Baron Hannis Drelev

Jehan ibn al Mehdi's page

126 posts. Organized Play character for Shadow Dragon.


Full Name

Jehan ibn al Mehdi

Race

CN Human Male Bloodrager 1 | HP 10 / 13 | AC 18 / 12 T / 16 FF | CMD 17 | Fort + 4 Ref + 2 Will + 1

Classes/Levels

Init + 2 | Perception + 4 | Speed 30 ft. | Conditions: Bloodrage | Effects: None | Bloodrage: 3/6

Gender

Male

Size

6'2" 220 lbs.

Age

18

Special Abilities

Bloodline (Elemental-Fire), Bloodrage, Fast Movement 10'

Alignment

Chaotic Neutral

Location

Qadira - Katheer

Languages

Common, Kelish

Occupation

Mercenary

Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 12

About Jehan ibn al Mehdi

About Jehan ibn al Mehdi

Jehan ibn al Mehdi
Male Human (Keleshite) Bloodrager 1
N Medium humanoid (human)
Init + 2; Senses: Perception + 4

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Defense

AC 18, touch 12, flat-footed 16 (+ 6 Armor, + 2 Dexterity)
HP 13 (1d10+2+1)
Fort + 4, Reflex + 2, Will + 1

BAB + 1 CMB + 5 CMD + 17

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Offense

Speed 30 ft.

Melee

MW Falchion (+ 6 to hit, + 6 to damage, 2d4/18-20/x2), Deals S damage
Morningstar (+ 5 to hit, + 6 to damage, 1d8/x2), Deals B and P damage
Dagger (+ 5 to hit, + 4 to damage, 1d4/19-20x2), Deals P or S damage
Lucerne Hammer (+ 5 to hit, + 6 to damage, 1d12/x2), Deals P or B damage
Sap (+ 5 to hit, + 4 damage, 1d6/x2), Deals B nonlethal damage

Ranged

Dagger (+ 5 to hit, +4 to damage, 1d4/19-20x2), Deals P damage; Range: 10'
Shortbow (+ 3 to hit, + 0 to damage, 1d6/x3), Deals P damage; Range: 60'
Arrows (Cold Iron): 20

Space: 5 ft.; Reach: 5 ft.

Statistics
Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 12

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Skills

Climb: 8 (1 rank, + 3 class skill bonus, + 4 Str bonus)
Craft (Weapons): 4 (1 rank, + 3 class skill bonus)
Perception: 4 (1 rank, + 3 class skill bonus)
Swim: 8 (1 rank, + 3 class skill bonus, + 4 Str bonus)

Languages: Common, Kelish

Human Racial Traits:

Standard Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Traits:

Traits

Indomitable:
Category: Basic (Faith)
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Flame-Touched:
Category: Basic (Magic)

You share an affinity with elemental fire. You gain DR 1/— against creatures and attacks with the fire type.

Feats:

Feats

Power Attack (1st Level):

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: 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.

Furious Focus (Bonus Human Feat):

Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

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Class Features

Bloodrager Class Features:

Class Skills: The Bloodrager's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at each Level: 4 + Int modifier.

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: 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 1–4. 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 Selected: Elemental (Fire)

1st Level Bloodline Power:
Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.

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.

Rounds of Bloodrage Available: 6 rounds per day.

Fast Movement (Ex): A bloodrager's land speed is faster than the norm for her 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 barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager's land speed.

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Inventory Tracking Sheet

Item Tracking Sheet:

Four-Mirror Armor
Shortbow
Arrows, Cold Iron (20)
Masterwork Falchion

Magic Items:

Wand of Magic Missile[50] [-6]

Scrolls:

Potions:

Alchemical Gear:

Acid (flask)
Sunrod [2]

Mundane Gear:

Explorer's Outfit
Lucerne Hammer
Morningstar
Sap
Dagger
Backpack, Common
Waterskin
Pouch, belt
Sack [5]
Bedroll
Soap [2]
Blanket
Rope, hemp (50')
Whetstone [2]
Torch [5]
Rations, trail [6]
Poncho
Flint & Steel
Candle [10]
Crowbar
Hook, grappling, common
Chalk [5]
Kit, grooming
Kit, mess
Wrist sheath (spring loaded)
Gear maintenance kit
Aritsan's tools (common)
Bandolier [2]
Weapon Cord [2]
Hot weather outfit