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About MishtesMishtes: Human Crossblooded Bloodrager
Mishtes is a young man of mixed Hallit-Varisian blood who saved Professor
Early Life of Mishtes:
Mishtes ("mish-TAYS") is a young man from the village of Stalli., an isolated community of Varisian and Kellid mixed blood located in Shudderwood. Like all such villages, Stalli is small, isolated, and xenophobic. Mishtes has no immediate family. His parents and sister all died of a plague
Not long after Mishtes became a hermit, Professor Lorrimor chanced on Mishtes on
Unfortunately, another Stalli local, Thortes, chanced on Lorrimor on his way to
It was only with Lorrimor's help that he came to understand he had the taints of
Lorrimor helped Mishtes find work as a weapon-smith in Caliphas. Although
His barbaric martial training in Stalli proved useful. He hired himself out as a
Mishtes was surprised, and somewhat saddened, to hear about the recent passing
Mishtes's Personality:
Mishtes is an unusually gregarious barbarian of mixed Hallit and Varisian blood. He scarcely notices being treated as a second class citizen in Caliphas, as that is a big improvement from the time before he met Professor Lorrimor. Because of his unhappy upbringing, he greatly enjoys meeting new friends whenever he can. Likewise, he doesn't see violence as unnatural. Mishtes's Motivation:
Now that Mishtes has had some exposure to the civlized world, and rather likes it, he wants to make a name for himself. As well as living life to the full. Stat Block:
Mishtes Male human (Kellid) bloodrager (crossblooded) 5 (Pathfinder RPG Advanced Class Guide 15, 83) CN Medium humanoid (human) Init +5; Senses Perception +7 -------------------- Defence -------------------- AC 20, touch 13, flat-footed 17 (+6 armour, +3 Dex, +1 shield) hp 46 (5d10+12) Fort +6, Ref +4, Will +1; +2 bonus vs. spells cast by self or an ally, +2 trait bonus vs. fear Defensive Abilities blood sanctuary, improved uncanny dodge -------------------- Offence -------------------- Speed 40 ft. (30 ft. in armour) Melee bardiche +9 (1d10+6/19-20) or . . scimitar +9 (1d6+4/18-20) or . . scimitar +7 (1d6+4/18-20), gladius +7 (1d6+4/19-20) or . . brass knuckles +7 (1d3+4), brass knuckles +7 (1d3+4) or . . scimitar +7 (1d6+4/18-20), lopper's axe +8 (1d6+5/×3) Ranged sling +8 (1d4+4) or . . mwk heavy crossbow +9 (1d10/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with bardiche) Special Attacks blood casting, bloodrage (17 rounds/day), staggering strike Bloodrager (Crossblooded) Spells Known (CL 5th; concentration +6) . . 1st (2/day)—long arm[ACG], phantom blood[ACG], shield . . Bloodline Aberrant, Undead -------------------- Statistics -------------------- Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 13 Base Atk +5; CMB +9; CMD 22 Feats Arcane Strike, Double Slice, Eschew Materials, Iron Will, Two-weapon Fighting Traits chance saviour, courageous Skills Acrobatics +6, Climb +6, Craft (weapons) +8, Handle Animal +7, Intimidate +6, Knowledge (arcana) +7, Linguistics +2, Lore (vampires) +5, Perception +7, Ride +4, Spellcraft +7, Survival +7, Swim +5 Languages Common, Hallit, Skald, Varisian SQ fast movement, ghost strike Combat Gear potion of cure moderate wounds; Other Gear mwk breastplate, shield spikes darkwood light wooden shield, lopper's axe, bardiche[APG], brass knuckles[APG], brass knuckles[APG], crossbow bolts (10), gladius[UC], mwk heavy crossbow, scimitar, sling, sling bullets (20), rope of climbing, belt pouch, masterwork tool, waterskin, donkey, animal harness, backpack, Basic maps (major landmarks only), blanket, blanket, Box of fishing tackle (2 lb), Box of fishing tackle (2 lb), cart, feed (per day), fishing net, Fishing pole, simple (1 lb), Fishing pole, simple (1 lb), flint and steel, flint and steel, Knife, utility (0.5 lb), masterwork weaponsmithing tools, mess kit, oil of magic weapon, pack saddle, pot, potion of cure light wounds, potion of hide from undead, shovel, soap, torch, trail rations, veterinarian's kit, waterproof hooded lantern, waterskin, 362 gp, 5 cp -------------------- Tracked Resources -------------------- Bloodrage (17 rounds/day) (Su) - 1/17 Crossbow bolts - 0/10 Potion of cure moderate wounds - 0/1 Sling bullets - 2/20 -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Blood Casting (Su) Cast bloodrager spells while in bloodrage. Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally. Bloodrage (17 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Ghost Strike (Sp) Melee attacks gain ghost touch when raging. Improved Uncanny Dodge (Lv >= 9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+. Staggering Strike (DC 14) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg). -------------------- • 2 Traits, one from Carrion crown, one of your choice. • No stats under 8 or over 18 except for racial adjustment. Starting stats:
Human male bloodrager:
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Daisy the Donkey:
Donkey N Medium animal Init +1; Senses low-light vision, scent; Perception +5 -------------------- Defence -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 13 (2d8+4) Fort +5, Ref +4, Will +0 -------------------- Offence -------------------- Speed 40 ft. Melee unarmed strike +2 (1d3+1 nonlethal) or . . 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(B) Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5 Other Gear animal harness[APG], feed (per day) (5), pack saddle, torch (5), 5 cp -------------------- Tracked Resources -------------------- Feed (per day) - 0/5 Torch - 0/5 -------------------- Special Abilities -------------------- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armour with no fatigue. Low-Light Vision See twice as far as a human in dim light, distinguishing col or and detail. Run Run 5x your speed in light/medium armour or 4x speed in heavy armour and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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