Grazzt

Karas Argentus's page

945 posts. Alias of Guru_of_the_Sands.


Full Name

Karas Argentus

Race

Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Shield Other (Anarya); Align Weapon:Good (Claws)

Classes/Levels

BR 5/DD 2 | HP 96/96| Rage 16/19 |AC 22|FF 21|T 11|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +10 | Ref +5| Will +6 | CMD 25| Init +8 | Perc +14 | Spells: 1- 0/2 |Terendelev Scale (Align) 2/3|Mythic Power:4/7

Gender

Male

Size

Medium

Age

74

Alignment

Chaotic Good

Deity

Apsu

Languages

Common, Abyssal, Draconic

Strength 24
Dexterity 13
Constitution 13
Intelligence 10
Wisdom 11
Charisma 15

About Karas Argentus

Stat Block
Male Teifling (Pitborn) Bloodrager (Spelleater) 5 / Dragon Disciple 2
Mythic Champion/Archmage Tier 2
CG Medium Outsider (Native)
Init +8; Senses: Perception +14; Darkvision 60ft
------------------------------
DEFENSE
------------------------------
AC 21, touch 10, flat-footed 20 (+7 armor, +1 Dex, +1 Deflection, +4 Natural, -2 Rage)
HP 96
Fort +10, Ref +5, Will +6 (+2 vs spells cast by self or ally)
Resistances: Cold 10, Fire 5, Electricity 5
SQ: Fast Healing 1
------------------------------
OFFENSE
------------------------------
Speed 70 ft. (60ft w/ armor)

Melee:
Raging Claw/Claw/Bite(Magic): +15/+15/+15- 1d8+11;1d6+15+1d6 Cold (Rend: Claws – 1d6)
Raging Longsword: +16 1d8+11/Claw +10 1d8+11/Bite +9 1d6+15+1d6 Cold

Ranged:
Shortbow: +7 1d6 60ft

Misc:
No Action - Blooded Arcane Strike: Claws count as magic; +2 Damage while Bloodraging

------------------------------
Spells
------------------------------
Spells per Day
1 - 2

Spells Known: (Effective CL6)
1 - Shield, Phantom Blood, Burning Hands
Long Arm
------------------------------
STATISTICS
------------------------------
Str 28, Dex 13, Con 17, Int 10, Wis 11, Cha 15
Base Atk +6; CMB +15(+2 vs Demons); CMD 24
Traits: Arcane Temper, Stolen Fury
Feats: Extra Rage, Power Attack, Arcane Strike, Dual Path, Blooded Arcane Strike, Improved Initiative, Rending Claws
Skills (23 points; 20 Bloodrager, +1 Favored, 4 Dragon Disciple)
ACP -3 (-1 for Climb and Jump)
(1) Linguistics: +1 (learned Draconic)
(7) *Acrobatics: +13 (+10 for ACP)
(1) *Climb: +13 (+12 for ACP)
(7) Perception: +14
(5) Knowledge Arcana: +8
(3) Spellcraft: +6
(1) Survival: +4
(7) Craft Painting: +10 (Bonus Skill)

*Armor Check Penalty applies to these skills

Languages: Common, Abyssal, Draconic*

Base Statistics when not raging:

AC 21, touch 11, flat-footed 20; hp 76; Fort +8, Will +4; Melee mwk cold-iron Longsword +13 (1d8+5,19-20/x2); Str 24, Con 13; CMB +10; Skills Climb +10 (+9 for ACP)

Advancement:
1st: Bloodrager; Favored +1 Skill
2nd: Bloodrager; Favored +1 HP, +1 Fort, +1 BAB, 4 skills, Blood of Life, 2 rage rounds
3rd: Bloodrager; Roll 7HP Favored +1 HP, +1 Ref, +1 Will, +1 BAB, 4 skills, Blood Sanctuary, 2 rage rounds, Feat: Power attack
4th:Bloodrager; Roll 10HP Favored +1HP, +1 Fort, +1 BAB, +1 Strength

Racial Traits:

Racial Traits
----------------
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Pitborn gain a +2 racial bonus on Disable Device and Perception checks.

Strange Physiology: You possess a strange physiology that grants you +2 to Acrobatics. This replaces SLA.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.


Traits and Drawbacks:

Traits and Drawbacks
---------------------
Arcane Temper: You gain a +1 trait bonus on concentration and initiative checks.

Stolen Fury: You were forced to take part in a
demonic ritual as a youth after having been captured
by cultists. Whatever the ritual’s purpose may have
been, it didn’t work out the way your captors
envisioned—rather than corrupting your soul,
you absorbed the ritual’s energy and made it your own
before you escaped to safety. Ever since, you’ve been
haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have
changed you. Recently, those energies have changed—
it’s as if you’ve finally managed to come to terms with
your past and have turned the ritual’s aftereffects to
your advantage, following the old adage of what doesn’t
kill you makes you stronger. You’ve been unable to learn
more about the ritual or what it was for, but the question
lingers in the back of your head to this day. This
nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons. Associated
Mythic Path: Champion. Multiple Characters: You and any
other PC who takes this trait were all part of the same
ritual, and it was only by working together that you
managed to escape—further, the support of your fellow
ritual survivors has played a key role in your coming to
terms with it, and you retain a close bond of friendship
(or perhaps a friendly rivalry) to this day.


Story Bonuses:

Dream Bonuses
Each PC gains the following:
a permanent +2 bonus to the skill of your choice (Perception)
5 permanent hit points
a bonus feat of your choice (you must qualify for the feat)(Blooded Arcane Strike)
a +2 increase to the ability of your choice. (Strength)

Mythic Abilities:

Dual Path - Champion(Primary)/Archmage(Secondary)
--------------
Hard to Kill
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit pointswhen below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge +1d6
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex):
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Champion Abilities
----------
Champion’s Strike - Fleet Charge
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Impossible Speed
Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Archmage Abilities
----------------

Archmage Arcana - Mage Strike
As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you’ve prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell’s or slot’s level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.

Mythic Bloodline (Su) (Mythic Adventures pg. 16):
When determining the effects of your bloodline powers, you’re considered 4 levels higher. This increases the effects of powers you have access to, but doesn’t grant you powers at a lower level than normal. If you have a sorcerer bloodline power that can be used multiple times per day, such as metamagic adept, you gain a number of extra uses of that power equal to half your tier (minimum 1). You must have the bloodline class feature to select this ability.

Class Abilities:

Class Abilities
----------------
Bloodrager

Bloodline:Draconic: Silver
Bloodline Powers:
Claws (Su)
At 1st level, you grow claws. 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 deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction.

Draconic Resistance (Ex)
At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

Bloodrage: (Su)

The bloodrager's source of internal power grants him the ability to bloodrage.

Current Rage Bonuses and Penalties: +4 Str, +4 Con, +2 Will, -2 AC, Fast Healing 1(See Blood of Life)

Blood of Life: (Su)

Blood Sanctuary (Su)

Blood Casting (Su)

Spell Eating (Su)
Dragon Disciple

Blood of Dragons Effective Bloodline Level: 6
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.

Natural Armor Increase +1
Ability Boosts: +2 Strength
Dragon Bite: At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.


Feats:

Feats:
-----------------------
Extra Rage:
Gain 6 Additional rounds of Bloodrage

Power Attack:
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Arcane Strike
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

(Mythic) Dual Path: Archmage
Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.

Bonus: Blooded Arcane Strike
While you are bloodraging, you don’t need to spend a swift action to use your Arcane Strike—it is always in effect. When you use this ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied by the number of times (two, three, or four) you roll damage dice for one of those feats.

Bloodline Feat: Improved Initiative
Gain +4 Initiative

Rending Claws
If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.


Gear and Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light
0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 58 lbs.

Currency: 4363gp 2sp
Barbarian's Kit 9gp 26 lbs
- MWK Backpack
-Belt Pouch
-Blanket
-Flint and Steel x2
-Iron Pot
-50ft Hemp Rope
-Soap
-Torch x10
-Trail Rations (3 days)
-Waterskin
MWK Cold Iron Longsword
Shortbow
20 arrows
Terendelev's Journal
Steel cup
Azlanti coin
Fine Clothing
Karas' Journal
Crusader's Cross - Cross description

Magical Gear:
+1 Agile Breastplate
Terendelev's Scale - 3/day cast Align Weapon to good.
Lesser Restoration potion
Cloak of resistance +2
Amulet of natural armor +1
Belt of strength +2


Appearance and Personality:

Karas stands at a seldom imposing 5'8" and is fairly lithe for his height however his striking features cause a double take most places he goes in Kenabres. Hair is short, unruly and white as fresh snow. His eyes match his hair with the barest of definition between iris and eye. His complexion is darker than his hair but is tinted a slight metallic silver and he has a long and dexterous scaled tail. His build belies the strength of arcane rage that boils in his blood.

------------------------------
Height 5ft 8in
Weight 130 lbs
Age 74
Hair White
Eyes White
Skin Pale Silver
------------------------------

Karas is reckless and indignant as he goes about his business in Kenabres. Years of imprisonment left him a bit naive when it comes to social interactions. His one reprieve is the rumor of his relation to Terendelev. He is battle hardened by life on the edge of the wound and is always eager to prove himself in the crusaders eyes.


Background:

All my life they've I've been watched with suspicion...

They had mother in the other room for hours as I played. I thought nothing of it until I heard a scream.

Mother was not a weak person. That I remember with such clarity. She had crusaded against the demons for years and years before Father settled down with her and they both retired from the frontlines.

"A fiend-blooded child, Meredith! How did one such as you bear such?" The Witch hunter spat though his mask. "Have you lain with them? Made some sort of pact? Tell us!"

Meredith stared him down, He was a fool and coward hiding behind a mask and his righteousness. The humble crusader was once a beautiful woman but a life on the frontlines had aged and scarred her tanned face and dulled her blonde hair. "You know very well what living and bearing children this close to the wound can do. My son is no monster. My son is as innocent as any other. Don't mock me with ignorance. This inquisition is uncalled for. What do you really want?"

The masked man slapped a gauntleted fist across her face, drawing a grunt and a spit of blood. "What I want? Oh dear Meredith," he said circling the chair she was tied to. "It isn't anything that I want. But our lord... oh yes our lord wants much from you. Our lord wants you for our crusade. HE wants your flesh bent to his will. But if not yours, we can certainly settle for your child. He has such potential..."

Meredith strained against the ropes in rage at the thought and stared the man down. "No! Never! Don't you touch him you filth! Who are you really!?"

The man laughed, "Nothing but humble templars, Meredith. Sworn to our lord," he leaned in close to the straining crusader and whispered in her ear. "Baphomet."

Meredith's eyes widened in horror and tried to scream but the templars were done toying with the woman. her hair was yanked back and her throat slit . Her scream came in gurgling agony and died at her lips.

I never saw what happened but I saw the witch hunter come out from the room covered in blood. I was but 6 years old then. I had no clue what had happened. All I knew was that I couldn't hear my mother anymore and I tried to force my way in but was quickly taken by the 2 men the witch hunter brought. They knocked me unconscious and took me away in a bag.

-----------------------
Years they kept me. In a dirty cell. under some gods-forsaken warehouse. Until the 'signs' were right they said...
20 years later

Day after day the same routine. I had lost track of the time. No windows will do that to you. I had found few ways to pass the time. I trained my body so as not to become atrophied and it gave me something to focus on in the endless days of imprisonment. I also tried to play little games with the guards. Even if they hadn't responded for the last few years.

They fed me gruel to keep me alive. I had figured out by now that they wouldn’t kill me. No matter what I did. So, hey, might as well have fun with it right? It was like any other night in the cage.

“Hey Guard Rimshot what’s new?” I had to keep switching up the names. I had no idea if they were the same or not with the masks but I liked to think they were different everytime. Also I wasn’t the most creative with the names. “Bring any polish this time? I’m out.”

He didn’t respond as normal but the doors opened and a woman flanked by 2 bruisers entered the room each wielding a pole-arm. She was dressed in dark robes that fit tight and flowed behind her. She didn’t wear a mask like the others but she spoke with command. “Oh glorious is this day finally arrived. Tonight lord Baphomet has gifted us with a Blood moon rising in alignment with the Kite. It is a sign of the fall of this cursed city and the rise of Lord Baphomet! Bring the sacrifice that we may finally achieve our goal and raise that which can destroy this city!”

She pointed at the cage as I stood slack jawed and stammered, “Wait! What?! Seriou-“ my stammering was cut short by the bruisers hitting me with the butts of their pole-arms until I fell unconscious.

I next awoke to a droning chant. When I opened my eyes I was surrounded by robed figures chanting in mindless step with each other. I was bound by the hands and being held on my knees by the bruisers with man-catchers around my neck. I was in the center of a pentagram surrounded by 2 other glyphed circles. Getting a look at myself, I was clothed in nothing but a loincloth and covered by abyssal runes that seemed to me as nothing but gibberish. The witch was there chanting with the others as well as a beautiful elven woman I had never seen up until that day.

I could feel the power in the room. It was like a pressure pressing on me from all sides. It was smothering and I couldn’t move after a minute. The runed circles and pentagram began to glow in a rhythmic pulse of red, purple and blue. The chanting rose to a crescendo and I felt like I was going to burst as the elf approached. She leaned in closed and with a sadistic smile said, "Welcome to the family." She then transformed into an 18 foot tall monstrosity of a demon with a with massive, wicked, crab-like claws. With one claw she reached into the circle and cut a symbol into his chest over the heart. With a look of satisfaction, she stepped back and admired her work before changing back into the elven woman and leaving the room, gesturing the witch to continue. She began another incantation and the symbol on my chest started to burn. I wanted to scream but I couldn’t the pressure was too great.

Blood dripped onto the floor and into crevices channeling it to the circle. When it touched the runed circle something strange happened. The rhythmic lights exploded in brilliant silver. As they did, I felt all the weight lift off me. I felt all the pain and the years of prison slide off of me and more importantly, I was angry. I remember flashes of what happened after that. The ropes burst. I broke the man-catcher poles. I grabbed the witch who was still in shock and I began ripping and tearing only to realize I had grown gleaming silver claws. The bruisers bashed me with the poles but they felt like fleas biting. I turned on them next. Blood flew everywhere and I broke into the ranks of the cultists. They started to flee and I chased. Out into the streets, mauling like a beast. After a few minutes I grew tired and came to my senses. I stumbled out into a main street and into the view of some guards before I fell over and passed out.

I came back to my sense in a white room on a bed. I hadn’t had a bed in so long I was amazed to feel it beneath me. I thought I was dead. That is… until I looked over and saw the 2 guards at the door. I almost groaned until my eyes locked on the symbols on their shields. Symbols of Iomedae just as Mother had on hers. I was in a safe place. I leaned up and managed to look at myself, I only then registered the change. My body was now pale white and gleamed like silver, I had small growths of scales in places too. My claws were gone but the remaining nails were sharper and stronger than the old one. I only then also noticed my tail. It was long and scaledlike some lizard’s.

Then one guard spoke, “The only reason you are not dead, fiend-blood, is because we feel no evil in you. Stumbling bloody and demon runed into the streets is a dangerous thing and…” He was cut short as a woman entered the room and glared at him. She looked elven and was beautiful with pale skin and eyes and hair of silver.
Then she regarded me and smiled. I had no idea how to take it. I was stunned. Then she spoke, “Hello, my name is Terendelev. Can you tell me yours?”

I stammered again, Mother had told stories of the crusades and of the Ancient silver Dragon that protected Kenabres. Terendelev. I was looking at a legend and she was smiling at me. “I-i…” I managed to gulp hard. “m-My name is Karas, ma’am, Karas Argentus.”

She nodded again, “Excellent,” she looked back to the guards “Thank you gentlemen for calling me. I will take him with me.” The guards raised hands to protest but was cut off. “He will be in my care and no harm will come to anyone from him. Understood?” The guards cowed and nodded.

I was given clothes and followed her through the city to a house in Old Kenabres and into a lavish parlor. She sat in a cushioned chair and beckoned me to sit on a nearby couch before asking in a kind voice. “Tell me, who was your mother Karas?”

I sat there for a long time thinking. Remebering. It was hard on me. So long I was captive. “Her name was Meredith Ma’am.”

Again she nodded, “Tell me what happened.” I exploded into words retelling her the story of my captivity and the ritual they tried and my changes.

She listened intently the whole time and when I was done she nodded again. “I see. I think I know what happened to you. The ritual was meant to amplify and bring forth your fiendish blood but instead it had an unintended effect. It awoke something in you. The blood of a dragon. Specifically, My lineage. I have kept close track of my blood for a long time. I was saddened the day they found Meredith murdered but I had so much to do on the lines. I am glad to have found you Karas. For you see, Meredith was family. Mind you this is an old line but she is my granddaughter many times removed. Which makes you, my dear boy, My grandson. ” She said with a bright and wide smile.

I fainted. I can’t lie. I fainted.

I awoke in a bedroom and looked over to the nightstand to see a note reading:

Karas,

I am so glad to have found you. Please stay here for the night. You are under my care and I have so much to teach you!

T

------------------------------------------

I stayed with her that day. So glad to feel at home again. I learned that my father had been murdered by the cultists as well that night. I never knew much of his past and at my birth he didn't talk to me much. Terendelev was the closest thing I have to family left. I couldnt let her down. I wont let her down. She taught me to control my rage. Focus it and point it at the enemies of the good and right. She taught me to fight. She taught me about the arcane, though I didn’t seem to really have a talent for it. One day though, maybe.

I will do everything I can to make her proud. To do otherwise would be to fail her. I cannot do that. Ever.

Common Effects:
This space is for common effects to copy and paste into the profile line.

Bloodrage: +4 str/con, -2 All ACs, +2 will saves

Common info for DM:

Bloodrage Modifiers: +4 str/con, -2 All ACs, +2 will saves
All modifiers in OOC style are modified for Bloodrage

[dice=Initiative]1d20 + 2[dice]
Resistances: Cold 5, Fire 5, Electricity 5
Fast Healing 1

Normal:
[Dice=Fort]1d20 + 5[dice]
[Dice=Ref]1d20 + 2[dice]
[Dice=Wis]1d20 + 1[dice]
Bloodrage:
[Dice=Fort]1d20 + 7[dice]
[Dice=Ref]1d20 + 2[dice]
[Dice=Wis]1d20 + 3[dice]

Misc save mods: +2 vs spells cast by self or ally

Normal Attacks:
[Dice=MWK CI Longsword Attack]1d20 + 7[dice]
19-20/x2
[Dice=Damage]1d8 + 3[dice]

[Dice=Short Bow Attack]1d20 + 5[dice]
20/x3
[Dice=Damage]1d6[dice]

[Dice=CMB]1d20+7[/dice] (+2 vs Demons)

Bloodraging Attacks:
2X
[Dice=Claw Attack]1d20 + 9[dice]
20/x2
[Dice=Damage]1d6 + 5[dice]
OR
[Dice=Claw Attack]1d20 + 4[dice] 20/x2
[Dice=Damage]1d6 + 5[dice]
+
[Dice=MWK CI Longsword Attack]1d20 + 10[dice]19-20/x2
[Dice=Damage]1d8 + 5[dice]

[Dice=CMB]1d20+9[/dice] [ooc](+2 vs Demons)
[/ooc]

Skills: Note Skills in Italics cannot be used during bloodrage
[Dice=Acrobatics]1d20 + 10[dice] No Armor
[Dice=Acrobatics]1d20 + 7[dice] Armor
[Dice=Appraise]1d20[dice]
[Dice=Bluff]1d20 + 2[dice]
[Dice=Climb]1d20 + 7[dice] No Armor
[Dice=Climb]1d20 + 4[dice] Armor
[Dice=Climb]1d20 + 9[dice] No Armor
[Dice=Climb]1d20 + 6[dice] Armor

[Dice=Craft(Painting)]1d20 + 7[dice]
[Dice=Diplomacy]1d20 + 2[dice]
[Dice=Disguise]1d20 + 2[dice]
[Dice=Escape Artist]1d20 + 1[dice]
[Dice=Fly]1d20 + 1[dice]
[Dice=Heal]1d20[dice]
[Dice=Intimidate]1d20 + 2[dice]
[Dice=Knowledge(Arcana)]1d20 + 7[dice]
*[Dice=Knowledge(Dungeoneering)]1d20[dice]
*[Dice=Knowledge(Engineering)]1d20[dice]
*[Dice=Knowledge(Geography)]1d20[dice]
*[Dice=Knowledge(History)]1d20[dice]
*[Dice=Knowledge(Local)]1d20[dice]
*[Dice=Knowledge(Nature)]1d20[dice]
*[Dice=Knowledge(Nobility)]1d20[dice]
*[Dice=Knowledge(Planes)]1d20[dice]
*[Dice=Knowledge(Religion)]1d20[dice]
[Dice=Linguistics]1d20 + 1[dice]

[Dice=Perception]1d20 + 9[dice]
[Dice=Perform]1d20 + 2[dice]
[Dice=Ride]1d20 + 1[dice] No Armor
[Dice=Ride]1d20 - 3[dice] Armor
[Dice=Sense Motive]1d20[dice]
[Dice=Spellcraft]1d20 + 5[dice]
[Dice=Stealth]1d20 + 1[dice] No Armor
[Dice=Stealth]1d20 - 2[dice] Armor

[Dice=Survival]1d20 + 4[dice]
[Dice=Swim]1d20 + 2[dice] No Armor
[Dice=Swim]1d20 - 6[dice] Armor
[Dice=Swim]1d20 + 4[dice] No Armor
[Dice=Swim]1d20 - 4[dice] Armor

Ability Checks
[dice=Str]1d20 + 3[dice]
[dice=Str]1d20 + 5[dice]
[dice=Dex]1d20 + 1[dice]
[dice=Con]1d20 + 1[dice]
[dice=Con]1d20 + 3[dice]
[dice=Int]1d20[dice]
[dice=Wis]1d20[dice]
[dice=Cha]1d20 + 2[dice]