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About Plates The RagerBackstory:
*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.
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.
Fast Movement (Ex)
Uncanny Dodge (Ex)
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge(see below) instead. Blood Sanctuary (Su)
Blood Casting (Su)
Eschew Materials
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)
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)
Greater Bloodrage (Su)
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)
Tireless Bloodrage (Su)
Mighty Bloodrage (Su)
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)
Abnormal Reach (Su)
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
Aberrant Resistance (Su) At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition. Aberrant Form (Su)
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. Spells:
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:
Block and Tackle, Crowbar, Masterwork Backpack, 10' Pole, Folding Shovel, 50' Knotted Rope, Waterskin, Weapon Cord 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) |