Scrapwall Fanatic

Kathgor's page

2 posts. Alias of Dotraj.


Full Name

Kathgor

Race

Half-Orc

Classes/Levels

Bloodrager (Primalist) 4

Gender

Male

Size

Medium

Age

17

Alignment

CG

Deity

Desna

Languages

Common, Orc

Strength 18
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 12
Charisma 14

About Kathgor

Statistics:
Male Half-Orc Bloodrager (Primalist) 4
CG Medium Humanoid (Human, Orc)
Init +1; Senses darkvision 60 ft.; Perception +8
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 dex)
hp 37
Fort +8, Ref +4, Will +4; +2 vs own or ally's spells
Defensive Abilities Uncanny Dodge
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OFFENSE
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Speed 40 ft. (30 ft. w/ armor)
Melee +1 Orc Skull Ram +9 (1d10+7/x3/bull rush on successful crit), +1 armor spikes +11 (1d6+4)
Ranged Chakram +5 (1d8+4/50 ft.)
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STATISTICS
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Str 18, Dex 12, Con 14, Int 8, Wis 12, Cha 14
Base Atk +4; CMB +8; CMD 19
Traits highlander, fate's favored
Feats Combat Reflexes, Endurance, Eschew Materials, Power Attack
Skills 1 Climb* +5, Intimidate +4, 4 Perception, 3 Stealth +5 (+6 in hilly or rocky areas), 3 Survival +7, 1 Swim* +5 (3 points; 4 class, -1 INT)
ACP -3
*ACP applies to these skills
FCB hp
Languages Common, Orc

Statistics While Raging:

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Statistics While Raging
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When raging, Kathgor's stats are
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DEFENSE
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AC 16, touch 9, flat-footed 15 (+7 armor, -2 bloodrage, +1 dex)
hp 45
Fort +10, Ref +4, Will +8
Defensive Abilites 1 of (blur, protection from arrows, resist energy, or spider climb, Uncanny Dodge
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OFFENSE
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Speed 40 ft. (30 ft. w/ armor)
Melee +1 Orc Skull Ram +11 (1d10+10/x3/bull rush on successful crit), +1 armor spikes +11 (1d6+7);
Ranged Chakram +5 (1d8+6/50 ft.)
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STATISTICS
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Str 22, Dex 12, Con 18, Int 8, Wis 12, Cha 14
Base Atk +4; CMB +10; CMD 21
Skills 1 Climb* +7, Intimidate +4, 4 Perception, 3 Survival +7, 1 Swim* +7

Special Abilities:

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SPECIAL ABILITIES
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Arcane Bloodline Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Arcane Bloodrage (Su) At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Blood casting (Su) At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Bloodline The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Blood Sanctuary (Su) Due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Bloodrage (12/day) (Su) 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. 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 need not 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, as well as a +2 morale bonus on Will saves. 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 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.

Disruptive Bloodrage (Su) The DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Eschew Materials At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

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.

Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Uncanny Dodge (Ex) A bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.


Bloodrager Spells Known:

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Bloodrager Spells Known
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1st-level (2/day)—enlarge person, thunder stomp (DC 13)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 139 lb.
Gear bloodrager's kit (This kit includes a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), trail rations (5 days), and a waterskin), +1 spiked +1 agile breastplate, +1 orc skull ram, chakrams (20)
Money 239 GP 0 SP 0 CP

Background:

Kathgor is the son of a minor orcish warlord and the unfortunate spoils of a successful border raid. He spent the first few years of his life living in his father's tribe as an apprentice to the shaman. When his bloodrager powers began to manifest, the product of a long distant but powerful elven wizard in his mother's ancestry, the old shaman felt his position was threatened, so he sold Kathgor to the Defiled Corpse Tribe.

After several painful years among the Defiled Corpse, Kathgor escaped to Lastwall, but after a few encounters with people intolerant of his heritage and heavy biological favoritism of his father's side, he moved on, coming to the more open and accepting Nirmathas.

Eager to prove himself, and having few other skills, Kathgor enlisted in the military, where his hardship-honed strength distinguished him quickly, and he was singled out for a special mission.

As eager as he is to prove himself, Kathgor stills sees the world as a cruel place, and feels no particular loyalty to Nirmathas.


Appearance and Personality:

Kathgor, having spent his whole life prior to joining the society among orcs, is not gentle. By this point, he believes cruelty to be the nature of the world, but is willing to give it one last chance.

Kathgor has had almost no contact with normal society, and is easily confused by its customs. This brutish, 6'6" half-orc is a genuinely nice person, even if he thinks he is at best a rarity, and at worst the only such person. He sees ulterior motives in every kindness, but gradually shrugs off the scars of long years of torture and pain.