Highlady Athroxis

Marigold Hazeman's page

34 posts. Alias of mourge40k.


Full Name

Marigold Hazeman

Race

Changeling

Classes/Levels

"Paladin"(Bloodrager) of Shelyn

Gender

Female

Size

Medium

Age

16

Alignment

NG

Deity

Shelyn

Languages

Common, Varisian

Strength 16
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 12
Charisma 14

About Marigold Hazeman

Marigold Hazeman
Bloodrager (Steelblood); Favored Class Bonuses - +1 HP
Medium humanoid (Human)
Init +2; Perception +5

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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
HP 12[14] (1d10+2)
Fort +3 (+5), Ref +2, Will +1 (+3)

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Offense
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Speed: 25 ft.
Ranged: +3 Hurlbat (1d6+3 [1d6+5]/x3)
Melee: +4[+6] (+21) Glaive (1d10+5 [1d10+8]/x3); +5 Claw (1d4+4 [1d4+6]/x2)

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Statistics
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Str 16 (20), Dex 14, Con 12 (16), Int 8, Wis 12, Cha 14
Base Atk +1; CMB +5 (7); CMD 16(18) (17/19 vs. Overrun)
Languages: Common, Varisian,

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Feats
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Combat Reflexes
Point Blank Shot
Deadly Aim
Power Attack
Weapon Finesse
Combat Expertise

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Traits and Drawbacks
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Natural Armor: Changelings have a +1 natural armor bonus.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision:Changelings see perfectly in the dark up to 60 feet.
Hulking Changeling: The changeling gains a +1 racial bonus on melee damage.

Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Scorned by Magic Reduce the caster level of spells and spell-like abilities cast upon you by 1 for the purpose of attempting dispel checks and overcoming your spell resistance (if any).

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Skills
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Acrobatics +6
Diplomacy +3
Perception +5
Survival +5

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Gear
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Glaive
3 Hurlbats
Armored Coat
23 gp

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Special Abilities
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Weapon and Armor Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing 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.

Arcane 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.

Disruptive Bloodrage At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Bloodrage(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 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 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 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.

Indomitable Stance (Ex) At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

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Backstory
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Marigold Hazeman never did get to know her parents like most other children did. She still had a good childhood despite this, thanks mostly to Aunt Hilda. Indeed, many would envy her life at the temple of Shelyn in the city of Absalom. However, much to Marigold's constant frustration, she could never quite seem to learn how to truly take part in the types of artistic beauty around her. Most of the basic concepts and patterns were too hard for her to understand, and no matter how much work she put into creating something, she never seemed to create anything better than mediocre. The clergy always accepted her works regardless, but it still grated on the girl, especially as she began her teenage years.

It was this growing frustration that led to the discovery of her real powers. One day while once again trying to paint a picture of Absalom's skyline, a visiting cleric of Abadar remarked on how little her attempt would be worth to any but someone else from the temple. Something in Marigold just snapped at that, and she attacked the cleric in a blind fury. She was quickly subdued, but as far as she was concerned, the mere fact that she had done what she had done was proof enough that she would never be able to follow the teachings of Shelyn.

She withdrew from the world after her attack, abandoning any further attempts to create any sort of lasting beauty in the world, and even withdrawing from her teachings to be a priestess of Shelyn. She refused to explain her change in heart to her aunt, and she often found herself struggling to contain her frustration, to stop it from becoming a rage like the one she had succumbed to before. She spurned any other contact with her, afraid that she might try to hurt someone. She became afraid not of the world, but what she might try to do to everyone else in it. She felt like she was slowly loosing her mind, and that there was nothing she could do about it.

Then the Call came. Confused and scared, Marigold finally broke her silence and told her aunt about why she had attacked the cleric of Abadar, why she was withdrawing from the world, and the strange dreams of great and terrible magics and memories that couldn't be hers. It was then that Hilda first told the changeling of what she was. Her father, Hilda's brother-in-law, had come from a land call Irrisen, a place ruled over by capricious fey and witches dedicated to the power of ice and snow. He had come to Absalom injured, bringing baby Marigold with him into the temple of Shelyn and begging Hilda to look after the girl. He said that he needed her to be raised here, so she could be safe from her mother, learn to temper her birthright, and to be free to choose what she would do in life. Once he managed to get Hilda to agree, he left to parts unknown without any contact since.

This explanation of her past helped give Marigold focus, and more importantly a goal. She resolved to find her father, as well as to overcome her rage and the Call both. So she stayed in Absalom for roughly a year, learning to channel her rage and how to best use a glaive. The Call has not abated, but she knows that it's the best chance of finding her father. And so she follows it, ready to face what may come....