Bloodrager

Kheiron Althus's page

36 posts. Alias of Tarondor.


Full Name

Kheiron Althus

Race

Human

Classes/Levels

Bloodrager 1 - HP 12/12, AC 15/T: 11/FF:15 - Perception +4 - F: +4/ R: +1 / W: +0 - CMB: +5 - CMD: 16, Speed: 30, Init. +2

Gender

Male

Size

Medium

Age

25

Alignment

Neutral Good

Deity

Korada

Languages

Common, Thassilonian, Varisian

Strength 18
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 10
Charisma 8

About Kheiron Althus

Character:
Human (Chelaxian) bloodrager 1
NG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +0
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee bardiche +5 (1d10+6/19-20) or
. . light mace +5 (1d6+4) or
. . composite longbow (+4 STR) +5 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks bloodrage (6 rounds/day), elemental strikes
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Statistics
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Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Additional Traits, Combat Reflexes
Traits balanced education, bloody-minded, close allies (Walfrenden), transmuter of korada
Skills Intimidate +4 (but see balanced Education), Knowledge (arcana) +6, Knowledge (dungeoneering) +3, Knowledge (history) +3, Knowledge (planes) +3, Perception +4, Spellcraft +6
Languages Common, Thassilonian, Varisian
SQ fast movement
Other Gear scale mail, bardiche, light mace, composite longbow (+4 STR), backpack, belt pouch, blanket, candle (10), flint and steel, pot, soap, torch (20), trail rations (5), waterskin, 12 gp, 8 sp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Fire dam for 1 rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Background:
Kheiron is the son of a minor Chelaxian noble family loyal to the House of Thrune. In Thrune's name, Kheiron was a comfortable beneficiary of the infernal pact and the slavery that keeps Thrune in power. But as a soldier for Cheliax he fought against the Glorious Reclamation and saw first-hand the brutality and evil of his nation. He participated in the violent massacre of rebels at a place called Candleford. It was during that massacre that his bloodrager abilities first came to terrible, bloody light.

Kheiron has struggled with terrible guilt ever since, awakening most nights with chilling nightmares of his own actions at Candleford. He has taken to wandering, in search of some meaning in life in hopes of finding peace. He has become a worshiper of the Empyreal Lord Korada, and follows his ways as best he can.

His wanderings have now brought him, seemingly by chance, to the small village of Roderic's Cove.

Personality:
Kheiron is brusque and direct, bitter and angrier than he really needs to be. There’s a simmering anger in Kheiron that bubbles over easily into violence.

Kheiron is deeply hurt by the recognition of his own actions, the atrocities he committed in the name of Queen and country. In his mind, the real Kheiron is the savage animal beneath the veneer of civilization and it has led him to loathe both the savage and the veneer. It’s why he is prone to dangerous exploits.

He sees Walfrenden and by extension his whole team as near-children he must protect, not just from physical harm, but from the ugly truth that will strip away their idealism just before it kills them. He thinks of himself as teaching them the realities of their chosen profession in order that they survive it.

What Kheiron wants is to fight (and probably die) in a cause that means something, but despite being heroic on some level, he doesn’t believe in heroism and sees idealism as somewhere between stupid and dangerous. What he needs is redemption - a chance to forgive himself for his past.

Kheiron is protective of women and children, and believes that most men could use a good punch in the mouth, but treats his teammates as equals. In his eyes they’ve earned the right to be considered comrades in arms. In particular he believes he has taken Walfrenden under his wing, seeing the strange outsider as a naive idealist, a kid with stupid ideals that will get him killed... just like the stupid ideals Kheiron lost long ago. At the same time, the young man’s optimism is rubbing off just a little bit on the old veteran.

Kheiron’s Role Model: Kheiron is based on two similar but distinct Clint Eastwood characters: William Munny from Unforgiven and Walt Kowalski from Gran Torino. Both are men trying to live peaceful lives after violent pasts who are drawn into violence for a cause. Both are ultimately shaped by their pasts. William may or not have found peace by the end of his story, and Walt finds a different goal in the end.

Botting Instructions:

Kheiron will generally prefer to address any situation with Intimidation (using Balanced Education), but is perfectly willing to proceed to violence if that doesn’t work. In combat he will generally choose the most violent and direct path and will put himself between harm and his allies.

He will generally open with raging and Elemental Strike on the first attack of the first three rounds. He will fight with reach and try to position himself to take advantage of his Combat Reflexes.

Please don’t bot any choices regarding enemies who surrender or are defeated, time permitting. These are choices central to his story.

STATS WHEN NOT RAGING
STR: 18, CON: 14
AC: 16 / T: 1 / FF: 15
Melee: bardiche +4 (1d10+6/19-20) (potentially plus 1d6 Elemental Strike)
Ranged: composite longbow (+4 STR) +5 (1d8+4/x3)

[dice=Bardiche]1d20+4;1d10+6[/dice]

STATS WHEN RAGING
STR: 22, CON: 18; +2 to Will saves
AC: 14 / T: 9 / FF: 13
Melee: bardiche +7 (1d10+8/19-20) (potentially plus 1d6 Elemental Strike)

[dice=Raging Bardiche and elemental strike]1d20+7;1d10+8+1d6[/dice]

Intended Build:

2nd Level: (Wizard 1).
Feat: Scribe Scroll (free). Spells: Enlarge Person, Mage Armor, Magic Weapon, Protection from Evil, Stunning Barrier
Switch over to wizard, becoming a Transmuter. Select bonded item as your arcane bond because a familiar won’t scale well with the multiclassing. Use enlarge person on yourself to get even more reach.

3rd Level: (Wizard 2).
Feat: Mad Magic, which allows you to cast spells while raging. Spells: Shield and touch of gracelessness.

4th Level: (Wizard 3).
Spells: Bull’s strength, visualization of the body

5th Level: (Wizard 4).
Feat: Favored Prestige Class (Eldritch Knight). Spells: Alter Self, visualization of the mind. Put your Transmuter bonuses into Dexterity, giving you a 14 Dex.

6th Level: (Wizard 5).
Spells: Haste, monstrous physique I

7th Level: (Eldritch Knight 1).
Feat: Prestigious Spellcaster. Bonus Combat Feat: Step Up. Spells: Ablative Barrier, heroism.

8th Level: (Eldritch Knight 2).
Spells: monstrous physique II and calcific touch

9th Level: (Eldritch Knight 3).
Feat: Following Step; Spells: Stoneskin, greater invisibility

10th Level: (Eldritch Knight 4).
Spells: Baleful polymorph, monstrous physique III
You’re now attacking as a huge gegenees with six big slam attacks, each with grab.

11th Level: (Eldritch Knight 5).
Feat:Quicken Spell; Bonus Combat Feat: Step Up and Strike. Spells: Overland flight, passwall

12th Level: (Eldritch Knight 6).
Your BAB is now +9, 3 better than if you had been a pure wizard, and your hit points are 101 instead of 86. Spells: Beast shape IV and disintegrate.