Jamus Hainard

Randy Ravenholdt's page

22 posts. Alias of TurtSnacko.


Full Name

Randy Ravenholdt

Race

Human

Gender

Male

Size

Medium

Age

17

Alignment

NG

Deity

N/A

Languages

common

Strength 7
Dexterity 7
Constitution 11
Intelligence 18
Wisdom 20
Charisma 22

About Randy Ravenholdt

Stats:

Randy Ravenholdt
Int +3 Senses perception +16, Darkvision 60ft
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Defense
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AC 26, 12 touch, 26 flat-footed (+ armor, +3 dex, +2 shield, +12 Natural, -1 size)
hp ((88/88)) (+24 when Raging) (88/88 Temp HP) DR 1/-
Fort +6(10), Ref +0(8), Will +11(13)(+4 to Enchantment and Compulsion)
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Offense
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Speed 50ft
Melee +15 2 Slams (3d6+15) + Grab
Melee +16 2 Claws (2d6+15)
Ranged
Special Attacks Staggering Strike, Bloodrage 24/rounds(+2 to Hit, Damage, Will. +3 to Fort, -2 to AC), Power Attack(-3 to Hit, +6 to Damage) Pounce, Rend(2d8+16), Constrict,
Reach 15ft
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Summoner Spell's (+1 to DC of Conjuration)
0- Detect Magic, Arcane Mark, Read Magic, Mending, Mage Hand, Light
(6/day) 1st- Rejuvenate Eidolon, Unseen Servant, Alarm, Ant Haul, Protection from Evil
(6/day) 2nd- Summon Eidolon, Wind Wall, Haste, Spider Climb, Contact Entity 1
(3/day) 3rd- Evolution Surge, Magic Fang Greater, Heroism
4th-
5th-
6th-

Bloodrage Spell's (+1 to DC of Conjuration)
(3/day) 1st- Enlarge Person, Endure Elements, Reduce Person, Shield, Bouncy Body
(3/day)2nd- Bonefists, Ironskin, Wild Instinct
3rd-
4th-

Spell-Like Abilities
1st-
2nd-
3rd-
4th- Summon monster 4(9/day)
5th-
6th-
7th-
8th-
9th-
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Statistics
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Str 7(29), Dex 7(15), Con 11(19), Int 18, Wis 20, Cha 22,
Base Atk +8/+3; CMB +18(+22 on Grab); CMD 30
Feats Extra Evolution, Power Attack, Spell Focus (Conjuration), Augment Summoning, Extra Evolution, Combat Reflexes, Improved Natural Attack(claw), Lunge, Raging Vitality.
Skills +11 Acrobatics(Dex)(6), Craft(Int), Fly(Dex), +17 Intimidate(Cha)(8), Knowledge +13 (Arcana)(Int)(6), +15 (Dungeoneering)(8), +15 (Local)(8), +15 (Nature)(8), +15 (Planes)(8), +13 (Religion)(6), +16 Perception(Wis)(8), Ride(Dex), +13 Spellcraft(Int)(6), +12 Survival(Wis)(4), +14 Swim(Str)(2), +17 Use Magic Device(Cha)(8)
Background Skills+10 Handle Animal(Cha(1), +15(Engineering)(8), +9 (Geography)(2), +9 (History)(2), +8 (Nobility)(1), +9 Linguistics(Int)(2), +10 Profession(Librarian)(Wis)(2),
Traits
Racial Traits Skilled, Duel Talent
Languages Common, Aklo, Undercommon
Combat Gear
Other Gear Amulet of Mighty Strikes (Impacting), Belt of Giant's Strength +4
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Special Abilities
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Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

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.

Bloodrage (Su)
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.

Summon Monster (Sp)
Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required 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.

Evasion (Ex)
If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

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.

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

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

This ability replaces shield ally

Blood Casting
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.

Improved Uncanny Dodge (Ex)
At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) 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.

Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

This ability replaces maker’s call and transposition.

Devotion(Ex)
An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Damage Reduction 1
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 reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0

Aberrant Fortitude (Su)
At 8th level, you become immune to the sickened and nauseated conditions.

Evolutions:

Limbs, Legs (0)
Limbs, Legs (0)
Arm's

Slam

Claws

reach x2

Constrict

Improved Natural Armor

Grab(slams)

Rend
Large (Ex)
An eidolon grows in size, becoming Large. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution.
If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealthskill checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 13th level before selecting this option.
The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.

background:
Randy Ravenholdt, son of Micah Ravenholdt and Rivan Stonetree,