Rakshasa

Jurin, the Cold Blade's page

5 posts. Organized Play character for Michael_Hopkins.


Full Name

Jurin

Race

| HP 120/120 | AC 32 T 28 FF 23 | CMB +17, CMD 45 46 vs Disarm/Sunder | F: +31, R: +29, W: +19 | Init: +12 | Perc: +20 : Darkvision 60 ft

Classes/Levels

| Speed 40ft | Controlled Bloodrage 5/5 Smite Evil (+7/+8) Stunning Fist 5/5 DC 25 | Evasion Favored Enemy (Evil Outsiders +2) Immune to Disease Resist: Cold 5, Electricity 5, Fire 5

Gender

LG Medium rakshasa-spawn tiefling (native outsider) bloodrager (urban bloodrager) 1/fighter (weapon master) 4/unchained monk 2/paladin (divine hunter) 8

Alignment

Lawful Good

Deity

Erastil

Languages

Abyssal, Aklo, Auran, Common, Elven, Infernal, Thassilonian

Strength 12
Dexterity 27
Constitution 12
Intelligence 8
Wisdom 8
Charisma 24

About Jurin, the Cold Blade

Jurin
Male rakshasa-spawn tiefling bloodrager (urban bloodrager) 1/fighter (weapon master) 4/unchained monk (scaled fist) 2/paladin (di (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder Player Companion: Heroes of the Street 24, Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 62, Pathfinder Unchained 14)
LG Medium outsider (native)
Init +12; Senses darkvision 60 ft.; Perception +20
Aura care (10 feet)
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Defense
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AC 32, touch 28, flat-footed 23 (+4 armor, +7 Cha, +2 deflection, +8 Dex, +1 dodge)
hp 120 (16d10+20)
Fort +31, Ref +29, Will +19; +1 bonus vs. effects targetting a Longbow held by you
Defensive Abilities evasion; Immune disease; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 40 ft.
Melee mwk cold iron longsword +18/+13/+8/+3 (1d8+1/19-20) or
. . unarmed strike +17/+17/+12/+7/+2 (1d6+1) or
. . bite +12 (1d6)
Ranged +5 adaptive evil outsider-bane cyclonic seeking darkwood composite longbow +31/+26/+21/+16 (1d8+9/×3 plus 2d6 vs. Evil Outsider)
Special Attacks bloodrage (5 rounds/day), channel positive energy 5/day (DC 21, 4d6), favored enemy (evil outsiders +2), flurry of blows (unchained), smite evil 3/day (+7 attack and AC, +8 damage), stunning fist (5/day, DC 25), weapon training
Paladin Spell-Like Abilities (CL 8th; concentration +15)
. . At will—detect evil
Paladin (Divine Hunter) Spells Prepared (CL 5th; concentration +12)
. . 2nd—delay poison, remove paralysis, weapon of awe[APG] (DC 19)
. . 1st—divine favor, hero's defiance[APG], protection from evil
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Statistics
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Str 12, Dex 27, Con 12, Int 8, Wis 8, Cha 24
Base Atk +16; CMB +17; CMD 45 (46 vs. disarm, 46 vs. sunder)
Feats Clustered Shots[UC], Combat Reflexes, Deadly Aim, Dodge, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Reckless Aim, Stunning Fist, Twist Away[ACG], Weapon Focus (longbow), Weapon Specialization (longbow)
Traits deadeye bowman, seeker
Skills Acrobatics +8 (+12 to jump), Climb +5, Diplomacy +11, Disguise +9, Handle Animal +11, Knowledge (religion) +3, Linguistics +7, Perception +20, Sense Motive +5, Survival +3 (+5 to avoid becoming lost), Use Magic Device +14; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Aklo, Auran, Common, Elven, Infernal, Thassilonian
SQ controlled bloodrage, disruptive bloodrage, distant mercy (40 feet), divine bond, fast movement, lay on hands 11/day (4d6), mercy (fatigued), prehensile tail[ARG], shared precision, track +1, weapon guard, wild empathy +8
Combat Gear +1 corrosive arrows (10), boots of speed, cold iron durable arrow (50), oil of daylight, oil of silence[UC] (2), scroll of greater teleport, scroll of restoration (x3), scroll of teleport (x2), snapleaf[UE], wand of cure light wounds, wand of mage armor (50 charges), wand of shield (50 charges), acid (5), troll oil[UE] (6), weapon blanch (ghost salt) (2); Other Gear +5 adaptive evil outsider-bane cyclonic seeking darkwood composite longbow (+1 Str), mwk cold iron longsword, bead of newt prevention[UE], belt of incredible dexterity +6, bracers of armor +4, cloak of resistance +5, efficient quiver, eyes of the eagle, first aid gloves, handy haversack, headband of alluring charisma +6, lucky horseshoe[OA], necklace of adaptation, pearly white spindle ioun stone, ring of freedom of movement, ring of protection +2, vest of the deep, wayfinder[ISWG], 150 gp
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Special Abilities
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Aura of Care (10 ft.) (Su) Self and allies in aura no longer provide cover for ranged attacks.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Distant Mercy (40 feet) (Sp) Use 2 lay on hands to heal an ally within the listed range.
Divine Bond +2 (8 minutes) (Su) Add bonus/properties to ranged weapon. Add distance/reliable/seeking to list.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Immunity to Disease You are immune to diseases.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lay on Hands (4d6 hit points, 11/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 4d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reckless Aim Your lack of regard for others proves a boon when you fire projectiles into melee.

Prerequisites: Point-Blank Shot, Precise Shot.

Benefit: When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to t
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (3/day) (Su) +7 to hit, +8 to damage, +7 deflection bonus to AC when used.
Stunning Fist (5/day, DC 25) You can stun an opponent with an unarmed attack.
Track +1 Add the listed bonus to Survival checks made to track.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Weapon Guard +1: Longbow (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Longbow (Ex) +1 to hit and damage with your chosen weapon.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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