloodrage, Arcane Strike, Armored Swiftness, Armor Training, Blood Casting, Blood Deflection, Bloodrage, Blood Sanctuary, Combat Reflexes, Darkvision, Disruptive Bloodrage, Indomitable Stance, Intimidating, Orc Blood, Power Attack, Sacred Tattoo, Weapon and Armor Proficiency, Weapon and Armor Proficiency, Weapon Familiarity,
Feats Arcane Strike, Blooded Arcane Strike, Bodyguard, Combat Reflexes, Eschew Materials, Power Attack
Skills Acrobatics -1, Acrobatics (Jump) -5, Appraise -1, Artistry -1, Bluff +2, Craft (Untrained) -1, Diplomacy +2, Disguise +2, Escape Artist -5, Fly -5, Heal +1, Intimidate +10, Perception +11, Perform (Untrained) +2, Ride -5, Sense Motive +1, Spellcraft +3, Stealth -5, Survival +1, Use Magic Device +13,
Possessions gloves of arcane striking; masterwork bardiche (cold iron); gauntlet, spiked; cloak of resistance +1; full plate; outfit (traveler's); potion of barkskin +2 (x2); potion of cure moderate wounds (x2); bullets, sling (10); scroll (alarm) (x2); scroll (detect magic) (x4); scroll (enlarge person) (x2); scroll (expeditious retreat) (x2); scroll (feather fall) (x2); scroll (identify) (x2); scroll (magic weapon) (x2); scroll (message) (x2); scroll (obscuring mist) (x2); scroll (prestidigitation) (x2); scroll (shield) (x2); scroll (true strike) (x2); Backpack, Masterwork ; Scroll Case ; Sling ; Arcane Bloodline While others of your kin are powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.
Arcane Bloodrage (Sp) When you enter a bloodrage, you can choose one of the following spells and apply its effects on you: Blur, Protection from Arrows, Resist Energy (choose one energy type), or Spider Climb. The effects of the spell last for as long as the bloodrage lasts, regardless of its normal duration.
Arcane Strike You can spend any number of stamina points to increase the duration of this feat's effects by 1 round for each stamina point spent.
Armored Swiftness (Ex) 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. This ability replaces uncanny dodge.
Armor Training (Ex) At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by 1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class feature of the same name. This ability replaces improved uncanny dodge.
Blood Casting (Su) You can cast spells, even while in a bloodrage. You can cast these spells defensively and make concentration checks for these spells while bloodraging. While bloodraging, you can only cast bloodrager spells; spells from other classes cannot be cast during this state.
Blood Deflection (Su) At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough. This ability replaces damage reduction.
Bloodrage (Su) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 18 rounds 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. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 14 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you 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. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.
Bloodrager ~ Uncanny Dodge Tracker
Blood Sanctuary (Su) Due to the power of your blood, you can stand confidently amid the effects of spells cast by you or your allies. You gain a +2 bonus on saving throws against spells that you or your ally casts (such as fireball).
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Disruptive Bloodrage (Su) The DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with those granted by the Disruptive feat.
Eschew Materials
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Indomitable Stance (Ex) 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. This ability replaces fast movement.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
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.
Weapon and Armor Proficiency A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance. This replaces the bloodrager's armor proficiency.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.