Liesel-Marie Frostvale
Female human (Erutaki) awakened bloodrager 10 (Pathfinder RPG Advanced Class Guide 15, Legendary Kineticists 4)
NG Medium humanoid (human)
Init +2 +1 (Blessing of the Strong Man); Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 natural)
+4 deflection bonus to AC when raging vs Attacks of Opportunity triggered by moving through a threatened square or casting a spell; +4 trait bonus to Acrobatics checks to Tumble through an enemy's square if they are larger
Damage Reduction 2/-
enraged AC 21, touch 12, flat-footed 19 (+8 armor, +2 deflection, +2 Dex, +1 natural, -2 bloodrage)
fatigued AC 22, touch 13, flat-footed 20 (+8 armor, +2 deflection, +1 Dex, +1 natural)
fighting defensively with blocking greataxe +3 dodge bonus to AC and +1 shield bonus to AC
total defense with blocking greataxe +6 dodge bonus to AC and +1 shield bonus to AC
wyrmsbreath shield +1 shield bonus to AC; for every 5 points of fire damage the wielder takes (or Liesel-Marie's searing defense deals), the shield gains one charge. On command, the bearer can spend up to five charges to cast a 15' cone of fire of 1d4 fire damage per charge, Reflex DC 11. The shield has hardness 10 and 10 hp.
hp 98 (10+3+(6+3)*9)/74/49/24/-2
enraged hp 128 +20 bloodrage, +10 raging vitality
Fort +13, Ref +8, Will +9; +2 bonus vs. spells cast by self or an ally
enraged Fort +16 Ref +8 Will +11
fatigued Fort +13 Ref +7 Will +9
Defensive Abilities blood sanctuary, searing flesh (5 hp damage @ 9th level), uncanny dodge, +4 deflection AC vs AoO due to movement, DR 2/--, endure elements (heat adaptation)
--------------------
Offense
--------------------
Speed 50' (50' in armor)
Perceptive skill group ^^^^Perception skill (Wis) (Not raging) +3
*******Perception +10 (class level, min 1)
*******Sense Motive +10 (class level, min 1)
Physical skill group ^^^^Acrobatics skill (Dex) +2; +3 (class due to trait); +10 (class level, min 1); +1 (trait bonus); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Acrobatics (not jumping, usable during elemental bloodrage) +4 to tumble through larger enemy's space
*******Escape Artist *******Fly *******Ride ^^^^Athletics (Str) (Class skill; Not raging) +4; +3 (class); +10 (class level, min 1); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Climb *******Climb (raging) +10 enhancement (raging athlete)
*******Jump +8 (speed)
*******Jump (raging) +8 (speed); +10 enhancement (raging athlete)
*******Swim +4 to checks to avoid nonlethal damage due to exhaustion (endurance)
*******Swim (raging) +4 to checks to avoid nonlethal damage due to exhaustion (endurance); +10 enhancement (raging athlete)
Scholarly skill group
^^^^Religion (Int) (Trained only; not raging)
*******Knowledge (Planes)
*******Knowledge (Religion)
^^^^Society (Int) (Trained only; not raging)
*******Knowledge (History)
*******Knowledge (Local)
*******Knowledge (Nobility)
*******Linguistics
^^^^Spellcraft (Int) (Trained only; class skill; not raging)
*******Knowledge (Arcana)
*******Spellcraft
*******Use Magic Device
Social skill group
^^^^Influence (Cha) +1
*******Bluff (not raging)
*******Diplomacy (not raging)
*******Intimidate (usable during elemental bloodrage)
^^^^Performance (Cha) (not raging) +1
*******Disguise
*******Perform
Thieving skill group
^^^^Finesse (Dex) (Trained only; not raging)
*******Disable Device
*******Sleight of Hand
^^^^Stealth (Dex) (Not raging) +2; +5 (1/2 class level, min 1); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Stealth
--------------------
Special Abilities
--------------------
Agrimmosh linksMeeting the hammer, followed by stats 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. (Currently +3 to damage, see Gloves of Arcane Striking; see Blooded Arcane Strike)
Armor Attunement +2 to AC with attuned armor (fire-blackened mithral agile breastplate)
Basic Pyrokinesis Element fire; Type utility (Sp); Level 1; Burn 0
Standard Action; You can use your inner flame to reproduce the effects of a flare, light, or spark(APG) cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Blade Rush Element universal; Type form infusion; Level 2; Burn 2; Saving Throw none
Standard Action; Use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. Gain a +2 bonus on the attack roll; take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike Your arcane strike is always in effect. If using vital strike, your arcane strike damage bonus is multiplied by the number of vital strike dice rolled.
Boots of Swift Fury Increase your base land speed by 10'; While raging, +4 deflection bonus to AC vs. AoO moving through a threatened square or casting a spell.
Burn Limited to 3 points of burn/round and a maximum of 6 points of burn, paid with round of bloodrage on a one-for-one basis.
Damage Reduction DR 2/-
Deflection bonus +2 deflection bonus to AC from level progression
Detonation Form infusion; Level 4; Burn 3; Saving Throw Reflex half (DC Dex-based); Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20- foot radius.
Elemental Bloodrage (Unchained) (41 rounds/day) (Su) +2 to melee attack rolls, melee damage rolls, thrown weapon damage rolls; +2 to Will saves, -2 to AC when enraged, +2 temporary hit points per Hit Die.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Endure Elements (hot only) Suffer no harm from being in a hot environment. Exist comfortably in conditions up to 140 degrees Fahrenheit without having to make Fortitude saves.
Extra Rage +6 rounds of rage/day, Gift gained Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded or wearing medium/heavy armor.
Favored Class Bonus +1 rage round/day per bonus (10); +1 skill point (0); +1 hit point (0)
Gloves of Arcane Striking When using the aid another action to improve an ally's attack or armor class, they add the value of your arcane strike (currently +3) to their attack roll or armor class, respectively. When using the Arcane Strike feat against an enemy, enemies adjacent to the target take damage of the same type in the amount of your arcane strike bonus (currently +3).
Heat Adaptation You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.
Heavyload Belt You are treated as being under a permanent Ant Haul spell, increasing your carrying capacity to triple normal.
Infusion Specialization (Ex) At 7th level, whenever an awakened bloodrager uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 10th, 13th, 16th, and 19th levels.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Raging Athlete add the bloodrager's level as an enhancement bonus on all Athletics checks; treat all Athletics checks to jump as though made with a running start
Raging Vitality additional +1 hp/HD while raging, +2 on Fort saves while raging, bloodrage does not end if you become unconscious.
Searing Flesh When struck with a natural attack or an unarmed strike, the attacker takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage. As an awakened bloodrager, you are treated as though you have accepted a point of burn per 3 awakened levels (currently 3 points). By expending 1 point of bloodrage, you can increase this damage by 1 point per 4 awakened bloodrager levels you possess. When you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action. Per DM, this does 2 point of damage plus 1 per three levels. Strength Stance (stance rage power) The barbarian gains a +1 competence bonus on combat maneuvers and to her CMD. These bonuses increase by 1 for every 4 levels the barbarian has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power. Currently, gains +3 competence bonus to CMB checks and CMD score. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vexing Defender (campaign trait) You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
Weapon Attunement +1 to attack and damage rolls with either attuned weapon (IcingFlame, composite shortbow)
--------------------
Liesel-Marie grew up in an Erutaki village that had considerable contact with a local dwarven enclave. In fact, when the winter would set in for good, the two peoples would retreat into the dwarven tunnels to work and wait for spring.
She was training to be a warrior-hunter for the tribe, as are all youth, when she began to exhibit flashes of other abilities. As a result, she was assigned to train with the old shaman from that day forward.
The training with the shaman led to some sort of conflict that she has hinted at, but she has yet to tell anyone about it. All anyone knows is that when it was over, she walked away from her friends, family, and the only home she'd ever known.
At this point, she is in Trunuau, remembering little of her past and not knowing how she came to be here.
Liesel-Marie has obtained an unusual greataxe. Weighing 15#, 3# more than a bog-standard greataxe, it has the blocking property, which grants a +1 shield bonus when the wielder is fighting defensively. Requiring a exotic weapon proficiency to wield properly, at fifth level, Liesel-Marie's attunement to the weapon has allowed her to bypass that requirement.
--------------------
Staggered Progression
--------------------
First level + 1 tier: 4 hit points (received)
First level + 2 tiers: +1 BAB (received)
First level + 3 tiers: +1 Fortitude (received)
Second Level: 4 hit points, Uncanny dodge, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat) (received)
Second level + 1 tier: +1 Reflex, +1 Will (received)
Second level + 2 tiers: +1 BAB (received)
Second level + 3 tiers: +4 hit points (received)
Third level: 4 hit points, Blood Sanctuary (?), +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat) (received)
Third level + 1 tier: +1 BAB (received)
Third level + 2 tiers: +4 hit points (received)
Third level + 3 tiers: +1 Fort (received)
Fourth level: 4 hit points, +1 ability score, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), +2 mental prowess (Wisdom) (received)
Fourth level + 1 tier: Nothing gained (received)
Fourth level + 2 tiers: +1 BAB (received)
Fourth level + 3 tiers: +4 hit points (received)
Fifth level: 4 hit points, uncanny dodge (received), +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), Arcane Strike (Feat), +2 physical prowess (Strength)
Fifth level + 1 tier: +1 BAB (and second attack per round) (received)
Fifth level + 2 tiers: +1 to all saves (received)
Fifth level + 3 tiers: +4 hit points (received)
Sixth level: 4 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat) (received)
Sixth level + 1 tier: Nothing gained
Sixth level + 2 tiers: +1 BAB (received)
Sixth level + 3 tiers: +4 hit points (received)
Seventh level: 4 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), bonus feat(?), new spells known, new spell level (received)
Seventh level + 1 tier: +1 BAB (received)
Seventh level + 2 tiers: +4 hit points (received)
Seventh level + 3 tiers: +1 Fortitude save (received)
Eighth level: 4 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), +1 deflection to AC, +1 resistance bonus to saves, +1 second level spell/day, +1 CON
Eighth level + 1 tier: +1 Reflex, +1 Will saves (received)
Eighth level + 2 tiers: +1 BAB (received)
Eighth level + 3 tiers: +4 hit points (received)
Ninth level: 5 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), +2 Wisdom, +1 feat (Furious Focus), +1 Kineticist utility wild talent (Heat Adaptation), +1 1st-level spell known, +1 2nd-level spell known, +1 1st-level spell cast/day
Ninth level + 1 tier: +1 BAB (received)
Ninth level + 2 tier: +4 hit points (received)
Ninth level + 3 tier: +1 Fortitude (received)
Tenth level: 5 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), +1d6 damage kinetic blade, reduce burn cost of infusions by 2
Tenth level + 1 tier: +1 BAB (received)
Tenth level + 2 tier: +4 hit points (received)
Tenth level + 3 tier: No gain
Eleventh level:
--------------------
Skill system summary
--------------------
Natural skill group includes the Nature skill (including the traditional Handle Animal and Knowledge (dungeoneering, geography, and nature) skills) and the Survival skill (including the traditional Survival skill).
Perceptive skill group includes the Perception skill (including the traditional Perception and Sense Motive skills).
Physical skill group includes the Acrobatics skill (including the traditional Acrobatics (except jumping), Escape Artist, Fly, and Ride skills) and the Athletics skill (including the traditional Acrobatics (jumping), Climb, and Swim skills).
Scholarly skill group includes the Religion skill (including the traditional Knowledge (planes, religion) skills), the Society skill (including the Knowledge (history, local, nobility), and Linguistics skills), and the Spellcraft skill (including the traditional Knowledge (arcana), Spellcraft, and Use Magic Device skills).
Social skill group includes the Influence skill (including the traditional Bluff, Diplomacy, and Intimidate skills) and the Performance skill (including the traditional Disguise and Perform skills).
Thieving skill group includes the Finesse skill (including the traditional Disable Device and Sleight of Hand skills) and Stealth skill (including the traditional Stealth skill).
Ninth level:
Liesel-Marie Frostvale
Female human (Erutaki) awakened bloodrager 9 (Pathfinder RPG Advanced Class Guide 15, Legendary Kineticists 4)
NG Medium humanoid (human)
Init +2 +1 (Blessing of the Strong Man); Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 natural)
+4 deflection bonus to AC when raging vs Attacks of Opportunity triggered by moving through a threatened square or casting a spell; +4 trait bonus to Acrobatics checks to Tumble through an enemy's square if they are larger
Damage Reduction 1/-
enraged AC 21, touch 12, flat-footed 19 (+8 armor, +2 deflection, +2 Dex, +1 natural, -2 bloodrage)
fatigued AC 22, touch 13, flat-footed 20 (+8 armor, +2 deflection, +1 Dex, +1 natural)
fighting defensively with blocking greataxe +3 dodge bonus to AC and +1 shield bonus to AC
total defense with blocking greataxe +6 dodge bonus to AC and +1 shield bonus to AC
wyrmsbreath shield +1 shield bonus to AC; for every 5 points of fire damage the wielder takes (or Liesel-Marie's searing defense deals), the shield gains one charge. On command, the bearer can spend up to five charges to cast a 15' cone of fire of 1d4 fire damage per charge, Reflex DC 11. The shield has hardness 10 and 10 hp.
hp 85 (10+3+(6+3)*8)/63/42/21/-2
enraged hp 85 +18 bloodrage, +9 raging vitality
Fort +12, Ref +8, Will +9; +2 bonus vs. spells cast by self or an ally
enraged Fort +15 Ref +8 Will +11
fatigued Fort +12 Ref +7 Will +9
Defensive Abilities blood sanctuary, searing flesh (5 hp damage @ 9th level), uncanny dodge, +4 deflection AC vs AoO due to movement, DR 1/--, endure elements (heat adaptation)
--------------------
Offense
--------------------
Speed 50' (50' in armor)
Perceptive skill group ^^^^Perception skill (Wis) (Not raging) +3
*******Perception +9 (class level, min 1)
*******Sense Motive +9 (class level, min 1)
Physical skill group ^^^^Acrobatics skill (Dex) +2; +3 (class due to trait); +9 (class level, min 1); +1 (trait bonus); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Acrobatics (not jumping, usable during elemental bloodrage) +4 to tumble through larger enemy's space
*******Escape Artist *******Fly *******Ride ^^^^Athletics (Str) (Class skill; Not raging) +4; +3 (class); +9 (class level, min 1); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Climb *******Climb (raging) +9 enhancement (raging athlete)
*******Jump +8 (speed)
*******Jump (raging) +8 (speed); +9 enhancement (raging athlete)
*******Swim +4 to checks to avoid nonlethal damage due to exhaustion (endurance)
*******Swim (raging) +4 to checks to avoid nonlethal damage due to exhaustion (endurance); +9 enhancement (raging athlete)
Scholarly skill group
^^^^Religion (Int) (Trained only; not raging)
*******Knowledge (Planes)
*******Knowledge (Religion)
^^^^Society (Int) (Trained only; not raging)
*******Knowledge (History)
*******Knowledge (Local)
*******Knowledge (Nobility)
*******Linguistics
^^^^Spellcraft (Int) (Trained only; class skill; not raging)
*******Knowledge (Arcana)
*******Spellcraft
*******Use Magic Device
Social skill group
^^^^Influence (Cha)[/i] +1
*******Bluff[/i] (not raging)
*******Diplomacy[/i] (not raging)
*******Intimidate[/i] (usable during elemental bloodrage)
^^^^Performance (Cha) (not raging) +1
*******Disguise
*******Perform
Thieving skill group
^^^^Finesse (Dex) (Trained only; not raging)
*******Disable Device
*******Sleight of Hand
^^^^Stealth (Dex) (Not raging) +2; +4 (1/2 class level, min 1); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Stealth
--------------------
Special Abilities
--------------------
Agrimmosh linksMeeting the hammer, followed by stats 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. (Currently +2 to damage, see Gloves of Arcane Striking; see Blooded Arcane Strike)
Armor Attunement +2 to AC with attuned armor (mithral chain shirt)
Basic Pyrokinesis Element fire; Type utility (Sp); Level 1; Burn 0
Standard Action; You can use your inner flame to reproduce the effects of a flare, light, or spark(APG) cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Blade Rush Element universal; Type form infusion; Level 2; Burn 2; Saving Throw none
Standard Action; Use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. Gain a +2 bonus on the attack roll; take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike Your arcane strike is always in effect. If using vital strike, your arcane strike damage bonus is multiplied by the number of vital strike dice rolled.
Boots of Swift Fury Increase your base land speed by 10'; While raging, +4 deflection bonus to AC vs. AoO moving through a threatened square or casting a spell.
Burn Limited to 3 points of burn/round and a maximum of 6 points of burn, paid with round of bloodrage on a one-for-one basis.
Damage Reduction DR 1/-
Deflection bonus +1 deflection bonus to AC from level progression
Elemental Bloodrage (Unchained) (32 rounds/day) (Su) +2 to melee attack rolls, melee damage rolls, thrown weapon damage rolls; +2 to Will saves, -2 to AC when enraged, +2 temporary hit points per Hit Die.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Endure Elements (hot only) Suffer no harm from being in a hot environment. Exist comfortably in conditions up to 140 degrees Fahrenheit without having to make Fortitude saves.
Extra Rage +6 rounds of rage/day, Gift gained Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded or wearing medium/heavy armor.
Favored Class Bonus +1 rage round/day per bonus (9); +1 skill point (0); +1 hit point (0)
Gloves of Arcane Striking When using the aid another action to improve an ally's attack or armor class, they add the value of your arcane strike (currently +2) to their attack roll or armor class, respectively. When using the Arcane Strike feat against an enemy, enemies adjacent to the target take damage of the same type in the amount of your arcane strike bonus (currently +2).
Heat Adaptation You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.
Heavyload Belt You are treated as being under a permanent Ant Haul spell, increasing your carrying capacity to triple normal.
Infusion Specialization (Ex) At 7th level, whenever an awakened bloodrager uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 10th, 13th, 16th, and 19th levels.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Raging Athlete add the bloodrager's level as an enhancement bonus on all Athletics checks; treat all Athletics checks to jump as though made with a running start
Raging Vitality additional +1 hp/HD while raging, +2 on Fort saves while raging, bloodrage does not end if you become unconscious.
Searing Flesh When struck with a natural attack or an unarmed strike, the attacker takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage. As an awakened bloodrager, you are treated as though you have accepted a point of burn per 3 awakened levels (currently 3 points). By expending 1 point of bloodrage, you can increase this damage by 1 point per 4 awakened bloodrager levels you possess. When you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action. Per DM, this does 2 point of damage plus 1 per three levels. Strength Stance (stance rage power) The barbarian gains a +1 competence bonus on combat maneuvers and to her CMD. These bonuses increase by 1 for every 4 levels the barbarian has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance rage power. Currently, gains +3 competence bonus to CMB checks and CMD score. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vexing Defender (campaign trait) You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
Weapon Attunement +1 to attack and damage rolls with either attuned weapon (IcingFlame, composite shortbow)
--------------------
Liesel-Marie grew up in an Erutaki village that had considerable contact with a local dwarven enclave. In fact, when the winter would set in for good, the two peoples would retreat into the dwarven tunnels to work and wait for spring.
She was training to be a warrior-hunter for the tribe, as are all youth, when she began to exhibit flashes of other abilities. As a result, she was assigned to train with the old shaman from that day forward.
The training with the shaman led to some sort of conflict that she has hinted at, but she has yet to tell anyone about it. All anyone knows is that when it was over, she walked away from her friends, family, and the only home she'd ever known.
At this point, she is in Trunuau, remembering little of her past and not knowing how she came to be here.
Liesel-Marie has obtained an unusual greataxe. Weighing 15#, 3# more than a bog-standard greataxe, it has the blocking property, which grants a +1 shield bonus when the wielder is fighting defensively. Requiring a exotic weapon proficiency to wield properly, at fifth level, Liesel-Marie's attunement to the weapon has allowed her to bypass that requirement.
--------------------
Staggered Progression
--------------------
First level + 1 tier: 4 hit points (received)
First level + 2 tiers: +1 BAB (received)
First level + 3 tiers: +1 Fortitude (received)
Second Level: 4 hit points, Uncanny dodge, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat) (received)
Second level + 1 tier: +1 Reflex, +1 Will (received)
Second level + 2 tiers: +1 BAB (received)
Second level + 3 tiers: +4 hit points (received)
Third level: 4 hit points, Blood Sanctuary (?), +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat) (received)
Third level + 1 tier: +1 BAB (received)
Third level + 2 tiers: +4 hit points (received)
Third level + 3 tiers: +1 Fort (received)
Fourth level: 4 hit points, +1 ability score, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), +2 mental prowess (Wisdom) (received)
Fourth level + 1 tier: Nothing gained (received)
Fourth level + 2 tiers: +1 BAB (received)
Fourth level + 3 tiers: +4 hit points (received)
Fifth level: 4 hit points, uncanny dodge (received), +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), Arcane Strike (Feat), +2 physical prowess (Strength)
Fifth level + 1 tier: +1 BAB (and second attack per round) (received)
Fifth level + 2 tiers: +1 to all saves (received)
Fifth level + 3 tiers: +4 hit points (received)
Sixth level: 4 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat) (received)
Sixth level + 1 tier: Nothing gained
Sixth level + 2 tiers: +1 BAB (received)
Sixth level + 3 tiers: +4 hit points (received)
Seventh level: 4 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), bonus feat(?), new spells known, new spell level (received)
Seventh level + 1 tier: +1 BAB (received)
Seventh level + 2 tiers: +4 hit points (received)
Seventh level + 3 tiers: +1 Fortitude save (received)
Eighth level: 4 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), +1 deflection to AC, +1 resistance bonus to saves, +1 second level spell/day, +1 CON
Eighth level + 1 tier: +1 Reflex, +1 Will saves (received)
Eighth level + 2 tiers: +1 BAB (received)
Eighth level + 3 tiers: +4 hit points (received)
Ninth level: 5 hit points, +2 rounds of bloodrage/day (normal) +1 rd/day (FCB), +1 hp while raging (feat), +2 Wisdom, +1 feat (Furious Focus), +1 Kineticist utility wild talent (Heat Adaptation), +1 1st-level spell known, +1 2nd-level spell known, +1 1st-level spell cast/day
--------------------
Skill system summary
--------------------
Natural skill group includes the Nature skill (including the traditional Handle Animal and Knowledge (dungeoneering, geography, and nature) skills) and the Survival skill (including the traditional Survival skill).
Perceptive skill group includes the Perception skill (including the traditional Perception and Sense Motive skills).
Physical skill group includes the Acrobatics skill (including the traditional Acrobatics (except jumping), Escape Artist, Fly, and Ride skills) and the Athletics skill (including the traditional Acrobatics (jumping), Climb, and Swim skills).
Scholarly skill group includes the Religion skill (including the traditional Knowledge (planes, religion) skills), the Society skill (including the Knowledge (history, local, nobility), and Linguistics skills), and the Spellcraft skill (including the traditional Knowledge (arcana), Spellcraft, and Use Magic Device skills).
Social skill group includes the Influence skill (including the traditional Bluff, Diplomacy, and Intimidate skills) and the Performance skill (including the traditional Disguise and Perform skills).
Thieving skill group includes the Finesse skill (including the traditional Disable Device and Sleight of Hand skills) and Stealth skill (including the traditional Stealth skill).
Eighth:
Liesel-Marie Frostvale
Female human (Erutaki) awakened bloodrager 8 (Pathfinder RPG Advanced Class Guide 15, Legendary Kineticists 4)
NG Medium humanoid (human)
Init +2 +1 (Blessing of the Strong Man); Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 natural)
+4 deflection to AC when raging vs Attacks of Opportunity triggered by moving through a threatened square or casting a spell
Damage Reduction 1/-
enraged AC 21, touch 12, flat-footed 19 (+8 armor, +2 deflection, +2 Dex, +1 natural, -2 bloodrage)
fatigued AC 22, touch 13, flat-footed 20 (+8 armor, +2 deflection, +1 Dex, +1 natural)
fighting defensively with blocking greataxe +3 dodge bonus to AC and +1 shield bonus to AC
total defense with blocking greataxe +6 dodge bonus to AC and +1 shield bonus to AC
wyrmsbreath shield +1 shield bonus to AC; for every 5 points of fire damage the wielder takes (or Liesel-Marie's searing defense deals), the shield gains one charge. On command, the bearer can spend up to five charges to cast a 15' cone of fire of 1d4 fire damage per charge, Reflex DC 11. The shield has hardness 10 and 10 hp.
hp 80 (10+2+(6+2)*8)/60/40/20/-2
enraged hp 24 +16 bloodrage, +8 raging vitality
Fort +12, Ref +8, Will +8; +2 bonus vs. spells cast by self or an ally
enraged Fort +15 Ref +8 Will +10
fatigued Fort +12 Ref +7 Will +8
Defensive Abilities blood sanctuary, searing flesh (3 hp damage @ 7th level), uncanny dodge, +4 vs AoO due to movement, DR 1/--
--------------------
Offense
--------------------
Speed 50' (50' in armor)
Perceptive skill group ^^^^Perception skill (Wis) (Not raging) +2
*******Perception +8 (class level, min 1)
*******Sense Motive +8 (class level, min 1)
Physical skill group ^^^^Acrobatics skill (Dex) +2; +3 (class due to trait); +8 (class level, min 1); +1 (trait bonus); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Acrobatics (not jumping, usable during elemental bloodrage) +4 to tumble through larger enemy's space
*******Escape Artist *******Fly *******Ride ^^^^Athletics (Str) (Class skill; Not raging) +4; +3 (class); +8 (class level, min 1); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Acrobatics (Jumping) +8 (speed)
*******Climb *******Swim +4 to checks to avoid nonlethal damage due to exhaustion (endurance)
Scholarly skill group
^^^^Religion (Int) (Trained only; not raging)
*******Knowledge (Planes)
*******Knowledge (Religion)
^^^^Society (Int) (Trained only; not raging)
*******Knowledge (History)
*******Knowledge (Local)
*******Knowledge (Nobility)
*******Linguistics
^^^^Spellcraft (Int) (Trained only; class skill; not raging)
*******Knowledge (Arcana)
*******Spellcraft
*******Use Magic Device
Social skill group
^^^^Influence (Cha)[/i] +1
*******Bluff[/i] (not raging)
*******Diplomacy[/i] (not raging)
*******Intimidate[/i] (usable during elemental bloodrage)
^^^^Performance (Cha) (not raging) +1
*******Disguise
*******Perform
Thieving skill group
^^^^Finesse (Dex) (Trained only; not raging)
*******Disable Device
*******Sleight of Hand
^^^^Stealth (Dex) (Not raging) +2; +4 (1/2 class level, min 1); -1 if fatigued; -1 ACP (mithral agile breastplate)
*******Stealth
--------------------
Special Abilities
--------------------
Agrimmosh linksMeeting the hammer, followed by stats 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. (Currently +2 to damage, see Gloves of Arcane Striking; see Blooded Arcane Strike)
Armor Attunement +2 to AC with attuned armor (mithral chain shirt)
Basic Pyrokinesis Element fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark(APG) cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.
Blade Rush Element universal; Type form infusion; Level 2; Burn 2; Saving Throw none
Use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. Gain a +2 bonus on the attack roll; take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike Your arcane strike is always in effect. If using vital strike, your arcane strike damage bonus is multiplied by the number of vital strike dice rolled.
Boots of Swift Fury Increase your base land speed by 10'; While raging, +4 deflection bonus to AC vs. AoO moving through a threatened square or casting a spell.
Damage Reduction DR 1/-
Deflection bonus +1 deflection bonus to AC from level progression
Elemental Bloodrage (Unchained) (35 rounds/day) (Su) +2 to melee attack rolls, melee damage rolls, thrown weapon damage rolls; +2 to Will saves, -2 to AC when enraged, +2 temporary hit points per Hit Die.
Endurance +4