Umasi

Iskim Chanadar's page

91 posts. Organized Play character for Pedwiddle.


Full Name

Iskim Chanadar

Race

Nagaji

Classes/Levels

Bloodrager (Aberrant Bloodline) 2 [ HP 22/22 | AC 19/T12 (No FF - Uncanny Dodge) | Fort +5 (+2 vs. poisons), Ref +2, Will +0 (+2 vs. mind-affecting effects) | Init +3 | Perception +7 ]

Gender

Male

Size

M

Special Abilities

Bloodline Power, Bloodrage, Fast Movement, Uncanny Dodge

Alignment

CN

Languages

Common, Draconic

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 13

About Iskim Chanadar

PFS #: 70085-13

Crunch:

EXPERIENCE
XP: 3
Prestige/Fame: 1/5

COMBAT
HP: 22 (13 (10 + 2 (Con) + 1 (FCB)) + 9 (6 + 2 (Con) + 1 (FCB)))
Init: +3 (2 (Dex) + 1 (Trait)))
AC: 19 (Touch: 12, Flat-footed: 17) (+2 Dex, +6 Armor, +1 Natural Armor)
Fort: +5 (+2 vs. poisons), Ref: +2, Will: +0 (+2 vs. mind-affecting effects)
BAB: +2
CMB: +5 (2 (BAB) + 3 (Str))
CMD: 17 (10 + 2 (BAB) + 3 (Str) + 2 (Dex))

ATTACKS
Melee (-1 to hit/+2 damage (+3 w/2H) using Power Attack)
Masterwork Greatsword (+6 to hit, 2d6+4 (S) damage, 19-20/x2 crit.)

Ranged

Racial and Class Features:

RACIAL FEATURES
Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
Reptilian: Nagaji are humanoids with the reptilian subtype.
Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

CLASS FEATURES
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 the table above. 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 (8 rounds/day, 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.
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.
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.

Feats, Traits, Skills, and Boons:

FEATS
Power Attack: 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
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

SKILLS - Current ACP: -4
Acrobatics*: 6 (1 + 3 (Class Skill) + 2 (Dex)) (ACP)
Appraise: 0 (0 + 0 (Int))
Bluff: 1 (0 + 1 (Cha))
Climb*: 7 (1 + 3 (Class Skill) + 3 (Str)) (ACP)
Craft*: 0 (0 + 0 (Int))
Diplomacy: 1 (0 + 1 (Cha))
Disguise: 1 (0 + 1 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly: 2 (0 + 2 (Dex)) (ACP)
Handle Animal*: 1* (0 + 1 (Cha)) (* - +2 racial bonus vs. reptiles)
Heal: 0 (0 + 0 (Wis))
Intimidate*: 6 (2 + 3 (Class Skill) + 1 (Cha))
Knowledge (Arcana)*: 0 (0 + 0 (Int))
Perception*: 7 (2 + 3 (Class Skill) + 0 (Wis) + 2 (Racial))
Ride*: 2 (0 + 2 (Dex)) (ACP)
Sense Motive: 0 (0 + 0 (Wis))
Spellcraft*: 4 (1 + 3 (Class Skill) + 0 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival*: 4 (1 + 3 (Class Skill) + 0 (Wis))
Swim*: 3 (0 + 3 (Str)) (ACP)

BOONS
Darklands Study: Zarta Dralneen has perused a cursed tome that you recovered known as The Darklands Precepts, and she has shared some of her findings with you. You gain a +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro, and duergar. In addition, you gain a +2 bonus on Knowledge checks to identify and learn about such creatures.
New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell's level can be up to one third of your character level (minimum 0). J.'s caster level is equal to your character level - 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle sheet.
Upstanding Archivist: You have demonstrated excellence in the Grand Lodge's vaults and improved the Dark Archives faction's reputation. As a result, Zarta Dralneen has provided you a choice pick from among the treasures rescued from the flooded library. You can cross this boon off your Chronicle sheet when purchasing one of the items found below to purchase that item at 75% of its listed price.

Bloodline Powers:

Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Breastplate (30 lbs.)
Masterwork Greatsword (8 lbs.)
Spring-Loaded Wrist Sheath (Left) (1 lb.)
- Wand of Cure Light Wounds (50/50 charges remaining) (- lbs.)
Spring-Loaded Wrist Sheath (Right) (1 lb.)
- Wand of Long Arm (50/50 charges remaining) (- lbs.)

Backpack (2 lbs.)(Total: 19 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Grappling Hook (4 lbs.)
- Iron Pot (4 lbs.)
- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Trail Rations (4 days) (2 lb.)
- Waterskin (4 lb.)

Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
- Potion of enlarge person
- Money (1011gp 4sp)

Appearance:

DESCRIPTION

PHYSICAL CHARACTERISTICS
Height: 5'10"
Weight: 150 lbs.
Skin: Fair
Hair: White
Eyes: Grey

Background:

Chronicles:

2015-03-25 - #6-15: The Overflow Archives
Awarded: 1XP, 2PP, 506GP
- Boon: Darklands Study
- Boon: Upstanding Archivist
Spent:
- Wand of Cure Light Wounds (2PP)
- Retrained equipment

2015-05-14 - Pathfinder Society Special: Master of the Fallen Fortress
Awarded: 1XP, 1PP, 479GP
Spent:

2015-11-16 - #7-05: School of Spirits
Awarded: 1XP, 2PP, 504GP
- Boon: New Recruit (J. Dacilane)
Spent:
- Wand of Long Arm (2PP)
- Retrained equipment
-- Equipment at level 2.0: Breastplate, Masterwork Greatsword, Spring-Loaded Wrist Sheath (x2), Wand of Cure Light Wounds, Wand of Long Arm, Backpack, Bedroll, Blanket, Grappling Hook, Iron Pot, Mess Kit, Silk Rope (50'), Trail Rations (4 days), Waterskin, Belt Pouch, Potion of enlarge person, 1011GP 4SP

Future Development:

Macros:

[dice=Attack (Masterwork Greatsword (2H), Power Attack)]1d20+6-1[/dice]
[dice=Damage (Masterwork Greatsword (2H), Power Attack)]2d6+4+3[/dice]