Umagro

Plates The Rager's page

No posts. Alias of Tin Foil Yamakah.


Full Name

Plates

Race

HP: 47 |AC: 21 |T: 15|FF: 18(Never) |Fort: 8|Ref: 6|Will: 6(+2 vs Enchantment) |Init: 5

Classes/Levels

Half Elf Bloodrager(Primalist) 6| CMB: 11(13)Bull Rush|CMD: 24(26)Bull Rush |Move: 40 |

Gender

Active Effects:

Size

FCB: +1 Skill

Languages

Common, Elven

Occupation

Raging +4 Str/Con,+2 Will saves

Strength 20
Dexterity 16
Constitution 14
Intelligence 8
Wisdom 8
Charisma 12

About Plates The Rager

Backstory:

*sigh*
Plates leans against the tree, his travel clothes covered in dust.

Plates stares over his old homestead. Well, it was not *his*, it did not belong to anyone anymore, but he grew up there. But that was 11, 12(?) years ago when he left Roslar's Coffer to join the Pathfinders.

At the age of 16, he has snuck out of the house to pursue his glory. He went where he thought he might learn and grow and explore.

That was a big mistake.

The Pathfinders were a waste of time. At the same time, I might be dead if I had stayed.

I might be dead like my parents. Or they might live because of me.

Plates shakes his head, trying to shake out the fight he'd been having with himself for the past 12 years. It was a fight that he could never win, either way. The attack 4707, mere months after he had left, had destroyed most of the town. He probably wouldn't have made a difference. Or would he have? Could he have saved his mom? His dad?

He had left the Coffer in 4706, a youth at 16 to join the Pathfinders. It was a fool's quest. He had been admitted to the Society (the entrance mission was a piece of cake), but his time there was a joke. He wasn't highly trained before his similarly untrained Pathfinders had be thrust into all matter of crazed and dangerous undertaking. After about the fifth or sixth near death experience, they took him off the active, outgoing lists to the passive, supporting capacities. It's not like he ever died. Or caused anyone else to die. But the Society didn't see to send him out much anymore. They didn't have much use for him.

And that's how he wasted about 8 years of his life: being underused and hiding from life in the Society. He could craft a homebrewed hangover remedy, tell you a bit about the history of Absalom, & name 3 types of giant, and even a little about magic, but the Society didn't care. And so neither did he.

Plate's gaze again goes to the remnants of his home: the brick chimney, a few bits of fencing that used to hold goats and chickens, and then to the back wall that once was part of his bedroom.

To his right used to be big fields of kale, to his left, used to fields for livestock. It was a good farm, back when he was young. Everyone had a job, everyone knew their duty.

Duty, an angry memory hits Plates hard. F+!& the Pathfinders.

The last straw had come when the Pathfinders had sent a crew to *his* hometown to handle something called the Reaver. He hadn't even known it was happening, much less been invited. He had to read about it in a Pathfinder Chronicle, like a common golarimuggle. They could have *asked* him to go to his hometown.

He could have come to face the Reaver.
He could have come home to show the town he was a famous Pathfinder now.
He could have really been someone.
He never had the chance.

Plates shakes his head, looking down at what he had left in his life: a broken wayfinder, a nice backpack full of rarely used adventuring gear, and whatever he could do with his two hands and two feet. There were still a few coins in his purse.

Maybe the militia is hiring until I can get my feet under me. Maybe get a business started. I dunno.

He looks left, then right, as if hoping to see a neighbor or an old friend to help him re-attach himself to the Coffer. He finds none. He would ask where his parents are buried, if their bodies were found at all. He would like to pay his respects.

With another glance back at his old home, Plates picks up his backpack and walks into town. He hopes for a better welcome than his family's now-tomb offers him.

He hadn't trod this road in a long time. With more and more uncertainly with every footstep, Plates wonders what is next for him.

Timeline:

4690 AR Born in Roslar's Coffer
4706 AR Leaves home to join the Pathfinders, traveling to the Grand Lodge in Absalom
4707 AR Twisted Nail Orcs destroy much of Roslar's Coffer
4708 AR Officially accepted into the Pathfinder Society
4708 AR Nearly dies trying to stop a silent tide of undead entering Absalom
4708 AR Nearly dies to a crazed ziggurat-humping ape within a museum
4708 AR Nearly freezes to death after being transported through a painting into an iceberg, then eaten by zombies
4709 AR Nearly dies to spiders and ettercaps in the jungles of the River Kingdoms
4710 AR Removed from active duty
4711 AR Meets an incarnation of Aroden Reborn within the walls of the Grand Lodge
4714 AR Nearly dies in a Shadow Lodge attack on the Grand Lodge to goblins and dragon burn
4717 AR Finding his life lacking meaning, Plates begins to look for something else
4718 AR Leaves the Society after reading about the Reaver's Roar and his town's attempts to rebuild and protect after continued orc raids
4719 AR Returns to Roslar's Coffer
4719 AR Finds Himself in Sandpoint

Appearance:
Plates isn't tall or short for a half-elf. The walk back from Absalom had hardened his legs and put some muscle back that had gone to fat, but mostly he was just average is most aspects. His brown hair hung down his back, and his green eyes held little of mirth or joy.
He wears a relatively unused breastplate. He has a lucerne hammer at his waist and uses a longspear as a walking stick.

Half-Elf:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Traits:
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Elven Reflexes You gain a +2 trait bonus on initiative checks.

Skills:
Acrobatics(Dex) 7
Appraise(Int) -1
Bluff(Chr) 1
Climb(Str) 7
Craft(Int) 2
Diplomacy(Chr) 6
Disguise(Chr) 1
Escape Artist(Dex) 3
Fly(Dex) 3
Handle Animal(Chr) 4
Heal(Wis) -1
Intimidate(Chr) 4
Knowledge(Arcana) 2
Dungeoneering
Engineering
Geography
History
Local
Nature
Nobility
Planes
Religion
Linguistics(Int)
Perception(Wis) 10
Profession(Wis) -1
Ride(Dex) 3
Sense Motive(Wis) 5
Spellcraft(Int) 2
Stealth(Dex) 3
Survival(Wis) 2
Swim(Str) 7
UMD(Chr) 7

Feats:
1. Power Attack
3. Improved Bull Rush
4. (Bloodrager Bonus Feat) Eschew Materials
5. Big Game Hunter
5. (Flaw Feat)Combat Reflexes
6. (Bloodline Feat) Iron Will
7. Quick Bull Rush
9. Greater Bull Rush
9.(Bloodline Feat)Improved Initiative
11. Arcane Strike
12. (Bloodline Feat)Great Fortitude
13. Riving Strike
15. Bloodied Arcane Strike
15.(Bloodline Feat)Improved Disarm
17. Raging Brutality
18.(Bloodline Feat)Improved Grapple
19. Reckless Rage

Flaw:
Nearsighted: All ranged attacks you make suffer an -2 penalty, and the range increment for all ranged attacks and ranged, sight-based Perception checks are halved.

Bull Rush:
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.

An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).

Bloodrager:

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.

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.

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.

Eschew Materials
At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Spell Casting
Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager’s spell is 10 + the spell level + the bloodrager’s Charisma modifier.
Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Bloodrager. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level.

The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.

Improved Uncanny Dodge (Ex)
At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attackability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.

Damage Reduction (Ex)
At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reductionincreases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.

Greater Bloodrage (Su)
At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Will (Ex)
At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.

Tireless Bloodrage (Su)
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.

Mighty Bloodrage (Su)
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.

Aberrant Bloodline:

Bonus Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will.

Bonus Spells: Enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th).

Bloodline Powers: While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage.

Staggering Strike (Su)
At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

Abnormal Reach (Su)
At 4th level, your limbs elongate; your reach increases by 5 feet.

At 8th level. Replaced with two rage powers Superstition, Eater of Magic(10th Level)

At 12th level Replace with 2 Rage Powers. Come and Get me
Mighty Swing

Aberrant Resistance (Su) At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition.

Aberrant Form (Su)
At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.

Primalist:
At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements.

Offense:
Adamantium Lucerne Hammer (+11/+6)1d12+15(17) 19-20 (12 CMB)
Enlarged (+11/+6)3d6+16(18) 19-20(CMB 17 Bull Rush)
Raging (+13/+7)1d12+18(20) 19-20 (CMB 18 Bull Rush)
Enlarged Raging (+12/+7)3d6+20(22) 19-20 (CMB 20 Bull Rush)

Equipment:

Gold/Experience:
.45k/23k

Magic Items:

Belt: +2 Str
Body: Mithral Breastplate
Chest:
Eyes:
Feet:
Hands:
Head:
Headband: .
Neck:
Ring 1: Force shield +2
Ring 2:
Ring 3:
Ring 4:
Shield:
Shoulders: Cloak +1
Wrist: Spring Loaded Wrist Sheaths(1) Wand: Longarm (49)
Misc: Wand CLW(50),Scroll Lesser Restoration(2),Potion Organizer: Enlarge Person(10)