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About Junan GrajerJunan Grajer - Suli crossblooded Bloodrager 2 (FCB: +2 Hp)
==DEFENSE==
Special Defence: Energy resistance (acid, cold, electricity, fire) 5 ==OFFENSE==
Special Attacks Elemental Assault; ==STATISTICS==
Raging Stats:
==DEFENSE== AC 16, touch 10, flat-footed 14 (+2 dex, +6 armor, -2 Rage) hp 28 (2d10+4,+2, +3, +2 Rage) Fort +7, Ref +3, Will +0 Special Defence: Energy resistance 5 ==OFFENSE==
Special Attacks Elemental Assault; ==STATISTICS==
Languages: Common, Auran Skills:
3 points total (2 background)
Class Skills: 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). Acrobatics +3 (2 dex +2 rank +3 cs -4 acp)
Traits:
Spoiler:
Warded against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters. Racial Abilities:
Energy Resistance: Resist acid 5, cold 5, electricity 5, and fire 5. Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. Negotiator
Class Abilities:
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(s):Abyssal, Arcane Bloodline powers lvl 1: Claws (abyssal) Spoiler:
At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit. Bloodrage (Su): 6 rounds +4 str & con -2 ac
Spoiler:
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(2). 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 don't need to 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. 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 a 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. Fast Movement (Ex)
Equipment:
1 potion of clw
83lbs Carrying Capacity:
1402 gold background:
All memory of Junan's childhood was erased by the years of slavery and torture at the hands of his captors. He was eventually sold with a group of other planetouched to a group of witches keen on augmenting their power. Their plan was to perform various spells and rituals on the planetouched to siphon their elemental power into relics they could use to power other spells. When it was Junan's turn to be drained, the ritual was interrupted by a celestial being swooping in to slay the witches. The interrupted ritual caused some of the energies of the spells to be absorbed by him instead of his energies being siphoned out. As fast as the fighting began, it was over. The only other survivor, an Aasimar, was whisked away by the being that killed the coven.
Being left on his own, he wandered the wilderness till he found a road. He managed to convince some traveling merchants to give him a ride to the next town. The travelers took pity on him and offered to pay him to stay on as a guard on their travels. He seemed a strong lad and was in their debt anyway so he agreed. He learned to channel his anger and frustration over his being left at the ritual site into strength and sturdiness in battle. His benefactors taught him the best they could as they traveled, showing him how to use a spear and ways to restrain himself instead of using violence as an answer to everything. This arrangement suited both parties until the merchants decided to settle down in Oppara. The big city life did not agree with Junan so he decided to travel down to Qadira, hearing of the great opportunities the trading caravans had for a guy like him. Thinking he could handle whatever was thrown at him, he started walking. He was making his way to the city of Zimar when he stopped for the a couple nights in a village called Heldren. appearance:
Standing just below 6ft. He looks like he would be very handsome if it weren't for the dirt that seems layers deep. His deep brown hair hangs loosely to his shoulders most of the time unless he is expecting trouble, where he ties it up. He wears plain travelling clothes that have seen better days. |