About JeydahvuBOT ME!:
Rage + Power Attack: [dice=+1 Impervious Keen Adamantine Greatsword, Rage, Power Attack, Furious Focus]1d20+19[/dice] [dice]2d6+22[/dice] adamantine, magical, slashing damage. [dice=+1 Impervious Keen Adamantine Greatsword, Rage, Power Attack]1d20+11[/dice] [dice]2d6+22[/dice] adamantine, magical, slashing damage. ********JEYDAHVU********
Male Oread Bloodrager 9
Purchased in this scenario: Wand of Infernal Healing [2PP] Bloodrager Spells (Caster Level 9th; Concentration +11)
Oread racial traits:
• Type (ARG 145): Oreads are outsiders with the native subtype.
• Spell-Like Ability (ARG 145): You can use magic stone 1/day • Earth Affinity (ARG 145): Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level. • Granite Skin (ARG 144): You gain a +1 racial bonus to natural armor*. • Slow Speed (ARG 144): Oreads have a base speed of 20 feet. Traits:
• Axe to Grind (UCa 51): You gain a +1 trait bonus on damage
against foes who are threatened by only you. • Frontier-Forged (UCa 63): You receive a +1 trait bonus on Perception checks* and a +1 bonus on Survival checks made to get along in the wild. Class Features:
• Armor and Shield Proficiency: You are proficient in Light and
Medium Armor. You are proficient with shields (excluding tower shields.) * • Weapon Proficiency: You are proficient with all Simple and Martial Weapons. • Uncanny Dodge (Core 34): You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against you.
denies a rogue (or similar) the ability to sneak attack you from a flanking position, unless they have at least 11 rogue levels. • Elemental Bloodline (ACG 20): The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm. • Bloodrage (Su) (ACG 15): Your source of internal power grants you the ability to bloodrage. You can bloodrage for 22 rounds per day. You can enter a bloodrage as a free action. While in a bloodrage you get a +4 morale bonus to Strength, a +6 morale bonus to Constitution and a +2 morale bonus to Will saves, but take a -2 penalty to AC. You can end a bloodrage as a free action - when you do so you are fatigued for twice the number of rounds as you spent in the bloodrage. You cannot enter a bloodrage while fatigued or exhausted. • Bloodrage Powers (ACG 15): When you enter a bloodrage, you take on a physical transformation influenced and powered by your bloodline. Unless otherwise specified, you gain the effects of these bloodline powers only while in a bloodrage; once the bloodrage ends, all powers and physical changes cease and you revert to normal. • Elemental Strikes (Su) (ACG 21): 5 times per day as a swift action, you can imbue your melee attacks with elemental energy. For 1 round, all your melee attacks deal an extra 1d6 acid damage. • Elemental Resistance (Ex) (ACG 21): You gain resistance 10 against acid*. • Elemental Movement (Su) (ACG 21): You gain a special movement type or bonus: Burrow 30 feet. • Fast Movement (Ex) (ACG 16): Your land speed is increased by 10ft*. This only applies when you are wearing medium or lighter armor and not carrying a heavy load. • Blood Sanctuary (Su) (ACG 16): You gain a +2 bonus on saving throws vs spells that you or an ally cast. • Blood Casting (Su) (ACG 16): You can cast bloodrager spells while in a bloodrage, including casting defensively and making concentration checks. • Eschew Materials (ACG 16): You gain Eschew Materials as a bonus feat.*
1/--* non-raging stats:
DEFENSE AC 22, touch 11, flat-footed 22 (armor 9, natural 2, deflection 1) Resistances: acid 10, DR 1/-- hp 76 Fort 9 Reflex 4 Will 7 OFFENSE Speed 30 ft Melee +1 Impervious Keen Adamantine Greatsword +17/+9 (2d6+19/17-20/x2) Ranged Sling with Magic Stone vs. Undead +10/+5 (2d6+9/x2) [range 50 ft.] Space 5 Reach 5 STATISTICS STR 22 DEX 10 CON 14 INT 10 WIS 16 CHA 12 (Cha 14 for spells/class abilities) BAB 9 CMB 15 CMD 26 Skills Acrobatics 3, Appraise 0, Bluff 1, Climb 18, Diplomacy 1, Disguise 1, Escape Artist -1, Fly -1, Heal 3, Intimidate 9, Knowledge (arcana) 5, Knowledge (history) 9, Knowledge (The Planes) 9, Perception 16, Ride -1, Sense Motive 3, Spellcraft 12, Stealth -1, Survival 15, Swim 9 Boons:
*=indicates one-time boon.
Scarab Sages Season 8: 6 goals (Kn.Hist/ThePlanes +9 & CON considered 4 pts higher when dying) The Concordance Season 10: 2 goals (+2 saves vs. acid, air, cold, earth, fire, electricity, or water) Air Affinity I Water Affinity I Earth Affinity II Uneasy Alliance (Concordance) Confirmed Field Agent Explore, Report, Cooperate Friend of Janira Gavix (+1 knowl. checks when at the Grand Lodge) Echoes of the Dead (+2 to Fort or Will saves vs. Haunts) *Ragdya's Blessing (Climb speed 20 for 1d4 rounds, then 1 round of falling as per feather fall) *Savior of the Reef (+5 alch. bonus vs. poison) *Field-Commissioned Kobold *Trapmaker (Swinging Axe Trap) *Banish the Hag (+4 save vs curse or witch hex or CL check to remove curse) Leshy Token (+1 circ. bonus on all Cha-based checks with plants and plants creatures) **Rosehaven Redemption (use Craft or Perform bonus in lieu of save bonus) *Duskwarden's Favor (gain ranger favored terrain underground +2 for entire scenario -- USE FOR AP!!) Debt to the Scarred Sage *Secrets Beyond Sight (object reading CL 5th or scent 10min or blindsense 10feet 1 round/character level or tremorsense 20feet 1 round/character level) Goblin Scourge (ONCE PER SCENARIO FOR 1 MIN DURATION: +1 morale bonus on atk/dmg; +2 morale bonus on Will saves vs. goblinoid) Lamashtu's Bane (+2 bonus on atk/dmg vs. Lamashtu worshipers) **Clockwork Insight (untrained disable device check or add 1d6 to AC and saves when triggering a TRAP!!) ***Grave Treader's Inspiration (gains inspiration investigator ability to add 1d6 to skill check) Sky Citadel Reclaimer: -->Foes of the Forgefather (Monument District): +2 bonus on attack rolls to confirm crits vs. giants, goblinoids and orcs and deal additional dmg equal to weapon crit mod if the crit is confirmed. -->Sight of the Unseeing (Seer's District): +1 insight bonus to AC and saves when flat-footed or during surprise round. ***Icewalker: standard action- check a box to gain cold resistance for 3 hours equal to your level OR endure elements for 24 hours. ***Runic Tattoing: check a number of box equal to spell level (from a spell you cast yourself or from a wand, scroll, staff or other magic item) to store the spell as a tattoo for up to 24 hours; during that time you can activate the spell as a swift action. *****Varki Archaeology: check a box to gain +4 to any knowledge check related to the Erutaki, the Varki, undead, magical beasts, or the Crown of the World. PFS NOTES: this is a bloodrager with earth bloodline and Tyranny of Winds (Part 1) boon; therefore - starting at level 4 - his Charisma is considered 2 higher for purposes of bloodrager spells and class abilities) |