Full Name |
Jann |
Race |
HP 72/88* | AC 21* T 10* FF 12 CMD 24* (+1 vs Overrun) | F +9 R +6 (+1 vs Trample) W +4 (+2 vs allied spells) Low-Light Vision - Perception +10 | Init +2 |
Classes/Levels |
Resist acid 5, cold 5, electricity 5, fire 5 | +2 DC to cast defensively while threatening |
Gender |
Suli Bloodrager 7 |
About Jaan_
Jann
Male suli bloodrager (steelblood) 7 (Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Bestiary 3 258)
LN Medium outsider (native)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 23, touch 13, flat-footed 21 (+10 armor, +1 deflection, +2 Dex)
hp 74 (7d10+28)
Fort +9, Ref +6 (+1 bonus vs. trample attacks), Will +4; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Resist acid 5, cold 5, electricity 5, fire 5
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Offense
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Speed 35 ft. (25 ft. in armor)
Melee +1 furious naginata +12/+7 (1d8+7/×4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 furious naginata)
Special Attacks blood casting, bloodrage (18 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 7th; concentration +9)
. . 2nd (2/day)—scorching ray, see invisibility
. . 1st (2/day)—enlarge person (DC 13), jump, long arm[ACG], magic missile, protection from evil
. . Bloodline Arcane
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Statistics
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Str 19, Dex 14, Con 14, Int 13, Wis 10, Cha 14
Base Atk +7; CMB +12; CMD 24 (25 vs. overrun)
Feats Blind-fight, Combat Expertise, Combat Reflexes, Eschew Materials, Moonlight Stalker[UC], Power Attack, Toughness
Traits defensive strategist, extremely fashionable
Skills Acrobatics +8 (+4 to jump), Bluff +16, Diplomacy +8, Disguise +5, Intimidate +16, Knowledge (arcana) +7, Perception +10, Sense Motive +2, Spellcraft +5, Survival +6 (+8 to avoid becoming lost); Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Aquan, Common, Ignan
SQ arcane bloodrage, armor training 1, blood deflection, disruptive bloodrage, elemental assault, indomitable stance
Combat Gear wand of cure light wounds; Other Gear +1 Hellknight plate[ISWG], +1 furious naginata[UC], belt of giant strength +2, circlet of persuasion, cloak of resistance +2, headband of alluring charisma +2, incandescent blue sphere ioun stone, ring of protection +1, wayfinder[ISWG], 72 gp
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Special Abilities
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Arcane Bloodrage (Blur) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (18 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Elemental Assault (1d6 Acid/Cold/Electricity/Fire dam, 7 rounds, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Moonlight Stalker Gain +2 on damage and attack rolls when you have concealment vs. foe
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.