Enforcer

Jian Xi Combat's page

15 posts. Alias of havoc xiii.


Classes/Levels

Bloodrager (HP 52/52 AC 15, T 11, Flat 12 F+9R+4 W+3 Init +3 Per +7

About Jian Xi Combat

Jian Xi
Human bloodrager (spelleater) 4 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +7
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Defense
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AC 15, touch 11, flat-footed 12 (+4 armor, +3 Dex, -2 untyped penalty)
hp 52 (4d10+24); fast healing 1
Fort +9, Ref +4, Will +3; +2 bonus vs. spells cast by self or an ally, +2 trait bonus vs. fear, +2 trait bonus vs. charm and compulsion effects
Defensive Abilities blood sanctuary, blur
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Offense
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Speed 40 ft.
Melee silken blade +11 (1d8+8/19-20) or
dagger +9 (1d4+5/19-20) or
unarmed strike +9 (1d3+5)
Special Attacks blood casting, bloodrage (12 rounds/day)
Bloodrager (Spelleater) Spells Known (CL 4th; concentration +5)
1st (2/day)—magic missile, protection from evil
Bloodline Arcane
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Statistics
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Str 21, Dex 16, Con 21, Int 10, Wis 10, Cha 13
Base Atk +4; CMB +9; CMD 20
Feats Eschew Materials, Improved Unarmed Strike, Power Attack, Raging Vitality[APG]
Traits courageous, focused disciple, highlander (hills or mountains), sword scion
Skills Acrobatics +8 (+12 to jump), Climb +7, Heal +2, Intimidate +8, Perception +7, Perform (wind instruments) +2, Ride +5, Spellcraft +4, Stealth +9 (+11 in hilly or rocky areas); Racial Modifiers highlander (hills or mountains)
Languages Common
SQ arcane bloodrage, blood of life, disruptive bloodrage, fast movement, hero points
Other Gear lamellar (leather) armor[UC], silken blade, dagger (4), backpack, bedroll, belt pouch, flint and steel, grappling hook, hemp rope (50 ft.), shinobi shozoku, string or twine[APG], torch (10), trail rations (5), waterskin, whetstone, 20 gp, 9 sp, 7 cp
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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.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood of Life (1) (Su) Gain fast healing when bloodraging.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (12 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.