Krauz "The Wolf" Bloodforge
Male Half-Orc Bloodrager (Spelleater, Stormlord, Fulminant Vessel) 8 VMC Sorcerer (Orc)
CN Medium Humanoid (Human/Orc)
Init: +9 Perception: +17 Senses Darkvision 90ft, Scent
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Defense
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AC: 28 TAC: 15 FF: 24 (+2 impervious buckler +3 AC, 0 ACP, Defense Bonus +6)
HP 131/131 Fort +12 Ref +7 Will +7
Special Defenses: Focused Mind: +2 on Concentration checks.
Hard To Kill: Penalty to stabilize is halved.
Bloodrage: Gain 16 HP and +2 to Will.
Blood of Life: Fast Healing 2 when bloodraging.
Blood Sanctuary: +2 on save versus own or ally spells.
Improved Uncanny Dodge: Cannot be flanked or caught flat-footed unless they have 4 more levels of sneak attack (CL 12)
Damage Reduction 1/-: Remove 1 point from all damage
Fearless: +4 bonus versus fear
Inhuman Resilience: +2 resistance bonus to all saves, +2 enhancement bonus to natural armor
Unbreachable Heroism (Aristeia): Gain temporary HP equal to 2 x your character level. When in Aristeia, gain temporary HP equal to 2 x Aristeia bonus. Refresh with free action and Aristeia point.
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Offense
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Melee
. . +1 furious adamantine falchion +16/+11 (2d4+7/15-20x2)
while in bloodrage +21/+16 (2d4+11/15-20x2)
. . mwk knuckle axe +15/+10 (1d6+6/x3)
while in bloodrage +19/+14 (1d6+8/x3)
special attacks: Power Attack -3/+6, -2 to falchion in one hand (-4 on full attack), +3/4 dmg when two-handed
Ranged
. . +1 composite shortbow (STR +5) +12/+7 (1d6+6/70ft/x3)
Speed 50 ft.
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Statistics
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Str22 (+6) Dex 16 (+3) Con 18 (+4) Int 12 (+1) Wis 12 (+1) Cha 22 (+6)
Base Atk: +8/+3 CMB: +13 CMD 26
Feats: Combat Stamina, Push The Limit, Extra Stamina, Weapon Finesse, Power Attack, Combat Expertise, Raging Vitality, Iron Will, Dodge, WF: Heavy Blades, Animus Healing, Improved Initiative, Primal Fury Style, Intimidating Prowess, Improved Critical (Falchion), Aspect of the Beast (Wild Instinct), Muscular Reflexes, Unbreachable Heroism (Aristeia)
Skills: Climb +12 (4), Swim +12 (4), Kn: Arcana +8 (4), Acrobatics +10 (4), Perception +17 (8), Intimidate +25 (8), Survival +15 (8), Stealth +14 (8), Spellcraft +8 (4), Handle Animal +16 (8), Linguistics +5 (4), Kn: Local +5 (4), Kn: Nature +8 (4)
Languages: Common, Orc, Dwarvish, Elvish, Draconic, Goblin, Giant, Undercommon
SQ: Intimidating, Bestial, Weapon Familiarity, Orc Blood, Darkvision
Traits: Silent Hunter, Hard To Kill, Nomadic (Kn: Nature), Focused Mind, Unorthodox Method (Cursed Razor), Omen
Favored Class: Bloodrager - +8 skill points
Combat Gear:+1 furious adamantine falchion, +1 composite short bow (STR +5), mwk knuckleaxe
Magical Gear:+2 impervious buckler, boots of haste, bead of newt protection, belt of incredible dexterity +2, ring of deflection +1, 1 potions of cure serious wounds, 2 potions of cure moderate wounds, 4 potions of cure light wounds, 2 oils of bless weapon, potion of remove curse, 3 potions of jump, potion of invisibility, 2 scrolls of see invisibility, 2 scrolls of spider climb Mundane Gear: mwk backpack, blanket, belt pouch, flint and steel, iron pot, soap, torches (10), trail rations (5 days), waterskin, spider's silk rope, everburning torch, 5 sunrods, Cost of Living: Wealthy (12 months), 10pp, 22gp, 9sp, 10cp
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Blood Rager
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Bloodline: Shapechanger Bloodline Feat: Improved Initiative (6th)
Shifting Aspect (Su): At 1st level, you gain the benefit of the Aspect of the Beast feat while bloodraging. As part of the action to enter a bloodrage, you can choose any one of the four manifestations to affect you for the duration of your bloodrage.
Spontaneous Change (Sp): At 4th level, when entering a bloodrage, you can cast a transmutation spell that affects only you as a swift action, provided that the spell’s normal casting time is 1 round or shorter. The spell lasts for as long as you continue bloodraging, regardless of the spell’s normal duration. You can use this ability only to cast bloodrager spells you know.
Evolving Aspect (Su): At 8th level, you gain Aspect of the Beast as a bonus feat even if you don’t meet the prerequisites. As normal for the feat, you must choose one of the manifestations, and you gain its benefits even while not bloodraging. When you enter a bloodrage, you can choose a second manifestation to affect you simultaneously for the duration of your bloodrage.
Blood Rage (Su): 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.
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.
Blood of Life (Su): A spelleater’s blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level).
Uncanny Dodge (Ex): At 2nd level, 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.
Blood Sanctuary (Su): At 3rd level, 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.
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.
Eschew Materials: At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Spell Eating (Su): At 5th level, a spelleater can consume spell slots for an extra dose of healing. As a swift action, the spelleater can consume one unused bloodrager spell slot to heal 1d8 damage for each level of the spell slot consumed.
Improved Uncanny Dodge (Ex): At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.
Damage Reduction (Ex): At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
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VMC Sorcerer
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Bloodline (Orc): At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.
Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Bloodline Power: At 3rd level, she gains her bloodline’s 1st-level bloodline power.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Improved Bloodline Power: At 7th level, she gains her bloodline’s 3rd-level bloodline power.
Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
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Oaths Of Power
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Oath of Ritual (1 Oath Point) Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.
Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes.
Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days.
Oath against Mercy (2 Oath Points) Oath: You have sworn to take no prisoners in battle, sparing no enemy who turns their weapon against you. You may not capture foes alive and must kill any enemies you defeat in battle. You do not break this Oath if a defeated enemy escapes in a way that was beyond your power to stop.
Defiance Penalty: The thought of escaped foes weakens your abilities. You take a penalty on attack rolls, combat maneuvers, and the saving throw DCs of all of your abilities equal to half your character level.
Atonement: To atone for releasing an enemy, you must actively seek out and kill at least three creatures who you are philosophically opposed to or that have wronged you in some drastic way.
Oath of Loyalty (1 Oath Point) Oath: You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.
Defiance Penalty: Breaking an Oath of Loyalty is not something a patron easily forgets, and those who break an Oath are likely to be pursued and cast out by the patron’s other followers. You are constantly shaken so long as you still benefit from this Oath, and this condition cannot be removed nor can it be averted by an immunity to fear. In addition, others who have sworn Oaths of Loyalty to your former patron are likely to know that you have broken your Oath.
Atonement: Atoning for betraying your patron’s trust requires you to spend 3 days beseeching your patron for forgiveness and making 50 gp x your character level squared worth of offerings to them. Patrons are not required to forgive you if you have offended them. Alternatively, you may spend 3 days seeking out a new patron, paying the cost as a sign of your dedication to this new patron.
- Attain Victory In Fair Fights
- Push Your Limits
- Win A Battle Through Underhanded Tactics Or Magic
Inhuman Resilience (Su) (1 Oath point): Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).
Improved Aristeia (1 Oath Point): You gain a bonus Aristeia feat for every Oath point you spend on this Oath boon. You may spend up to 3 Oath points on this Oath boon.
Enhanced Abilities (Su) (2 Oath points): Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
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Stormlord
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Combat Talent Level: Adept
Martial Tradition: Gladiator
Spheres: Gladiator, Equipment, Shield
Bonus Talents: Gladiator Training x 2, Derision
Combat Training (Ex): A stormlord is considered an Adept practitioner, gaining spheres and talents as appropriate. Stormlords use Charisma as their practitioner modifier.
Storm Strike (Ex): At 4th level, whenever a stormlord casts a spell with a range of touch from the bloodrager spell list, he can deliver the spell through any weapon he is wielding. Instead of the free melee touch attack normally allowed to deliver the spell, a stormlord can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell; this attack is treated as an attack action. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon special ability or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Gladiator Sphere Boast: As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following boast.
Prowess (Boast): You may roll the next weapon attack you make before the end of your next turn twice and take the better result.
Demoralize: Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following demoralization ability.
Strike Fear (Demoralize): As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display
Talent: Piercing Fear (Demoralize): You may expend martial focus as part of an Intimidate check to demoralize to overcome a creature’s defenses, treating immunity to fear and mind-affecting effects as a +5 DC increase to the check’s DC (the DC only increases by +5 once, regardless of if the creature has immunity to both fear and mind-affecting effects).
Talent: Steel Braggart (Boast): You gain DR/- equal to half your ranks in Intimidate (minimum 1) until the start of your next turn. This damage reduction stacks with any other damage reduction you possess.
Talent: Coward's Bane (Demoralize): You may roll twice and take the better result on the first attack of each round targeting a creature suffering from your demoralization
Talent: Spectacle (Demoralize): Any time you confirm a critical hit or reduce an enemy to 0 of fewer hit points, you may use your strike fear ability as an immediate action.
Talent: Daunting (demoralization): When a creature that is under the effects of your demoralization misses you with an attack or fails on a combat maneuver check targeting you, they provoke an attack of opportunity from you.
Equipment Sphere
Talent: Oversized Weapons: You may wield weapons sized for creatures 1 size larger than yourself without increasing the effort required (i.e., you do not increase the weapon’s category by 1 step from light to one-handed, one-handed to two-handed, etc.), though you still suffer a -2 penalty on attack rolls with the oversized weapon. In addition, you may treat two handed weapons of your normal size as one-handed weapons and may treat one-handed weapons of your normal size as light weapons, but suffer a -2 penalty to attack rolls made while doing so. These penalties are doubled when making a full attack action.
Shield Sphere
Practitioners of the Shield sphere master shields, bucklers, and tower shields, leveraging more power and utility out of such equipment than most warriors ever dream of. All practitioners of the Shield sphere gain the following ability.
Active Defense: If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
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Fulminant Vessel
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Maneuvers: A fulminant vessel begins his career with knowledge of five martial maneuvers. The disciplines available to him are Brutal Crocodile, Elemental Flux, Primal Fury, Shattered Mirror, and Spark of Battle. Once the fulminant vessel knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a fulminant vessel is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A fulminant vessel’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the fulminant vessel can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level she likes, as long as he observes the restriction on the highest-level maneuvers she knows; the fulminant vessel need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level.
A fulminant vessel’s primary initiator attribute is Charisma.
Maneuvers Readied:
A fulminant vessel can ready three of his five maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A fulminant vessel must always ready his maximum number of maneuvers readied. He readies his maneuvers by meditating for ten minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. The fulminant vessel does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes in meditation, he can change his readied maneuvers.
A fulminant vessel begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since she chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).
Fulminant vessels rely on surging, unstable planar forces to fuel their martial maneuvers. Because of this, they do not have full control over their readied maneuvers; when a fulminant vessel readies his maneuvers, he selects one of his readied maneuvers to be immediately granted to him for use at any time (when this maneuver is used outside of combat, they recover on their own in the following round), with the rest of his initially randomized maneuvers waiting to be granted in combat. The remainder of his readied maneuvers are withheld and currently inaccessible until combat begins. If he is able to act in a surprise round when combat begins, he is granted his maneuvers then as normal, but if he is caught unaware, he must wait until his initiative before his maneuvers are granted (beyond the initial one). At the end of each of his combat turns, one previously withheld maneuver (randomly determined) is granted to him, and thus becomes accessible for his next turn and subsequent turns. He can freely choose to initiate any maneuver that is currently granted when his turn begins, but he cannot initiate a withheld maneuver. If the fulminant vessel chooses not to employ a maneuver in a given round, his currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if he uses his maneuvers or not—at the end of each of his turns, one withheld maneuver from his selection of readied maneuvers is granted to him. Over the course of a few rounds, all the fulminant vessel’s maneuvers will eventually be granted.
A fulminant vessel can change the readied maneuver he has chosen to be immediately granted for use at any time by spending one minute meditating.
If, at the end of the fulminant vessel’s turn, he cannot be granted a maneuver because he has no withheld maneuvers remaining, he recovers all expended maneuvers, and a new group of readied maneuvers is granted to him, replacing his previously granted maneuvers if any remain unspent. He selects one of his choice (and gains the remainder of granted maneuvers as randomized selections, see below). At the end of his next turn, a withheld maneuver is granted to the fulminant vessel, and the process of surging power begins again.
At 4th level and again at 8th, 12th, 16th, and 20th levels, the number of maneuvers granted to the fulminant vessel at the beginning of an encounter and when he recovers his maneuvers increases by one.
Unlike the fulminant vessel’s initial granted maneuver, these additional maneuvers are randomly determined (for example, at the beginning of an encounter, an 8th level fulminant vessel would choose one maneuver to have access to, then randomly be granted two more).
Stances: Fulminant vessels begin play with knowledge of one stance from any discipline open to them. At 4th, 7th, 11th, and 13th levels, the fulminant vessel selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the fulminant vessel cannot learn a new stance at higher levels in place of one he already knows.
Animus (Su): When a fulminant vessel enters combat, he gains an animus pool equal to his initiation modifier (minimum 1) at the start of his first turn, and adds one point of animus to his animus pool at the start of each of his turns thereafter. His animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the fulminant vessel initiates a maneuver (a strike, boost, or counter), he adds an additional point of animus to his pool. Certain abilities, such as some class features, maneuvers, and feats, require the fulminant vessel to expend points of animus to use. The primal power of animus can be used in several ways—the foremost of which is the augmentation of maneuvers. A fulminant vessel can spend points of animus to augment his maneuvers in the following ways, depending on his class level. If the fulminant vessel has the ability to augment his maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by his animus class feature; he must choose which augmentation type to use when initiating the maneuver.
Starting at 1st level, a fulminant vessel can spend a single point of animus to augment a maneuver. At 5th level and every 5 levels thereafter, the fulminant vessel may spend an additional point of animus on augments for each maneuver (to a maximum of 5 at 20th level). Animus augments are used as part of a maneuver’s initiation action to apply any of following effects to it (if applicable):
Enhance Maneuver: For each point of animus spent, the fulminant vessel adds a cumulative +2 insight bonus to all d20 rolls made (including attack rolls, combat maneuver checks, and skill checks) when initiating that maneuver (maximum of three animus may be spent on this augmentation); if the maneuver allows the user to make multiple attacks, then this bonus only applies to the first attack.
Increase DC: For each point of animus spent, the save DC of that maneuver increases by 1
Increase Potency: For each point of animus spent, the fulminant vessel may ignore 10 points of energy resistance or 5 points of damage reduction or hardness.
At 8th level, a fulminant vessel gains access the following additional augmentations:
Animus Form: If the fulminant vessel spends 2 points of animus, they become a raw surging mass of animus for 1 round. While in this state, they become immune to critical hits and sneak attacks and increase any damage reduction and energy resistance they possess to an amount equal to their bloodrager level.
Restore Rage: For every two points of animus spent, the fulminant vessel gains an additional round of bloodrage.
Surging Vitality: For every point of animus spent, the fulminant vessel gains temporary hit points equal to half their class level.
Animus Centering (Su): As a full-round action, a fulminant vessel can spend one point of animus to grant herself all his remaining withheld maneuvers, then immediately expend them in a raging cadence of arcane power. As there are no remaining maneuvers to be granted, a new set of maneuvers is granted to the fulminant vessel at the end of his turn, as normal. In addition, when he uses this ability, a fulminant vessel regains one round of bloodrage and immediately ends any fatigue or exhaustion effects which may be affecting him as a result of bloodrage.
Animus Rage (Su):Starting at 3rd level, a fulminant vessel can enter an amplified form of bloodrage which causes additional animus to accumulate in his form. When entering a bloodrage, the fulminant vessel can choose to enter an animus rage. When he does so, he spends two rounds of bloodrage every round, but acquires two points of animus at the start of each round rather than one. At 11th level, while in animus rage, the fulminant vessel treats all of their maneuvers as being augmented by 1 point of animus (this is in addition to any animus spent on the maneuver, but the total cannot go beyond the fulminant vessel’s limit of maximum animus augmentation). This increases to 2 points of animus at 20th level.
Animus Healing (Su): At 4th level, the fulminant vessel gains Animus Healing as a bonus feat. He can use this ability an additional time per encounter at 8th level and every 4 levels thereafter.
Raging Spellshield (Su): At 4th level, the fulminant vessel’s magical form has insulated him against magic. By expending a readied counter as an immediate action, the fulminant vessel may reroll a single saving throw against a spell, spell-like ability, power, or psi-like ability that he just failed.
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Maneuvers
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Maneuvers Known: 10
# Of Manevers Readied: 5 (3)
Stances Known: 2
Maximum Level: 3rd Level
Primal Warrior Stance Discipline: Primal Fury (Stance); Level: 3; Initiation Action: 1 swift action Range: Personal; Target: One creature; Duration: Stance
By taking a wide stance that invites the death of any before him, the mighty disciple of Primal Fury wields the power of overwhelming force to it’s greatest effects. The initiator ignores difficult terrain when charging while in this stance, and whenever he is subject to a size modifier for CMB checks or to his CMD, the disciple is treated as one size category larger if doing so would be advantageous to him. He is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. Additionally, any melee weapon, unarmed strike, or natural weapon is treated as if it were two sizes larger. The benefits of this stance stack with abilities or effects that increase the initiator’s size (such as enlarge person).
Aura of Misfortune Discipline: Cursed Razor (Stance); Level: 1; Initiation Action: 1 swift action
Range: Personal; Target: Self; Duration: Stance
You project an area of ill fortune. While you maintain this stance, all opponents within close range (25 feet + 5 feet per 2 initiator levels) take a –2 penalty on saving throws.
Running Hunter's Stance Discipline: Primal Fury (Stance); Level: 1; Initiation Action: 1 swift action Range: Personal; Target: One creature; Duration: Stance
The swiftest hunter catches the prey, and the Primal Fury disciple has trained his body mercilessly to increase his speed and sharpen his senses. While in this stance, the initiator gains a +10 enhancement bonus to his base land speed and gains the scent special ability.
Crushing Blow Discipline: Primal Fury (Strike); Level: 1, Initiation Action: 1 standard action
Range: Melee attack; Target: One creature; Duration: Instant; Saving Throw: Fortitude partial
By bringing his weapon high and bringing it down with ferocious finality, the disciple’s forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiation modifier).
Spilled Salt Discipline: Cursed Razor (Counter); Level: 1; Initiation Action: 1 immediate action
Range: Medium (100′ + 10/level) ; Target: One creature; Duration: Instant
This unsubtle counter disrupts an opponent with a blatant curse, whelming them with misfortune. You can initiate this counter when a creature within range makes an attack roll or skill check. That creature takes a –4 penalty on that attack roll or skill check.
Luck Shifting Discipline: Cursed Razor (Boost); Level: 1; Initiation Action: 1 swift action
Range: Personal; Target: Self; Duration: 1 round
One man’s ill luck is another man’s fortune. After initiating this boost, you gain a +1 luck bonus to your AC until the start of your next turn for each cursed opponent within medium range (100 feet + 10 feet per initiator level), up to a maximum bonus of +5.
Stutter Strike Discipline: Cursed Razor (Strike); Level: 1; Initiation Action: 1 standard action
Range: Melee attack; Target: One creature; Duration: Instant
With just the faintest edge of dark energies, you can afflict your victims with a word-eating curse. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take a –4 penalty on language-based skill checks and suffer a 25% chance of failure when casting spells (including divine spells) with a verbal component for a number of rounds equal to your initiator level. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.
Eldritch Shield Discipline: Elemental Flux (Counter); Level: 1; Initiation Action: 1 immediate action
Range: Personal; Target: Self; Duration: One attack or effect
By drawing upon the elements, you are capable of defending against energy effects. You can initiate this counter when you are affected by an attack, spell, or effect that deals acid, cold, fire, electricity, or sonic damage. You gain energy resistance 10 to each of those energy types against that attack, spell, or effect.
Animus augmentation: You may spend one point of animus to increase this energy resistance to 20.
Raging Hunter Pounce Discipline: Primal Fury (Strike); Level: 2; Initiation Action: 1 full-round action Range: Melee attack; Target: One creature; Duration: Instant
With the ferocity of a raging great cat, the disciple of Primal Fury provides the very real fear that users of this discipline are known to inspire with their reckless assault techniques of offense over all. The initiator makes a charge attack and makes a full attack at the end of the charge against the target creature. He must focus all of these attacks against a single target, and if the target is brought to 0 or fewer hit points, then any remaining attacks are lost as the initiator savages the foe’s body with the remaining attacks.
Momentum Crash Discipline: Primal Fury (Boost); Level: 2; Initiation Action: 1 swift action Range: Personal; Target: One attack; Duration: Instant
By putting his fury into a charging attack, the disciple is capable of using the momentum of his charge to increase his killing power with a twist of his body upon connecting. Upon a successful charge attack, the initiator’s charge attack inflicts an additional 10 points of damage in addition to the normal +2 to hit.
Bad Karma Discipline: Cursed Razor (Counter)[curse]; Level: 2; Initiation Action: 1 immediate action
Range: Personal; Target: One creature; Duration: Instant
Invoking the basic laws of fortune and punishment, you curse a creature that attempts to harm you. You can initiate this counter in response to being targeted by an attack, ability, maneuver, power, or spell. The creature targeting you must succeed at a Will save (DC 12 + your initiation modifier) or become cursed and take a –4 penalty on all d20 rolls for 1d4 rounds.
Sorcerer's Sidestep Discipline: Cursed Razor (Counter); Level: 3; Prerequisites: One cursed razor maneuver; Initiation Action: 1 immediate action
Range: Personal; Target: Self; Duration: 1 round
Drawing on your mystical connection with fortune for good and ill, you avoid even magical and unusual attacks. You can initiate this counter at any time to gain a +2 luck bonus on all saving throws for one round. This bonus improves by +1 for each cursed opponent within medium range (100 feet + 10 feet per initiator level), up to a maximum bonus of +10.
Huntsman's Curse Discipline: Cursed Razor (Strike)[curse]; Level: 3; Prerequisites: One cursed razor maneuver; Initiation Action: 1 standard action
Range: Melee attack; Target: One creature; Duration: Instant
Creatures struck down by this curse find themselves slowed as though in a nightmare, unable to escape their pursuers. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 13 + your initiation modifier) or become cursed and staggered for a number of rounds equal to your initiator level. In addition, a target that fails its save takes a –1 penalty on attack rolls, Reflex saves, and to its AC, and moves at half its normal speed for the same duration.
History: Krauz was born to the Evil Eye tribe, a well-known tribe of orcs dedicated to Gruumsh. Born to a purebred orc and a half-orc, Krauz's birth was shrouded with omens as to the power he would wield. Fearing the infant's potential, the orc chieftain had order him to be executed. His mother, Glaasha Silverhairs, fled with him from Cairn Hills and taught young Krauz how to survive and of his history. In his blood was a potent mixture; the fury and strength of orc warlords that once brought nations to their knees and the unbridled rage of the lycanthropes who hunt the dark forests of Flaeness. Krauz may have lived a wild, if quiet, life had his mother not been killed by adventurers that were hunting orcs that had recently raided a small, local village. Of age and capable of killing, Krauz was taken to Greyhawk to pay for his "crimes" in the Arena.
In the first match, against the tried and true gladiators of the Arena, was where Krauz's bloodrage first came into being. Full of power, the crowd watched stun as the half-orc successfully killed his foes and survived what was supposed to be a slaughter. He was tested again in combat the next day and the next, each time ending with him covered in the blood of his foes. Soon, Krauz began to earn his first moniker as "Bloodforge". Like a smith, his work was death in the arena. The moniker of "The Wolf" came afterwards, as the power in his blood began to show. What was supposed to be his death instead led to his rising celebrity as crowds gathered to watch The Wolf battle. Wealth, fame, and all that comes with them were Krauz's to enjoy.
Krauz, for all the glory and influence he was gaining, quickly began to grow bored of his situation. The arena held little challenge for him anymore and his blood demanded greater conquests. It was in one of Greyhawk's bawdier taverns that he was approached by -BLANK-, a member of a venture known as The Companions of the Broken Band. Their numbers had been hit hard and they were seeking the strong to join them. Krauz listened intently, awed by the terrible and amazing stories they told. At the end of a night full of drinking and stories, Krauz agreed to join the Broken Band and lend his steel to their goals. His wealth was then cashed in for armor, weapons, and trinkets to try and ensure his survival. Now ready to take on a life of adventuring and the risk of death, Krauz had never been happier.
Personality: Krauz is boisterous, loud, and always eager for a fight. The half-orc seeks nothing more than a glorious death or untold riches after fighting the worst that the world has to offer. While he is certainly arrogant and overconfident, Krauz is a team-player. There were battles where he needed others to succeed and he is not foolish enough to believe he can do it all by himself. Every battle is a performance and every foe is a chance to etch his name into legend.
Appearance: Krauz stand at 6'2 and weighs around 250lbs, bulking with muscle that moves with an almost upsetting alacrity. His green skin is covered with myriad numbers of scars from teeth, claws, stingers, and weapons alike. He wears a breastplate that appears as a fur-lined longcoat that hangs open. His favored weapon, a beautifully made falchion, is always on his shoulder while a number of magical javelins rest on the other in a quiver.
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Extra Stuff
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Previous Members - Thomas Klaine: Thomas was the Broken Band's first thief and burglar. Quiet and unassuming, he quietly stole thousands of gold pieces from the group in order to fund a particularly harsh gambling addiction. When discovered, he offered to pay the party back. Thomas met his end during the next adventure when raiding a lich's crypt and no real details emerge about how he died remain.
- Enxina Autumnmight: An elven ranger of skill and precision, Enxina met her end providing an escape for the party after they were hired to lead an assault into the territory of Iuz. She was later brought back as an undead nemesis for the party before being destroyed by the group's cleric at the time.
- Rutrat Dimbreaker: Rutrat was a dwarven fighter who Krauz ended up replacing. After fighting against a tribe of lizardfolk that had begun to attack humanoid villages in the area, a black dragon by the name of Xurianalth was discovered as the mastermind of the attacks. Seeking to establish themself as a power in the region and deprive the cities nearby of essential resources, Xurianalth fought viciously against the party and destroyed Rutrat's fighting arm in a breath of corrosive acid. The dwarf has since retired to his clan and gave his blessing (begrudgingly) for the half-orc to replace him. Xurianalth survived the battle, albeit without a few scars, and now plots new schemes of vengeance and power.