Mercenary Healer

Maudril Sandcaster's page

109 posts. Organized Play character for Edelsmirge.


Full Name

Maudril

Race

Human

Classes/Levels

8 bloodrager (spelleater/arcane)/2 Fighter (high guardian)/1 living monolith(hp 85 max, AC 20, FF 20, T 13 init +8, F +10 R+7 W+8(rage+10))

Gender

male

Size

medium

Age

34

Special Abilities

see below

Alignment

N

Deity

Fandarra

Languages

common

Strength 25
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 12
Charisma 12

About Maudril Sandcaster

Maudril Sandcaster
Height: 5'6', Weight:150 , Eyes: black, Hair: Brown/Gold

1. Combat reflexes combat expertise
2. Stand still
3. Improved trip
4.
5. Power attack
6. Iron will (bloodline feat)
7 greater trip
8
9 endurance
10
11 improved init

Init+8 BAB 8/3 CMB +7(25) +9(29) +10(31)
+2 trip, +2 greater trip, +2 item, +2 item, +1/+3 furious horsechopper
To hit: +16/+11; rage +20/15; rage/enlarged +21/+16 horsechopper damage 1d10/2d8 enlarged

F +10 R +7 W +8(+10 rage)

Traits: reactionairy +2 init
Beserker of the society (3 rds rage)

Climb 1 7 3 11
Swim 1 7 3 11
Perception 6 1 8 15
Know history 4 1 0 5
Know engineering 4 1 5
Know religion 2 1 3
Acrobatics 8 1 3 12
Linguistics 2 1 3 sphinx, ancient oseriani

Special abilities:

Spoiler:
Obligation (Ex)
At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.

Right Hand (Ex)
At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.

This ability replaces the bonus feat gained at 1st level.

Defender’s Reflexes (Ex)
At 2nd level, a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat.

This ability replaces the bonus feat gained at 2nd level.

Unassailable Allegiance (Ex)
At 2nd level, a high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd.

This ability replaces bravery.

The soul stone grants the living monolith a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels.

A living monolith can invoke the power of his soul stone 3 times per day as a swift action, enabling him to grow in size as if using enlarge person (even if he is not a humanoid).

Blood of Life (Su)
A spelleater’s blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is added to this effective damage reduction.(fast healing 2)

This ability replaces uncanny dodge and damage reduction.

Spell Eating (Su)
At 5th level, a spelleater can consume spell slots for an extra dose of healing. As a swift action, the spelleater can consume one unused bloodrager spell slot to heal 1d8 damage for each level of the spell slot consumed.

This ability replaces improved uncanny dodge.

Rage: 22 rounds

Spells:
1:2 magic missle, long arm, mount, burning hands, pro from evil
2:1 mirror image, see invis, pyrotechnics

Disruptive Bloodrage (Su)
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.

Arcane Bloodrage (Sp)
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.

Greater Arcane Bloodrage (Sp)
At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Equip:
Shoulder cloak resistance +3 (9000)
Feet Boots of speed (12000)
+1 furious horsechopper(8310)
+2 mithril advancing kikko armor (13400)
Hand Gauntlets of the skilled maneuver (trip +2)(4000)
Neck Dusty rose ioun stone in wayfinder (5500) +1 ac(insight)/+2 CMB
Ioun stone +2 dx (8000)
Ioun stone con +2 (8000)
Belt belt of str +4(16000)
Chest sipping jacket(5000)
Eyes eyes of the eagle (2500) +5 perc
Headband alluring Cha +2(4000)
3 potion, enlarge 150gp
1 potion, touch of the sea 50 gp
1 potion, air bubble 50 gp
1 wand infernal healing 50 ch 750gp

backpack, masterwork 50 gp
waterskin, 4 (4gp)
bedroll 3x 3 sp
large tent 30 gp 50 lb
masterwork studded leather 175 gp 20 lb +3 ac +5 dex
longspear 5 gp
dagger x10 20 gp
200'silk rope knotted 40 gp 20lb
10 smoke sticks tied to tinder twigs