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Nomed Naiva's page

88 posts. Organized Play character for Diharhan.


Full Name

Nomed Naiva

Race

Male NE Tengu Bloodrager (Urban) 1 | HP: 16/16 | AC: 17 (Touch: 15, Flat: 12) | CMB: +4, CMD: 16 | Fort: +4, Ref: +2, Wis: +2 | Init: +2 | Perc: +8, Sense Motive: +2, Lowlight Vision | Speed: 30 | Active Conditions: Bloodrage 6/6 Rounds

Special Abilities

Controlled Bloodrage 6/6 rounds

Alignment

NE

Deity

None, worships Hell itself

Languages

Common, Tengu, Infernal

Occupation

Bodyguard

Strength 16
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 14
Charisma 10

About Nomed Naiva

Male Tengu Bloodrager (Urban) 1
NE Medium Humanoid (Tengu)
Init: +2; Senses: Low-light Vision; Perception +8
FCB: Bloodrager (+1 HP)
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DEFENSE
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AC: 17, Touch: 15, Flat-footed: 12 (+5 Armor, +2 Dex)
HP: 16 (1d10+6)
Fort: +4, Ref: +2, Will: +2
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OFFENSE
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Speed: 30ft. (40ft. Unarmored)
Melee: Bite +4 (1d3+3), Claw +4 (1d3+3), Claw +4 (1d3+3)
Ranged: MW Composite Longbow (+3 Str) +4 (1d8+3); 110ft.
Special Attacks: Bloodline Power (Hellfire Strike), Controlled Bloodrage
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STATISTICS
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Str: 16, Dex: 14, Con: 14, Int: 7, Wis: 14, Cha: 10
Base Atk: +1; CMB: 4; CMD: 16
Traits: Mutant Eye, Scion of the Nine Circles
Feats: Toughness
Skills: Climb +2, Perception +8; Armor Check Penalty -5
Languages: Common, Infernal, Tengu
SQ: Bloodline (Infernal), Carrion Sense, Fast Movement, Mutant Eye
Combat Gear: Scale mail, MW Composite Longbow (+3 Str)
Other Gear: Backpack, Bedroll, Blanket, Canteen, Flint & Steel, Torch, Trail Ration
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SPECIAL ABILITIES
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Racial Traits:
 
+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile.
Tengu: Tengus are humanoids with the tengu subtype.
Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tengus have a base speed of 30 feet.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Carrion Sense: Many tengus have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengus with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). This racial trait replaces gifted linguist.
Claw Attack: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.
Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.
Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Traits:

Mutant Eye (Magic): One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life. You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

Scion of the Nine Circles (Campaign): While the worship of Asmodeus is widespread throughout Cheliax, you follow a different path: that of the philosophy of diabolism. Asmodeus and the other archdevils are worthy of respect and emulation, certainly, but rather than worship one Lord of Hell above all others, your faith is instead based on the veneration of the order and laws of Hell itself as a model for a perfect society. Free will must be suppressed to prevent rebellion, slavery is required to keep the unworthy in their place, and evil and cruelty are necessary for good and kindness to exist.

You gain a +1 trait bonus on Knowledge (planes) checks, and Knowledge (planes) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages). In addition, your studies of Hell’s underlying structure give strength to your determination. You gain a +2 trait bonus on Will saves against the mind-affecting effects of outsiders with the good subtype.


Class Abilities/Feats:

Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, and medium armor.

Infernal Bloodline:
The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, its corruption seethes within your lineage.

Bloodline Power (Hellfire Strike): At 1st level, as a swift action up to three times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round.

Controlled Bloodrage: The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, an urban 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. When an urban bloodrager rages, he does not gain the normal benefits. Instead, he can apply a +4 morale bonus to his Constitution, Dexterity, or Strength. This bonus increases to +6 when he gains greater bloodrage and to +8 when he gains mighty bloodrage. He can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills.

Fast Movement: 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.

Toughness: You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).