Barbarian

Olgen Breakjaw's page

4 posts. Alias of STR Ranger.


Full Name

Olgen Breakjaw

Race

Half Orc

Classes/Levels

Blood Rager 1

Strength 16
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 10
Charisma 14

About Olgen Breakjaw

Racial Traits:
Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Alt Racial Trait-Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Alt Behind the Veil (1 RP): Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Half-orcs can take this trait in place of intimidating, also gaining the shadow blending fetchling racial trait. (50% Miss Chance in Dim Light)

Ability Scores:

Ability Scores: 20pts
STR 16 (14+2 Racial)
DEX 12
CON 14
INT 13
WIS 12
CHA 13

Lvl20 Concept Build:
Name: Olgen Breakjaw
Build: Blood Rager 20
Race: Half-Orc
Alignment: Chaotic Neutral
Theme- Bane- "You Merely Adopted the Dark. I was Born in it. Moulded by it."

Skills= 4+1(INT)= 5 per level
Favored Bonus: Half Orc Favored Bonus- +1 Rounds of Blood rage per day

2 traits- Fates Favored (+1 to all luck bonuses, effectively doubles sacred Tattoo),
Optimistic Rager- Rage lasts 1d4 extra Rounds or Community Minded

Steel blood Primalist Bloodrager

1- Heavy Armor Prof Indomitable Stance, Blood Rage, Disruptive Bloodrage (+2 Cast Defensively) swap for Blood Line Familiar -Initial Hedgehog, then replace with Flying Fox, Bat Familiar with the Mauler ArchetypeFeat - Blind fight,
2- Armoured Swiftness
3-Blood Sanctuary, Feat: Combat Expertise
4-Blood Casting, Eschew Materials, Spells, Blood Power (Arcane Bloodrage-Blur)
5-Armour Training, Feat: Moonlight Stalker
6-Blood Feat- Power Attack
7-Blood Deflection,Blood Spell: Magic Missile Feat: Skill Focus:Survival
8-Primalist Swap Greater Arcane Bloodrage for Lesser Beast Totem and Beast Totem
9- Blood Feat: Combat ReflexesFeat: Eldritch Heritage (Touch of Rage)
10-Blood Spell: Invisibility
11-Greater Bloodrager, Feat: Dazing Assault
12-Primalist Swap Caster’s Scourge for Come and Get Me and Greater Beast Totem, Blood Feat: Disruptive (+4 Cast Defensively)
13-Blood Spell: Lightning Bolt Feat:Improved Eldritch Heritage (Strength of the Beast)
14-Indomitable Will
15-Blood Feat: Spell Breaker, Feat:Raging Brutality
16-Primalist swap True Arcane Bloodrage for Guarded Stance and Reckless Abandon, Blood Spell: Dimension Door
17-Tireless Bloodrager, Feat:Greater Eldritch Heritage (Power of Giants)
18-Blood Feat: Iron Will
19-Feat: Quicken SLA (touch of Rage)
20-Mighty Bloodrager, Primalist Swap Caster's Bane for Inspire Ferocity and ??????

Item :Cord or Stubborn resolve (Rage Cycling),
Furious Weapon, Courageous Weapon
Ring of Ancestral Blood Magic or Ring of Foe Focus

Bloodline Familiar:
Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline.

This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on.

Arcane—Spell Catalyst (Su): Spells you cast that target your familiar are treated as having a caster level 2 levels higher than your actual caster level.

Spells to consider:

1st level: True strike pretty much means "I succeed at that combat maneuver." It also works with Bloodcasting so you get it for free just by raging.
Protection from X lets you avoid the barbarian's big problem of getting dominated and mincemeating the party.
Stone shield and Windy Escape deserve mentions by letting you use your immediate action right away.
Finally, blade lash is a 20-foot trip that uses your weapon (and thus, all its modifiers and bonuses), plus a +10 untyped bonus on top of that.

2nd level: Bullet shield lasts a long time and gives you a hefty AC bonus vs. ranged (which, despite the name, also applies to things like rays) and so deserves a mention.
False life is never bad for melee.
See invisibility is still relevant at this level, though you may be better off with a wand.

3rd level: Twilight Knife gives you an indestructible flanking buddy with sneak attack.
Wind Wall protects you from arrows if needed.
Greater Thunderstomp gives you an AoE trip, which you can again use your strength, feats and items with. (It says that you can use your Charisma, not that you have to.)

4th level: Shocking image, fire shield and vitriolic shield all let you do extra damage for being where you will be anyway, i.e. melee.
Ghost wolf is a phantom steed that can flank/fight.
Calcific Touch is a (slow-acting) no-save-just-suck debuff that you can throw into your attack routine.
Phantom Steed
Stone Call, Force Hook Charge