Modoru Redgrave

Kushiel.'s page

32 posts. Alias of RyanH.


Full Name

Kushiel

Classes/Levels

Raging: AC 14 T 8 FF 15, HP:9/15, F+6,R+0,W+2 (Greatsword +7 2d6+9)

Gender

Male Aasimar Bloograger 1 | AC 16 T 10 FF 16, HP: 7/13, F+4,R+0,W+0. Perception:+4, Initiative:+0 , intimidate +7 (Greatsword +5 2d6+6)

About Kushiel.

Aasimar Bloodrager
Angel-Blooded Aasimar (Angelkin) Bloodrager 1
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 13 (1d10+3)
Fort +4, Ref +0, Will +0
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) and
. . dagger +5 (1d4+4/19-20) and
. . dagger +5 (1d4+4/19-20) and
. . dagger +5 (1d4+4/19-20) and
. . dagger +5 (1d4+4/19-20) and
. . dagger +5 (1d4+4/19-20) and
. . dagger +5 (1d4+4/19-20) and
. . greatsword +5 (2d6+6/19-20)
Special Attacks angelic attacks, bloodrage
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—alter self
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Statistics
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Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Traits berserker of the society, planetar’s visions
Skills Acrobatics -1, Heal +2, Intimidate +7, Knowledge (arcana) +4, Perception +4; Racial Modifiers +2 Heal
Languages Celestial, Common
SQ bloodlines (celestial), fast movement
Combat Gear alchemist's fire; Other Gear four-mirror, dagger, dagger, dagger, dagger, dagger, dagger, dagger, greatsword, backpack, barbarian's kit, belt pouch, blanket, flint and steel, pot, hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 15 gp, 6 sp
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Special Abilities
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Angelic Attacks (Sp) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Berserker of the Society +3 rounds of Rage a day.
Bloodrage (9 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Planetar’s Visions On melee critical reduce evil outsider's DR by the weapon's critical multiplier.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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