Kassmak

Old Iron Tyr's page

194 posts. Organized Play character for Hrothdane.


Full Name

Skuldis "Old Iron Tyr" Tyrano

Race

(not raging) AC 22 T 15 FF 19 (uncanny dodge) l Current HP 52/53| F +12 (+2 vs poison) R +6 W +4 (+2 vs mind affecting) | Init +2 | Perc +10 Rage 13/13

Size

Medium

Age

57

Alignment

CG

Deity

Gorum, Kurgess

Strength 18
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 13

About Old Iron Tyr

Appearance:

Crunch:
Skuldis "Old Iron Tyr" Tyrano
PFS Number: 99807-9
XP: 12
Fame: 22
Current Prestige: 13

Nagaji Bloodrager 4/Samurai (order of the hammer)/1
CG Medium humanoid (reptilian)
Init +2 Senses: Low-Light Vision, Perception +10
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Defense
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AC 22, touch 15, flat-footed 19 (+6 armor, +2 Dex, +1 dodge, +1 natural armor, +2 luck)
HP 53 (5d10+19) Current HP: 53
Fort +12 (+2 vs poison), Ref +6, Will +4 (+2 vs. mind-affecting)
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Offense
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Speed 40 ft. (30 ft in armor)
Melee MW Cold Iron Earthbreaker +10 (2d6+6/x3) or +1 Adamantine Lucerne Hammer +10 (1d12+6/x2), or MW Silversheen Katana +10 (1d8+6/18-20)
Ranged Shortbow +7 (1d6/x3) or Alkali Flask +7 (1d6/x2) or Alchemist's Fire +4 (1d6/x2)
Bloodrager Spells Known (CL 4th; concentration +5):
1st (2/day)—Long Arm, Expeditious Retreat
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Statistics
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Str 18 Dex 14 Con 16 Int 10 Wis 10 Cha 13
Base Attack Bonus +5; CMB +9; CMD 24

Rage Statistics
When raging, Old Iron Tyr's stats change to AC 20, touch 13, flat-footed 17; hp 63; Fort +14 (+2 vs. poison), Ref +6, Will +6 (+2 vs mind affecting); Melee MW Cold Iron Earthbreaker +12 (2d6+9), Adamantine Lucerne Hammer +12 (1d12+9/x2) or Silversheen Katana +12 (1d8+9); Str 22, Con 20 CMB +11; CMD 24

Feats
Dodge, Mobility, Power Attack, Eschew Materials (b)
Traits
Fate's Favored, Friends in Low Places
Skills
Acrobatics +6 (+1 in armor), bonus +5 to jump
Appraise +0
Bluff +1 (+2 to fool someone)
Climb +8 (+3 in armor)
Diplomacy +6
Disguise +1
Escape Artist +2 (-3 in armor)
Handle Animal +7
Heal +0
Intimidate +5
Knowledge (arcana) +4
Knowledge (local) +4
Linguistics +2
Perception +10
Perform +1
Ride+6 (+1 in armor)
Sense Motive +4
Spellcraft +4
Survival +4
Swim +8 (+3 in armor)
Languages Taldane, Draconic, Nagaji, Tien
Combat Gear
MW Cold Iron Earthbreaker, +1 Adamantine Lucerne Hammer Shortbow, 18 cold iron arrows, 19 blunt arrows, Alchemist's Fire (x0), Alkali Flask (x2), Four-mirror armor, Spring-loaded wrist sheath (x2), Smoked Goggles, Air Crystals, Antiplague (x2), Antitoxin (x2), Smokestick (x2), Wand of Shield (41 charges), Wand of Cure Light Wounds (42 charges), Oil of Magic Weapon (x2), Oil of Bless Weapon (x2) Cloak of Resistance +1
Other Gear
Masterwork Backpack, Soldier's Uniform, Silk Rope (100 ft), Whetstone, 2328 gold pieces

Special Abilities Full Text::

Weapon and Armor Proficiency: Bloodragers are
proficient with all simple weapons and martial weapons,
light armor, medium armor, and shields (except tower
shields). A bloodrager can cast bloodrager spells while
wearing light armor or medium armor without incurring
the normal arcane spell failure chance. Like other arcane
spellcasters, a bloodrager wearing heavy armor or wielding
a shield incurs a chance of arcane spell failure if the
spell in question has somatic components. A multiclass
bloodrager still incurs the normal arcane spell failure
chance for arcane spells received from other classes.

Destined Strike (Sp):
At 1st level, as a free action up to three times per day, you can grant one of your melee attacks an insight bonus equal to 1/2 your bloodrager level (minimum 1). At 12th level, you may use this ability up to five times per day

Fated Bloodrager (Su):
At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Bloodrage (13 rounds/day) (Su):
Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting 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 bloodrage and 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 saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, 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 otherwise can 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. In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline. Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell

Uncanny Dodge (Ex):
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

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 Casting (Su):
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Samurai Abilities

Weapon and Armor Proficiency:
Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).

Challenge (Ex):
Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Mount (Ex):
A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.

A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai's mount does not gain the share spells special ability.

A samurai's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a samurai's mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

Order (Ex):
At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Resolve (Ex):
Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Order of the Hammer:

Cavaliers of the order of the hammer respect might over all, and believe that those who prove their strength have earned the right to make decisions for the weak. When the cavalier’s own goals conf lict with those of a mighty ruler, the cavalier must prove that her own strength and ideals are superior.

Edicts: The cavalier must continually strive to prove her own strength as well as the strength of those she is allied with, especially when faced with adversity or by those who would seek to best the cavalier’s brawn.

Challenge: An order of the hammer cavalier can attempt a free grapple check or free sunder combat maneuver check anytime she takes the full-attack action against the target of her challenge. This free combat maneuver does not provoke an attack of opportunity.

Skills: An order of the hammer cavalier adds Acrobatics (Dex) and Knowledge (local) (Int) to her list of class skills. In addition, whenever the cavalier uses Acrobatics to jump, she can add her Strength bonus to the check in addition to her Dexterity modifier, and she receives a bonus on Acrobatics checks to jump equal to 1/2 her cavalier level (minimum +1).