Half-Orc Warrior

Maligoth Furyborne's page

14 posts. Alias of Pedwiddle.


Full Name

Maligoth Furyborne

Race

Half-Orc

Classes/Levels

Primalist Bloodrager (Aberrant Bloodline) 4 / Guardian 2 [ HP 46/46 (54/54) | AC 19/13T (17/11T, Can't be caught flat-footed) | Fort +8 (+10), Ref +6, Will +3 (+5) | Init +6 | Perception +9 | Move 40']

Gender

Male

Size

M

Alignment

Neutral Good

Languages

Common, Orc

Strength 20
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 13

About Maligoth Furyborne

Crunch:

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
Melee
Adamantine Nodachi (+10 to Hit, 1d10+7 Damage (P or S), 18-20/x2 crit., brace)
MW Cold Iron Cestus (+10 to Hit, 1d4+5 Damage (B or P), 19-20/x2 crit.)
MW Ranseur (+10 to Hit, 2d4+7 Damage (P), x3 crit., disarm/reach)

Ranged
MW Composite Longbow (+8 to Hit, 110' Range, 1d8 Damage (B or P), x3 crit.)

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
Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can attempt concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; spells from other classes cannot be cast during this state.
Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

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.
Bloodrage (16 rounds/day, Su): The bloodrager's source of internal power grants him the ability to bloodrage. 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 bloodraging or 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 don't need to 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 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.
Eschew Materials: At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Fast Movement (Ex): A bloodrager's base speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's base speed.
Spells: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager's spell is 10 + the spell level + the bloodrager's Charisma modifier.

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.
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.

If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

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
FORGOTTEN PAST: A pivotal event from your past eludes your memory.
Prerequisite: You must have suffered permanent memory loss or have the Reincarnated background.
Benefit: The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive nature gives you a +2 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +4.
Goal: Regain a major portion of your lost memories. The exact means varies, possibly requiring a wish, assistance from a divine being, reliving a past life, or confronting the situation that led to your memory loss. This process must involve encountering a challenging foe, though possibly in ways other than direct confrontation.
Completion Benefit: You roll twice whenever you attempt a saving throw against a mind-affecting effect, keeping the better result.
Special: Restoration of memories by means less significant than miracle or wish does not qualify for the prerequisite.

TRAITS
Blood of Giants (Reign of Winter Campaign Trait): You’re a big person, and people have always said you’ve got some giant blood in you. Even as a child, you towered over your friends, and as you grew older, you grew even taller and stronger. Maybe your hair has a tint of blue as well, or your skin is as pale as snow. Perhaps someday you’ll get the opportunity to travel to the North and meet some real giants, and see whether the rumors about you are true. You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers.
Fate's Favored (Faith Trait): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Tactician (Combat Trait): You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

DRAWBACKS
Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

SKILLS - Current ACP:
Acrobatics*: 7 (1 + 3 (Class Skill) + 3 (Dex)) (ACP)
Appraise: 0 (0 + 0 (Int))
Bluff: 1 (0 + 1 (Cha))
Climb*: 9 (1 + 3 (Class Skill) + 5 (Str)) (ACP)
Craft*: 0 (0 + 0 (Int))
Diplomacy: 1 (0 + 1 (Cha))
Disguise: 1 (0 + 1 (Cha))
Escape Artist: 3 (0 + 3 (Dex)) (ACP)
Fly: 3 (0 + 3 (Dex)) (ACP)
Handle Animal*: 8 (4 + 3 (Class Skill) + 1 (Cha))
Heal: 0 (0 + 0 (Wis))
Intimidate*: 10 (4 + 3 (Class Skill) + 1 (Cha) + 2 (Racial))
Knowledge (Arcana)*: 0 (0 + 0 (Int)) (Untrained)
Perception*: 9 (4 + 3 (Class Skill) + 0 (Wis) + 2 (Forgotten Past))
Profession (Soldier): 4 (4 + 0 (Wis))
Ride*: 7 (1 + 3 (Class Skill) + 3 (Dex)) (ACP)
Sense Motive: 0 (0 + 0 (Wis))
Sleight of Hand: 3 (0 + 3 (Dex))
Spellcraft*: 4 (1 + 3 (Class Skill) + 0 (Int))
Stealth: 3 (0 + 3 (Dex)) (ACP)
Survival*: 6 (3 + 3 (Class Skill) + 0 (Wis))
Swim*: 9 (1 + 3 (Class Skill) + 5 (Str)) (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
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier.
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. 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 (7/day, Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (1d6, Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

PATH ABILITIES
Burst Through (Ex): Whenever you charge, you can move through squares containing allies and opponents almost as if they were not obstructing your charge. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent's CMD, you may move through the opponent's square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.
Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

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
Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet.
Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

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
Cold Weather Outfit (5 lbs.)
Snowshoes
MW Agile Breastplate
Adamantine Nodachi
MW Cold Iron Cestus
MW Ranseur
MW Composite Longbow
Wrist Sheath, Spring-loaded (2 lbs.)
- Wand of Enlarge Person (50/50 charges remaining) (- lbs.)

Backpack (2 lbs.)(Total: 8 lbs.)
- Blanket
- Blackfire Clay (20 uses)
- Cooking Kit
- Gear Maintenance Kit
- Grappling Hook
- MW Survival Kit (1) (4 lbs.)
- Silk Rope, 50'
- Trail Rations, Orc (5 days) (2 lbs.)

Belt Pouch (.5 lbs.)(Total: 2.0 lbs.)
- Alchemist's Fire (5)
- Money (166 gp 5 sp 0 cp)

Ammunition (Total: 6 lbs.)
- Blunt arrows (20)
- Cold iron arrows (20)
- Cold iron arrows, adamantine-blanched (20)
- Cold iron arrows, silver-blanched (20)

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
Height: 6'10"
Weight: 318 lbs.
Skin: Blue-green
Hair: Black
Eyes: Blue

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=Damage (MW Cold Iron Cestus, Bloodrage, Power Attack (Mythic))]1d4+5+2+6[/dice]

[dice=Attack (MW Ranseur, Bloodrage, Power Attack (Mythic))]1d20+10+2[/dice]
[dice=Damage (MW Ranseur, Bloodrage, Power Attack (Mythic))]2d4+7+3+9[/dice]

[dice=Disarm (MW Ranseur, Bloodrage)]1d20+10+2+2[/dice]
[dice=Overrun (Bloodrage)]1d20+9+2[/dice]
[dice=Sunder (Blood of Giants trait, Bloodrage)]1d20+9+1+2[/dice]
[dice=Trip (MW Ranseur, Bloodrage)]1d20+10+2[/dice]

[dice=Attack (MW Composite Longbow, Deadly Aim)]1d20+8-2[/dice]
[dice=Damage (MW Composite Longbow, Deadly Aim)]1d8+4[/dice]

[dice=Intimidate (Orc Trail Rations)]1d20+10+2[/dice]

Reach Mechanics
Normal Reach/Reach Weapon: 5'/10'
(Long Arm or Abnormal Reach)/Reach Weapon: 10'/15'
Long Arm + Abnormal Reach/Reach Weapon: 15'/20'
Enlarge Person Reach/Reach Weapon: 10'/20'
Enlarge Person + (Long Arm or Abnormal Reach)/Reach Weapon: 15'/25'
Enlarge Person + Long Arm + Abnormal Reach/Reach Weapon: 20'/30'

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:
- Bloodline, bloodrage, fast movement
- Feat: Combat Reflexes
- Bloodline Power: Staggering Strike
Level 2:
- Uncanny Dodge
Level 3:
- Blood sanctuary
- Feat: Furious Focus
Level 4:
- Blood casting
- Bonus Feat: Eschew Materials
- Bloodline Power: Abnormal Reach
- +1 Dex
Level 5:
- Improved Uncanny Dodge
- Feat: Powerful Maneuvers
Level 6:
- Bloodline feat: Deft Maneuvers
Level 7:
- Blood deflection
- Bloodline spell: enlarge person
- Feat: Arcane Strike
Level 8:
- Bloodline power: Aberrant Fortitude
- +1 Str
Level 9:
- Bloodline Feat: Improved Initiative
- Feat: Blooded Arcane Strike
Level 10:
- Bloodline spell: See invisibility
Level 11:
- Greater bloodrage
- Feat:
Level 12:
- +1 Cha