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Ra'hl Rogarvia's page

300 posts. Alias of Logan Holt.


Classes/Levels

LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4

About Ra'hl Rogarvia

Ra’hl Rogarvia
LN Humanoid (human) Bloodrager (Rageshaper) 4
Init +1; Perception +4
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Defense
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AC
18, touch 10, flat-footed 18 (+7 armor, +1 Natural Armor)
HP 37 (4d10+8)
Fort +6, Ref +1, Will +2
Resist: Fire 5
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Offense
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Speed
40 ft.
Melee Masterwork Bastard Sword +8 (1d10+4/19-20)
Melee Claw +10 (2d8+5) (raging)
Melee Claw +8 (2d8+9) (power attack)
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Statistics
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Str
17, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +7; CMD 17
Languages Common, Draconic
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Feats
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Power Attack
Weapon Focus (claw)
Improved Natural Attack (claw)
Eschew materials
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Spells
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Spells Known
1st Level: Enlarge Person, Feather Fall (0/2 /day)
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Traits and Drawbacks
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Bastard One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Secret Knowledge You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed. Knowledge (nobility.)

Illuminator You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Survivor You gain a +1 trait bonus to initiative and Sense motive checks. Sense motives is always a class skill.

Power-Hungry You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
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Skills 16+4=20
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Acrobatics +4 (+1 rank, +3 class skill)
Bluff +3 (+3 Cha)
Climb +7 (+1 rank, +3 class skill, +3 str)
Diplomacy +12 (+4 ranks, +3 class skill, +3 cha, +2 trait)
Disguise +3 (+3 cha)
Fly -1 (-1 armor)
Heal +0
Intimidate +7 (+1 rank, +3 class skill, +3 cha)
Knowledge (arcana) +7 (+4 rank, +3 class skill)
Knowledge (nobility) +9 (+2 if consulting Heritage Book) (+4 rank, +3 class skill, +2 trait)
Linguistics +1 (+1 rank)
Perception +4 (+1 rank, +3 class skill)
Ride -1 (-1 armor)
Sense Motive +6 (+2 rank, +3 class skill, +1 trait)
Spellcraft +4 (+1 rank, +3 class skill)
Stealth -1 (-1 armor)
Survival +0
Swim +2 (+3 str, -1 armor)
Use Magic Device -
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Gear
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+1 Mithral Agile Breastplate
Bastard Sword, Masterwork
Belt Pouch
Heritage Book
Horse, Light (Combat Trained)
Ioun Torch
Potion of Cure Moderate Wounds x2
Ration x4
Riding Kit (Bit & Bridle, Saddle, Saddle Blanket, Saddlebags, 2 days of Seed)
Signet Ring
Sleeves of Many Garments
Spring Loaded Wrist Sheath x2
97 gp
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Special Abilities
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Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency: Bloodragers are proficient with all simple 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. This does not affect the arcane spell failure chance for arcane spells received from other classes. 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.

Bloodline (draconic): Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
The bloodrager gains bloodline powers at 1st level

Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Bloodrage (Su): (12 rounds/day) The bloodrager's source of internal power grants him the ability to bloodrage. 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.

Bestial Aspect (Su): At 4th level, whenever a rageshaper gains a natural attack through the use of a polymorph spell, he can increase the damage done by that attack by one die. If the spell grants multiple natural attacks, the rageshaper must choose one kind of natural attack for the ability to enhance. At 9th level, if the rageshaper's altered form grants him a new mode of movement, that movement's base speed increases by 10 feet. This is an enhancement bonus. If the rageshaper's bloodrage powers already grant natural attacks or alternate modes of movement, then the bonuses granted by bestial aspect also apply to these bloodrage powers.

Blood of Life (Su): A spelleater's blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is added to this effective damage reduction.

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Backstory
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Ra’hl was born a bastard child in New Stetven 22 short years ago. His father sent him away to be raised by a servant named Isabella. Ra’hl was able to stay in contact with his birth mother, though he did not learn her true name. She financially supported Isabella and Ra’hl. She afforded him a good education with New Stetven’s greatest tutors. Through he had only an average intellect, Ra’hl naturally took to the studies of the arcane. He was also pushed to learn the history of Brevoy, its cities, lands, surrounding counties, and most importantly its nobility. Once Ra’hl learned to read and write, his mother sent him letters daily, though she never signed them with anything but, “your loving mother.” She told him that it was not her choice that she gave Ra’hl away, but that she was yet unwed and could not claim her child. Ra’hl looked forward to her letters every day, until one day when he was 8 years of age, a letter never came. From that day on, his mother broke all contact without warning. This was the same day that House Rogarvia vanished without a trace. In the following weeks, large sums of money, books, etc. came to Isabella’s home. Isabella told Ra’hl her employer, Ra’hl’s mother, had passed and this was to be his inheritance. Isabella continued to pay for Ra’hl’s education. When Ra’hl came of age, Isabella gave Ra’hl a book. The book was a heritage book of the noble families of Issai, a book similar, but very different than any he had studied before. This book told Ra’hl that he was born to Maria Rogarvia, a minor noble, several hundred steps down from the throne, but with the house gone. Ra’hl was next in line for the throne.

Ra’hl made his way to the New Stetven court to claim his heritage. A lawyer for the Surtova family had the audacity to claim Ra’hl’s book a forgery. Since his mother never signed the letter, he could not prove his legacy without the book. Distraught, Ra’hl left the court and wondered the streets. Here he was set upon by a group of “bandits.” These “bandits” didn’t ask for a coin of Ra’hl and drew weapons on the unarmed boy trying to kill him. Dodging and fleeing their blades, his heart began to pump. He could hear his pulse in his ears as his mind became focused, able to ignore the cuts and slashes on his body. When he heard a “bandit” say, “Surtova won’t pay us unless he’s dead without a witness,” Ra’hl lost it. His rage overtook him and his draconic blood manifested for the first time in his life. When his rage subsided, Ra’hl was dripping in the assassin’s blood. Now he had proof. The draconic bloodline of the Rogarvian line coursed through his veins, Surtova’s lawyer knew his book was legitimate and set to have Ra’hl killed. Ra’hl knew New Stetven was no longer safe. He needed powerful allies who would back his claim, and he knew he would not find them in New Stetven.

Hearing rumors that the swordlords were requesting adventurers, and knowing their animosity with Reagent Surtova already, Ra’hl made his way south and requested a charter.
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Personality
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Ra’hl is a charismatic man who believes strongly in the rule of law and nobility of birth. He is kind to all folks, save those who stand against his country or demean civility. He is not easily enraged but when he is he becomes lethal and unforgiving. He understands and accepts the reason for war, but he does not wish to see Brevoy fall to it. He believes a strong, true leader can bring them together. He refuses to accept that Surtova is or ever could be that king. While Ra’hl carries himself as a noble, he carries an ornate bastard sword on his hip to remind him of his roots. He knows that no one man can do everything. He seeks to empower everyone to better themselves so that they, in turn, can better the country. Ra’hl is not the most educated man, and knows he will have to rely on good council to be the great king he is destined to be.
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Common Dice
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LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 37/37 | AC 18; T 10; FF 18 | Fort +6; Ref +1; Will +2 | Resist Fire 5 | Perception +4
Regular Attacks
Masterwork Bastard sword [dice=Bastard Sword Attack]1d20+8[/dice]
Damage [dice=damage]1d10+4[/dice]
Masterwork Bastard Sword with Power attack [dice]1d20+6[/dice]
Damage [dice=damage]1d10+10[/dice]

Raging
RAGING LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +1 | HP 45/45 | AC 16; T 8; FF 16 | Fort +6; Ref +1; Will +4 | Resist Fire 5 | Perception +4

Skills
Str 21, Con 18
Climb +9
Swim +5

Raging Attacks
Claws [dice=Claw attack] 1d20+10[/dice] [dice=Second Claw attack] 1d20+10[/dice]
Damage [dice=damage]2d8+5[/dice]
Claws with power attack [dice=Claw Power attack] 1d20+8[/dice] [dice=Second Claw Power attack] 1d20+8[/dice]
Damage [dice=damage]2d8+9[/dice]

Enlarged Raging
ENLARGED RAGING LN Human Bloodrager (Rageshaper)(Spelleater) 4 | Init +0 | HP 45/45 | AC 15; T 7; FF 15 | Fort +6; Ref +1; Will +4 | Resist Fire 5 | Perception +4

Skills
Str 23, Dex 8, Con 18
Acrobatics +3
Climb +10
Fly -2
Ride -2
Stealth -2
Swim +6

Raging Enlarged Attacks
Claws [dice=Claw attack] 1d20+11[/dice] [dice=Second Claw attack] 1d20+11[/dice]
Damage [dice]3d8+6[/dice]
Claws with power attack [dice=Claw Power attack] 1d20+9[/dice] [dice=Second Claw Power attack] 1d20+9[/dice]
Damage [dice=damage]3d8+10[/dice]