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98 posts. Organized Play character for heavydisking.


Full Name

Hskrota

Race

male nagaji bloodrager 2 | HP 17/24 (21/28), bloodrage 2/9, destined strike 2/3 | AC 18, T 11, FF 17 | F +6, R +1, W +1 (+2 vs mind-affecting or poison, uncanny dodge) | CMB +6, CMD 17 | Spd 30' | Perc +6 | Init +3

Strength 18
Dexterity 12
Constitution 16
Intelligence 5
Wisdom 10
Charisma 14

About Hskrota

HSKROTA
male nagaji bloodrager 2 (destined bloodline)
neutral medium humanoid (reptilian)

Init +3; Senses low-light vision; Perception +6

XP 5 Fame 8 Prestige 6
PFS ID161871-16 Faction Sovereign Court

DEFENSE
AC
18, touch 11, flat-footed 17 (+6 armor, +1 dex, +1 natural)
HP 24 (2d10 +6 Con +2 FC)
Fort +6, Ref +1, Will +1
Special Defenses +2 saves vs. mind-affecting and poison, uncanny dodge

OFFENSE
Speed
30 ft
Melee mwk greatsword +7 (2d6+6, 19-20/x2, S) or cold iron heavy flail +6 (1d10+6, 19-20/x2, B, disarm, trip)
Ranged mwk composite longbow +4 (1d8+4, x3, 110' range, P)
Special Attacks power attack, bloodrage 9 rounds/day, destined strike 3/day

STATISTICS
Str
18 (+4), Dex 12 (+1), Con 16 (+3), Int 5 (-3), Wis 10 (+0), Cha 14 (+2)
BAB +2, CMB +6, CMD 17

Feats
Power Attack:
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Traits
Indomitable Faith:
You gain a +1 trait bonus on Will saves.
Reactionary: You gain a +2 trait bonus on initiative checks.

Skills 4 skill points/level -3/level (Int) = 2
Diplomacy +6 (+8 in Irrisen), Perception +6 AC Penalty -3

Languages
Common, Draconic

Racial Abilities
Armored Scales:
Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant: Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense: Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Low-Light Vision: Nagaji have low-light vision allowing them to see twice as far as humans in conditions of dim light.

SQ
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.
Bloodline: DESTINED 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.
Bloodrage: 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: 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.
Destined Strike: At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Uncanny Dodge: At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

GEAR
Combat Gear

masterwork greatsword, cold iron heavy flail, masterwork breastplate, masterwork composite longbow (4 str rating), 40 arrows, 40 blunt arrows, 1 flask acid, potion of resist energy (cold), scroll of ghoul touch

Other Gear
wand of cure light wounds (39 charges), explorer's outfit, cleats, furs, snowshoes, cold-weather outfit, monk's kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin

Money 139 gp

FLUFF
Description

Hskrota dresses in the traditional garb of his mangrove community. He has keen eyes and a sturdy torso, his scales rippling over his taut muscles.

History
Hskrota grew up in a swampy nagaji community where he always dreamt of serving in the honor guard for the local naga patroness. It was an honor bestowed upon his family for many generations and he trained tirelessly as a child. When he came of age, he was finally able to join. Sadly, the position proved to be nothing more than a hand servant and whipping boy for the powerful royal naga while his talent for combat remained unused. Disillusioned, he petitioned a member of the Sovereign Court who was visiting his naga mistress to allow him to join that organization. Now he is thriving as a charismatic if somewhat unorthodox member of that faction and the Pathfinder Society at large.

Age 22

Chronicles

5-12: Destiny of the Sands, Part 1: A Bitter Bargain:
XP 1
Fame/PP 2
Gold 516
Day job 0

Items Available for Purchase
scroll of false life (150 gp)
scroll of invisibility (150 gp)
wand of share memory (5 charges; 450 gp, limit 1; Pathfinder RPG Ultimate Magic 238)

6-18: From Under Ice:
XP 1
Fame/PP 2
Gold 508
Day job 0

Boons
Warm Friend in a Cold Land:
You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off your Chronicle sheet.

Items Available for Purchase
cleats (5 gp; Advanced Player's Guide 182)
furs (12 gp; Advanced Player's Guide 182)
hat of disguise (1800 gp)
potion of resist energy (cold) (300 gp)
snowshoes (5 gp; Advanced Player's Guide 182)
wand of ill omen (25 charges; 375 gp, limit 1; Advanced Player's Guid 229)

Module: The Godsmouth Heresy:
XP 3
Fame/PP 4
Gold 999
Day job 0

Boons
square Pharasma's Blessing:
Pharasma blesses you for service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.

Items Available for Purchase
bracers of armor +1 (2000 gp)
elixir of love (150 gp)
feather token, bird (300 gp)
feather token, whip (500 gp)
potion of eagle's splendor (300 gp)
scroll of ghoul touch (150 gp)
scroll of remove disease (375 gp)
scroll of remove paralysis (150 gp)
scroll of shatter (150 gp)
Sihedron medallion (3800 gp; while worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, it may be commanded to bestow the effects of false life on the wearer (CL 5th) - these effects end if the medallion is removed. Placed on the neck of a dead body, the Sihedron medallion preserves the body indefinitely with gentle repose.)
wand of command undead (13 charges; 1170 gp)
wand of disrupt undead (30 charges; 225 gp)