About Minna NáttúramœtaMinna Náttúramœta
Snowborn Half-Elf Bloodrager (Spelleater) 3
Arcane Training - Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the Multitalented racial trait. Bloodrage (11 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 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. 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. 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. This ability replaces Uncanny Dodge and Damage Reduction. Elf Blood - Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep - Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Empathic Link with Familiar (Su) - The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Fast Movement (Ex) - A bloodrager’s land 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 land speed. Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light. Share Will (Su) - Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces Share Spells. ======== Stella (Pack Mule):
Stella Mule N Medium Animal Init +1; Senses Low-Light Vision, Scent; Perception +5 -------------------- Defense -------------------- AC11, touch 11, flat-footed 10 (+1 Dex) HP 13 Fort +5, Ref +4, Will +0 -------------------- Offense -------------------- Speed 40 ft. Melee 2 Hooves +2 (1d3+1) -------------------- Statistics -------------------- Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +2; CMD 13 (17 vs. trip) Feats Endurance Run Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump) Perception +5 Other Gear Bedroll, Hemp Rope (50 ft.), MW Backpack, Pack Saddle, Sunrod (3), Trail Rations (5), Alchemist's Fire (2), Alkali Flask (3), Holy Water -------------------- Special Abilities -------------------- Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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1st: +1 Skill Point Consumables:
Alchemist's Fire (3) Alkali Flask (2) Antiplague Antitoxin Holy Water Sun Rod (2) Purchases:
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