![]() About Malfurion, The Crimson LordSummary:
Race: Human, Orc Origin: Land of the Linnorm Kings First Class Path: Bloodrager Second Class Path: Oracle Third Class Path: Sorcerer/Dragon Disciple Mythic Path: Champion Secondary Mythic Path: Hierophant Main Role: Frontline Meatshield and Melee Damage Dealer Secondary Roles: Back-up Heals, Buffs, and Arcane Casting Campaign Trait: Spectre of Another Life Breakdown of Abilities/Feats etc.:
Ability Score Breakdown: 30 points Str 17 base(13 points), +3 level progression, +4 enhancement(apb), +4 untyped(dragon disciple), +4 mythic, +2 human, +2 inherent(orc bloodline) = 36/42 while raging
Feat Breakdown:
Rage Powers:
Revelations:
Mythic Feats:
Mythic Path Abilities:
Backstory/Character Info/Player Info:
Backstory: Born into the harsh climates of the north, the son of Svienn Blood-Eagle, King of Kalsgard, his birth fullfilled a prophecy thought improbable. A child with three distinct birthmarks would be born under a great banner. The prophecy spoke of a warrior born with the fury three races combined in his blood and the spark of Gorum in his soul. The child was destined to unite the Ulfen tribes under one banner so that they might survive the end times, which unfortunately was also spoken of in the prophecy. The child was named Malfurion Blood-Eagle by his father as it envokes self-confidence, initiative, and directness. All three traits would be needed to fullfill his task. At a young age he was indoctrinated into combat. It was the way of life for his people and if he was to fullfill his destiny he must be the best. He learned quickly and his body developed much faster than others his age. He was considered the equal of men by the age of ten. It was around this time other, innate, abilities started to surface. Gifts from his heritage he was soon versed in arcane and divine magics. This set him apart even further. By the age of 16 he would lead his first Linnorm hunt, the right of Kings! After tracking the beast for days Malfurion and his group finally found its lair. The battle that ensued was almost to much for even him to handle. In short order all of his kinsmen were slain save him. Only his innate abilities saved him and as the wyrm was set to deliver the fatal blow that Gorum finally revealed himself. With his life blood leaking out he exploded into a series of ferocious attacks that finally felled the great beast. At that moment something else entirely occured. His blood and the blood of the dragon mixed and it awoke something ancient and long hidden in his bloodline. The power contained in him was barely able to be controled. Covered in the blood of the dragon he returned and when he arrived it was to shouts of The Crimson Lord! With the right of kings passed he was now eligble as a successor to his father. With a succesor qualified the King was set to trun the crown over the Malfurion. It was not to be.. On the eve of his 18th birthday a coup was staged agaisnt the current ruler of Kalsgard, his father, by unknown forces. It was swift and brutal. Not even Malfurion was able to stop the forces present. As he was about the charge headlong into the attackers fate intervened and he was wisked away by an unknown entity. After safety was reached his savior revealed herself to be a worshipper of Vonn, a being of vast power long thought to be dead, his name lost to the annuals of time. After explaining the situation turns out the End Times were closer than what anyone thought and The Lands of Linnorm Kings had been swiftly taken over by a mysterious cult that noone had ever heard of. Cultist of Vonn's polar opposite, Novo, who is said to be the Harbinger of the End Times.. With his home lands destroyed and vengeance on his mind this mysterious savior directed Malfurion to a group on like-minded and powerful individuals. Maybe with this groups help he can begin his quest to get even.. The Character: With his homeland in ashes he lives but for one thing, Revenge! He has not the needs of normal man anymore. His only need now is to drench his sword in the blood of his enemy. On a personal level he is of average intelligence, but has a very chrismatic way about him. He doesn't sleep well most nights though as his past haunts him. He will only have peace in death. He is tall for a human, standing 6'6" he is extremely muscular. He wears a set of ragged leathers with crude spikes, with a wolf fur lined green cloak. His skin has a blackened look that is scattered with the scars of a 100 battles. His eyes are emerald green and his hair raven black. He has the look of detemination on his face. There is no fear in his eyes.. He wields a mighty curved blade called Tyranus, a gift from his father. A blessed blade of Gorum that has taken the lives of many. His mere presence makes most men tremble and only the strongest of warriors would dare challenge him in combat. Blood and sinew flow in his wake. An avatar of death follows him.. The Player: I myself have been gaming for around 20 years. I am a seasoned DnD player who started back in 2nd edition. I'm not sure if we've played together before, but I've been on here since 2012 I believe. I'm creeping up on 15k posts so my posting rate will be fine.
Crunch:
Malfurion Blood-Eagle Human (Shoanti) Bloodrager(Primalist) 12/Oracle(Battle) 12/Sorcerer(Crossblooded) 5-Dragon Disciple 7/Mythic(Champion/Hierophant) 4 CN Medium Humanoid (human, orc) Init +13(Roll 3)(+4 feat, +4 mythic, +4 charisma, +1 ioun stone); Senses blindsense 30'(from DD), darkvision 60 ft.(from Orc Bloodline), Perc +14 -------------------- Defense -------------------- AC 22, touch 14, flat-footed 22 (+2 armor, +6 natural, +2 luck, +2 deflection)) hp 226/274 Raging (5d10+7d12+72) Fort +21(+25 raging)(+8 class, +5 con, +3 resist, +2 luck, +1 morale, +2 triat) Ref +11(+5 class, +3 resist, +2 luck, +1 morale) Will +16(+19 raging)(+9 class, +1 wisdom, +3 resist, +2 luck, +1 morale) +9 morale bonus vs. SP, SU, and SLA's(supersitious), +4 vs Mind Affecting(curse) Defensive Abilities fortification 50%(mage armor), concealment 50%(ring of blinking), uncanny dodge(bloodrager), improved uncanny dodge(bloodrager); DR 2/—(bloodrager); Immune charm(curse, compulsion(curse), fear(orc bloodline) -------------------- Offense -------------------- Speed 40' Melee Tyranus, the Furyborn +29/+24/+19 (1d8+21+1d6(acid)/17-20/x4) To hit(+12 bab, +13 str, +2 weapon, +2 weapon focus) To damage(+19 str, +2 weapon) Special Attacks Power Attack(M) (-5/+20) Special Other Bloodrage(31 rounds/day) +6 str/+8 con -------------------- Statistics -------------------- Str 36(42), Dex 10, Con 20(28), Int 10, Wis 12, Cha 18 Base Atk +12; CMB +25; CMD 39(10+13 str, +12 bab, +2 luck, +2 deflection) Feats: Diehard, Eldritch Heritage(Pit-born), Eschew Materials, Exotic Weapon Proficiency (Falcata), Extend Spell, Extra Rage Power, Extra Revelation(2), Greater Weapon Focus(Falcata), Improved Critical(Falcata), Improved Eldritch Heritage(Pit-born), Improved Initiative, Improved Sunder, Greater Sunder, Power Attack(-5/+20), Quicken Spell-Like Ability(Touch of Rage +6(3/day)), Raging Brutality(+15), Raging Vitality, Reckless Rage, Scion of War, Skill Focus(Diplomacy), Toughness, Weapon Focus(Falcata), +3 teamwork feats Rage Powers: Fueled by Vengeance, Ghost Rager, Moment of Clarity(1/Rage), Reckless Abandon(+/- 4), Spell Sunder, Strength Surge(+12), Superstitious(+9) Revelations: Battlefield Clarity(2/day), Combat Healer(2/day), Maneuver Mastery(sunder), Resilency, War Sight(Roll 3), Weapon Mastery Mythic Feats: Dual Path, Improved Critical(Falcata), Power Attack Mythic Path Abilities: Fleet Warrior, Legendary Weapon(2), Mythic Spellcasting Traits: Fates Favored, Magical Knack(sorcerer), Spectre of Another Life Skills: (48 Adventuring ranks, plus 24 Background ranks) +7 bg skills Diplomacy (7 ranks, +3 class, +4 charisma, +6 feat, +2 luck) = +22 Fly (10 ranks, +3 class, +2 luck) = +15 Intimidate (10 ranks, +3 class, +4 charisma, +2 luck) = +19 Knowledge(Arcana) (5 ranks, +3 class, -2 luck, +2 curse) = +8 Linguistics +8 (5 ranks, +3 class, +2 luck, -2 curse) = +8 Perception (12 ranks, +3 class, +1 wisdom, +2 luck, -2 curse) = +16 Profession(soilder) (12 ranks, +3 class, +1 wisdom, +2 luck, +6 trait, -2 curse) = +22 Spellcraft (12 ranks, +3 class, +2 luck, -2 curse) = +13 Stealth (+5 cloak) = +5 Survival (8 ranks, +3 class, +1 wisodm, +2 luck, -2 curse) = +12(+17 Track) Swim (1 rank, +3 class, +13 strength, +2 luck) = +19 UMD (10 ranks, +3 class, +4 charisma, +2 luck) = +19 Languages: Common, Draconic, Orc, Infernal, Shoanti, +2 Gear: Tyranus(3318gp), Ring of Blinking(27k), Jingasa of the Fortunate Soilder(5k), Cracked Green Ioun Stone(4k), Luckstone(20k), Ring of Sustenance(2500), Cracked Dusty Rose Ioun Stone(500), Deliquescent Gloves(8k), Cloak of the Hunt(12k), Boots of Speed(12k) -------------------- Special Abilities -------------------- Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day. Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Bloodlines Draconic(Black), Orc, Pit-Born(via Eldritch Heritage). Combat Healer (Su): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation. Greater Bloodrage (31rds/day) +6 bonus to str/con, -2 ac. Plus cast a 2nd level or lower bloodrage spell when entering the bloodrage. Breath Weapon (1/day) 12d6 Acid in a 60' Line. DC 20 Reflex. Curse(Shattered Psyche) You take a –2 penalty on all Intelligence-based skill checks, Wisdom based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws made against mindaffecting effects. At 5th level, you’re immune to charm effects. At 10th level, you’re immune to compulsion effects. At 15th level, you’re immune to all mind-affecting effects. Damage Reduction (2/-) You have Damage Reduction against all attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Draconic Bloodline Arcana Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Dragon Form (Sp): At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. 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. Fortification 50% You have a chance to negate critical hits on attacks with Mythic Mage Armor is active. Heart of the Fields 1/day negate fatigue and add 1/2 level to one profession(soldier). 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. Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus (plus the BAB from other classes) when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats. Orc Bloodline Arcana Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled. Power Attack (-5/+20) You can subtract from your attack roll to add to your damage. On a critical (-5/+36) then multiple. Quicken Spell-Like Ability (Touch of Rage +6) (3/day) Spell-like ability is cast as a swift action up to 3/day. Raging Brutality (+15) Add Constitution bonus on damage rolls for 3 rage per round. Raging Vitality +2 CON while raging, Rage does not end if you become unconscious. Reckless Abandon (+/- 4) (Ex) Trade AC penalty for to hit bonus while raging. Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat. Spectre of Another Life Everything is changing, and you aren't an exception. Your metabolism accepts changes well, even if your mind drifts a bit. You gain +2 trait bonus to Fortitude saves and are allowed to reroll such saves every round while under any effect that could last a maximum of 10 minutes. Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's. Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level. Strength Surge +12 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD. Superstition +9 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'. Tough as Hell (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level. Touch of Rage +6 (7/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd. 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. War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results. Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats. Auto Progression Stuff:
+4 strength +4 charisma +3 resistance +2 deflection +2 weapon +2 armor +1 natural armor Mythic Stuff:
Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class. Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction. Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su): 11/day Surge (Su): 1d8 Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day. Ability Boosts +4 Strength
Spells:
Bloodrager Spells: Caster Level 12, CC +16, Sp +12 1st(3/3)Cheetah's Sprint, Infernal Healing, Line in the Sand, Shield, Thunderstomp, Truestrike 2nd(3/3)Blood Armor, Brow Gasher, False Life, Gust of Wind, Mirror Image 3rd(2/2)Burst of Speed, Displacement, Protection from Energy, Wind Wall Oracle Spells: Caster Level 12, CC +16, SP +12
Sorcerer Spells: Caster Level 12, CC +16, SP +12, DC lv+4
Usables:
Greater Bloodrage 31/31 Mythic Power 11/11 Battlefield Clarity 2/2 Combat Healer 2/2 Breath Weapon 1/1 Touch of Rage 7/7 Quicken Touch of Rage 3/3 Form of the Dragon 1/1 Heart of the Fields 1/1 Tyranus, the Furyborn:
Legendary Weapon +2 Furious Adamantine Falcata Legendary Power(6/day(8)), Surge(1d10) Foebiting, Powerful(3)(1UA), Returning(UA), Undetectable Difficult to Destroy |