Sylph

Macarius's page

18 posts. Organized Play character for Merck.


Race

Bloodrager lvl 1

About Macarius

PFS # 35561-11
STR 18, DEX 14, CON 14, INT 10, WIS 8, CHA 14
Angel Blooded Aasimar (Human - Scion of Humanity trait)
Male
Age 25
Medium Size
Bloodrager lvl 1, Aberrant bloodline.

COMBAT STATS
BaB +1
Init +2; Senses Darkvision 60ft
CMB +5 (+1BaB +4strength)
CMD 17 (+1BaB +4strength +2dexterity +10)
Favored class Bloodrager (+1 HP at lvl 1)

DEFENSE
Resistences: Acid resistance 5, cold resistance 5, and electricity resistance 5.
AC 18, touch 12, flat-footed 16, (+6 armor, +2 Dex)
HP 13 (1d10+2)(+1 Favored Class)
Fort +4
Ref +2
Will +0

OFFENSE
Speed 40 ft, 30 ft Armored
Melee Falchion +5 (2d4+6/18-20x2)
Melee Cestus +5 (1d4+3/19-20x2)
Ranged Sling +5 (1d4+3/x2)(range 50ft)
Space 5 ft; Reach 5 ft

TRAITS
Berserker of the Society: +3 extra rounds of rage every day.
Indomitable Faith:+1 will saves.

FEATS
Power Attack

SKILLS
Acrobatics 6 (1Rank)
Climb 8 (1Rank)
Intimidate 6 (1Rank)
Perception 3 (1Rank)
Spellcraft
Swim
Survival

EQUIPMENT:

Four-mirror armor (+6/+2/-5), 45gp, 45 lbs
Heavy Wooden Shield +2/-/-2, 7gp, 10 lbs
Falchion (S) 2d4dmg, crit 18-20x2, 75gp, 8 lbs.
Cestus (B or P) 1d3 dmg, crit 19-20x2, 5gp, 1 lbs
Sling
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Grappling Hook, 1gp, 4 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
20x sling bullets, 2 sp
6x Trail Rations, 0.3gp, 6 lbs

Money spent:$142gp
Money left:$8gp
Total equipment weight: lbs

Class Abilities:

Bloodrage (Su):
Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting 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 bloodrage and 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 saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, 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 otherwise can 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.

In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline.
Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex):
A bloodrager’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and while not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Aberrant Bloodline:

Bonus Feats:
Combat Ref lexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will.

Bonus Spells:
Enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th).

Bloodline Powers:
While bloodraging, you show the signs of our tainted heritage, and gain the abilities and immunities of some aberrations.

Staggering Strike (Su): Starting at 1st level, when you confirm a critical hit, the target must succeed a Fortitude saving throw (DC = 10 + 1/2 your bloodrager level + your Constitution modifier) or be staggered for 1 round. These effects stack with the Staggering Critical feat. The target must save against each effect individually.

Abnormal Reach (Su): At 4th level, your reach increases by 5 feet.

Aberrant Fortitude (Su): At 8th level, you are immune to the sickened and nauseated conditions.

Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to ignore any critical hit or sneak attack scored against you.

Aberrant Resistance (Su): At 16th level, you are immune to poison, disease, fatigue, exhaustion, and the staggered condition.

Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1/—. You have these benefits constantly, even while not bloodraging.

Racial Abilities:

Ability Score Racial Traits: Angel Blooded aasimars gain +2 Strength and +2 Charisma.

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Languages: Aasimars begin play speaking Common and Celestial ( not Macarius). Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Angle-Blooded Aasimar have a +2 racial bonus on Heal and Knowledge the Planes checks.

Spell-Like Ability (Sp): Angel-Blooded aasimars can use Alterself once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)