Teka

Khugron's page

385 posts. Organized Play character for Ed Birnbryer.


Full Name

Khugron

Race

Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left

Classes/Levels

Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

Gender

CN Male

Size

Med

Age

21

Special Abilities

Aberrant bloodline, bloodline power, bloodrage, fast movement, Martial flexibility

Alignment

CN

Deity

Gorum

Location

Nagajor

Languages

Nagaji, Tien, common

Strength 24
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 12
Charisma 13

About Khugron

KHUGRON 6'10" 271 lbs
66136-8 Liberty's Edge
Male Nagaji Bloodrager 4 / Brawler 2 / Fighter (High Guardian) 2
CN Medium humanoid (reptilian)
Init +3; Senses Low-Light Vision, Perception +13,
DEFENSE
AC 19, touch 11, flat-footed 19 (+7 armor, +1 Dex, +1 natural, ), Combat Expertise
hp 72 (4d10)+(2d10)+(2d10)+20
Fort +13, Ref +6, Will +3, +2 bonus vs. spells cast by himself or allies, +1 bonus on Will saves against compulsion spells and effects
Defensive Abilities Uncanny Dodge,

OFFENSE
Speed 40 ft., Fast Movement
Melee Adamantine Bec de corbin +1 +16/+11 ((two handed) 1d10+11/x3)
Melee glaive +1 (two handed) +16/+11 ((two handed) 1d10+11/x3)
Melee gauntlet, spiked +15/+10 (1d4+7)
Ranged alchemist's fire +9/+4 (1d6)
Ranged javelin +9/+4 (1d6+7)
Melee brawler's flurry +13/+13/+8 (d6+7)
Face 5 ft. by 5 ft. Reach 10 ft.
Base Atk +8; CMB +15 (+17 disarm); CMD 26 (28 vs disarm)
Atk Options Combat Expertise, Improved Disarm, Power Attack,
Special Actions Brawler's Flurry, Staggering Strike,
Known Bloodrager Spells (CL 4th):
1st (2/day) - enlarge person (DC 12) , shield (DC )
STATISTICS
Str 24, Dex 12, Con 14, Int 8, Wis 12, Cha 13
Base Atk +8; CMB +15 (+17 Disarm); CMD 26 (+28 vs Disarm)

Feats Combat Expertise, Combat reflexes (Strength based, +7) Eschew Materials, Furious Focus, Improved Disarm, Improved Unarmed Strike, Phalanx Formation, Power Attack

Skills Acrobatics +7, Acrobatics (When Jumping) +11, Appraise -1, Bluff +1, Climb +6, Diplomacy +1, Disguise +1, Escape Artist -2, Heal +1, Intimidate +5, Perception +13, Perform (Oratory) +8, Sense Motive +1, Stealth -2, Survival +5, Swim +6,
Languages Common, Draconic

SQ Aberrant Bloodline, Abnormal Reach, Armored Scales, Blood Casting, Bloodrage, Blood Sanctuary, Bonus Feats, Brawler's Cunning, Fast Movement, Low-Light Vision, Martial Flexibility, Martial Training, Resistant, Serpent's Sense, Weapon and Armor Proficiency, Weapon and Armor Proficiency,

Possessions glaive +1; gauntlet, spiked (x2); belt of giant strength +4; cloak of resistance +1; outfit (explorer's); mountain pattern armor +1; waterskin (filled); javelin (x3); brawler's flurry; Backpack, Common [ Cold-Weather Outfit; Hot Weather Outfit; Mess Kit; Rations (Trail/Per Day) (x4); Bedroll; Sack; Courtier's Outfit; Jewelry (100 gp); ]; Sack ; Bandolier [ Alchemist's Fire (Flask); Potion of Cure Light Wounds; Oil of Bless Weapon; Potion of Darkvision; ]; Belt Pouch [ Candle (x2); Flint and Steel; Torch (x4); Chalk (1 Piece) (x2); Whetstone; Wand (Cure light Wounds-29 chgs)]; +1 Admantine Bec de Corbin, Wand Burning Hands (CL5) 23 chgs, 6 ponchos, Boots of Striding & Springing.
SPECIAL ABILITIES

Aberrant Bloodline There is a taint in your blood, one that is alien and bizarre.

Abnormal Reach (Su) Your reach increases by 5 feet.

Armored Scales (Ex) Nagaji have a +1 natural armor bonus.

Blood Casting (Su) You can cast spells, even while in a bloodrage. You can cast these spells defensively and make concentration checks for these spells while bloodraging. While bloodraging, you can only cast bloodrager spells; spells from other classes cannot be cast during this state.

Bloodrage (Su) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 12 rounds 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. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 12 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you 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. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.

Bloodrager ~ Uncanny Dodge Tracker

Blood Sanctuary (Su) Due to the power of your blood, you can stand confidently amid the effects of spells cast by you or your allies. You gain a +2 bonus on saving throws against spells that you or your ally casts (such as fireball).

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a
brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

Eschew Materials

Fast Movement (Ex) Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Low-Light Vision Nagaji can see twice as far as humans in conditions of dim light.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistant Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Rousing Oratory: You are adept at expressing your beliefs in a way that resonates with others. Perform (act,
comedy, oratory, or sing) is a class skill for you. Once per day you can spend 1 minute addressing and inspiring
your allies within 60 feet, after which you can attempt a DC 15 Perform (act, comedy, oratory, or sing) check. If you
succeed, your allies gain a +1 trait bonus on saving throws against fear effects for 5 minutes. If you exceed the check
DC by 10 or more, increase the bonus by 1.

Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Staggering Strike (Su) When you confirm a critical hit, the target must succeed a Fortitude saving throw (DC 14) or be staggered for 1 round. These effects stack with the Staggering Critical feat. The target must save against each effect individually.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

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.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields). (All weapons/Armor from Fighter)

Class Skills: A high guardian adds Knowledge (local) and Knowledge (nobility) to his list of class skills, instead of Knowledge (dungeoneering) and Knowledge (engineering).

This alters the fighter’s class skills.

Obligation (Ex): At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.

Right Hand (Ex): At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.

This ability replaces the bonus feat gained at 1st level.

Defender’s Reflexes (Ex): At 2nd level, a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat. (7 Additional attacks a round)

This ability replaces the bonus feat gained at 2nd level.

Unassailable Allegiance (Ex): At 2nd level, a high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd.

This ability replaces bravery.

Adventures played. 43 (Pallid Plague), 6-16 (Scions of of the Sky Key 3) , 6-14 (Scions of of the Sky Key 2), 6-8 (Segang Expedition), 6 (Black Waters), 2-15 (Shades of Ice Pt 1), 6-9 (By way of Bloodcove), 2-11 (Penumbral Accords), 8-7 (From the Tome of Righteous Repose, 6-1 (Trial by Machine), 7-19 (Labyrinth of Hungry Ghosts) 9-6 (Shores of Heaven) , 3-24 Golden Serpent), 9-2 (A case of missing persons), 10-6 (Treason's Chains), 10-98 (Siege of Gallowspire), 9-5 (Call of the Copper Gate)
Bloodrage used 0 of 12.