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About Maligoth FuryborneCrunch:
COMBAT HP: 46 (Mythic Tiers: 1 - 5, 2 - 5; Levels: 1 - 10+2, 2 - 6+2, 3 - 6+2, 4 - 6+2) Init: +6 (3 (Dex) + 1 (Trait) + 2 (Amazing Initiative)) AC: 19 (Touch: 11, Flat-footed: 19) (+6 Armor, +3 Dex) Fort: +8, Ref: +6, Will: +3 BAB: +4 CMB: +9 (4 (BAB) + 5 (Str) (+1 Blood of Giants/trait to Sunder) CMD: 22 (10 + 4 (BAB) + 5 (Str) + 3 (Dex)) (+1 Blood of Giants/trait vs. Overrun/Bull Rush) ATTACKS
Ranged
Racial and Class Features:
RACIAL FEATURES Darkvision: Half-orcs can see in the dark up to 60 feet. Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. CLASS FEATURES
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior. The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level. At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels. If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his previous bloodline to make them conform.
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 a 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.
Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level. The bloodrager's selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on the table above. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Feats, Traits, and Skills:
FEATS Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. Furious Focus (Mythic): When you are using Furious Focus, you don't take Power Attack's penalty on attack rolls that are made as attacks of opportunity. As a free action, you can expend one use of mythic power to negate Power Attack's penalty on all melee attacks you make for 1 round while using this feat. Power Attack (Mythic): When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. STORY FEAT
TRAITS
DRAWBACKS
SKILLS - Current ACP:
Mythic Abilities:
MYTHIC PATH - GUARDIAN Guardian's Call: Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have. MYTHIC ABILITIES
PATH ABILITIES
Aberrant Bloodline:
BONUS OPTIONS Feats: Combat Reflexes, Deft Maneuvers, Great Fortitude, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th) POWERS
Spells:
1st Level (2/day): Long Arm: Your arms lengthen, giving you extra reach. (Personal, 1 min/level) Shield: Invisible disc gives +4 to AC, blocks magic missiles. (Personal, 1 min/level) Gear and Encumbrance:
ENCUMBRANCE Current Encumbrance: Light Light Encumbrance: up to 100 lbs. Medium Encumbrance: 101-200 lbs. Heavy Encumbrance: 201-300 lbs. GEAR
Backpack (2 lbs.)(Total: 8 lbs.)
Belt Pouch (.5 lbs.)(Total: 2.0 lbs.)
Ammunition (Total: 6 lbs.)
Appearance:
DESCRIPTION Maligoth is, in a word, huge. His size, strength, and stamina all blend together to form an impressive, often intimidating physique. However, in his ice-blue eyes, there is a certain amount of, if not innocence, then at least wonder at the world around him, as well as a desire to see more of it. PHYSICAL CHARACTERISTICS
Background:
Maligoth was born in Urgir, in the Hold of Belkzen, to an orc father - a shaman of the tribe - and a human mother - a slave. When he came of age, he was apprenticed to another shaman in the hopes that he might follow in his father's footsteps. He never showed any promise in the magical arts and was regularly beaten and chained as a result. After one particularly harsh beating, Maligoth fled. He made his way south, paying his way with work taken in fighting rings, or as a caravan guard, or whatever else he could manage. One day, however, after he had made his way to the Fangwood, he had a turn of bad luck. He had won a fair amount of gold in a match and was walking away with his winnings when several of the losers jumped him. He escaped with his life, but only by throwing himself into the Tourondel river. He tried to swim to safety, but he was buffeted constantly, thrown against the rocks in the rapids; it was only by some miracle that he was alive when he washed onto the shore. His mind, too, did not escape unscathed; he remembered nothing of his life prior to that day, though he retained much of his working knowledge. While he didn't know where he was, he was at least able to survive in the wild for a time and, eventually, wander into the town of Crossfen, nestled in the Fangwood south of the Tourondel. Despite being unknown and, quite honestly, repugnant at the time, he was welcomed to the town with open arms. His abilities quickly earned him a place in the town's guard, protecting its walls and nearby homesteads from bandits and the like. While he protected them, they, in turn, helped to shape his world view; after a while, he developed a fair sense of right and wrong, and did his best to perform his duties to those that had taken him in. However, without the benefit of a past to draw on, Maligoth was ever an outsider. This brings us to recent times. When the snows fell during the height of summer, he vowed to the townsfolk that he would determine the source of the wintry weather. He gathered up his gear and set out, proceeding deeper into the Fangwood. Eventually, he came across a strange portal in a small clearing; this was the mysterious source. He was about to turn away and head back to report his findings when he noticed a red cloak half-buried in the snow. With the story told him by the red rider, he realized that he could not just go back to town; not only would he be unable to assuage his guilt at abandoning the quest laid before him, he would not be able to do anything to prevent the inevitable ice age if he did so. He took on the mantle of the red rider, then, and began his quest.
Macros and Reach Mechanics:
Macros [dice=Attack (Adamantine Nodachi, Bloodrage, Power Attack (Mythic))]1d20+10+2[/dice] [dice=Damage (Adamantine Nodachi, Bloodrage, Power Attack (Mythic))]1d10+7+3+9[/dice] [dice=Attack (MW Cold Iron Cestus, Bloodrage, Power Attack (Mythic))]1d20+10+2-2[/dice]
[dice=Attack (MW Ranseur, Bloodrage, Power Attack (Mythic))]1d20+10+2[/dice]
[dice=Disarm (MW Ranseur, Bloodrage)]1d20+10+2+2[/dice]
[dice=Attack (MW Composite Longbow, Deadly Aim)]1d20+8-2[/dice]
[dice=Intimidate (Orc Trail Rations)]1d20+10+2[/dice] Reach Mechanics
NOTE: Retributive Reach mythic power adds 5' to each reach for attacks of opportunity.
Future Development:
4th Level WBL: 6000GP Equipment at Level 4: - Adamantine Nodachi (3060GP) - MW Agile Breastplate (550GP) - MW Cold Iron Cestus (310GP) - MW Ranseur (310GP) - MW Composite Longbow (400GP) - Spring-loaded Wrist Sheath (5GP), Wand of Enlarge Person (750GP) - 20 Blunt arrows (2GP) - 60 Cold Iron arrows (6GP) - Backpack (2GP), Belt Pouch (1GP), Cooking Kit (3GP), Blanket (5SP), Grappling hook (1GP), Gear maintenance kit (5GP), Silk rope (10GP), MW Survival Kit (50GP) - Cold Weather Outfit (8GP), Snowshoes (5GP), Orc Trail Rations x 5 (5GP), Blackfire clay x 2 (40GP), Adamantine weapon blanch x 2 (200GP), Silver weapon blanch x 2 (10GP), Alchemist's fire x 5 (100GP) - Remaining: 166GP 5SP Level 1:
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