Rage + Power Attack:
[dice=+1 Adamantine Greatsword, Rage, Power Attack]1d20+12[/dice] for [dice]2d6+16[/dice] adamantine, magical, slashing damage.
[dice=CONFIRM CRIT]1d20+12[/dice] for [dice]2d6+16[/dice] adamantine, magical, slashing damage.
If enemy is heavily armored, no power attack, just rage:
Male Oread Bloodrager 6
Purchase in next scenario: camouflage lichen
Bloodrager Spells (Caster Level 6th; Concentration +8)
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
• Slow Speed (ARG 144): Oreads have a base speed of 20 feet.
• 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.
• 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
• 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 10 rogue
• 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
• Bloodrage (Su) (ACG 15): Your source of internal power grants
you the ability to bloodrage. You can bloodrage for 16 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): 3 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
• 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
AC 20, touch 10, flat-footed 20 (armor 8, shield 1, natural 1)
Resistances: acid 10
Fort 7 Reflex 2 Will 4
Speed 30 ft
Melee +1 Adamantine Greatsword +10 / +5 (2d6+13/19-20/x2) or +1 Adamantine Greatsword +12 / +7 (2d6+7/19-20/x2) or Unarmed Strike +8 / +3 (1d3+8/x2)
Ranged +1 Sling +7 / +2 (1d4+5/x2)
Space 5 Reach 5
STR 18 DEX 10 CON 14 INT 10 WIS 15 CHA 14
BAB 6 CMB 10 CMD 20
Feats Power Attack, Raging Vitality, Cleave, Weapon Focus (Greatsword)
Skills Acrobatics 3, Appraise 0, Bluff 1, Climb 10, Diplomacy 1, Disguise 1, Escape Artist -1, Fly -1, Heal 2, Intimidate 7, Knowledge (arcana) 5, Knowledge (history) 8, Knowledge (The Planes) 8, Perception 12, Ride -1, Sense Motive 2, Spellcraft 9, Stealth -1, Survival 11, Swim 9
*=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)
*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)
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)