Alain

Rory Dragonhanded's page

No posts. Organized Play character for Great Green God.


Full Name

Rory Dragonhanded

Race

Human

Classes/Levels

Bloodrager (blood conduit) 1

Gender

Male

Alignment

CN

Languages

Common

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 17

About Rory Dragonhanded

Human bloodrager (blood conduit) 1
CN Medium humanoid (human)
Init +2; Senses Perception -2
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Defense
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AC
16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +4, Ref +4, Will -2
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Offense
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Speed
30 ft.
Melee mwk falchion +7 (2d4+4/18-20) or
_____ mwk falchion (with Power Attack) +6 (2d4+7/18-20) or
_____ dagger +5 (1d4+3/19-20) or
_____ unarmed strike +4 (1d3+3 nonlethal) or
_____ unarmed strike (raging) + (1d3+3 nonlethal)
Ranged mwk sling +4 (1d4+3)
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Statistics
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Str 14, Dex 14, Con 14, Int 10, Wis 7, Cha 17
Base Atk +1; CMB +3; CMD 14
Feats Dodge, Improved Unarmed Strike, Weapon Focus (unarmed strike)
Traits Bullied, Weathered Emissary
Skills Climb +6, Intimidate +7, Linguistics +5, Survival +3, Swim +6
Languages Common, Polyglot
Combat Gear alchemist fire, antiplague, antitoxin, potion of cure light wounds (2)
Other Gear mwk studded leather, dagger, mwk falchion, silver dagger, mwk sling, sling, sling bullets (10), backpack, bedroll, belt pouch, calligrapher's tools, flint and steel, torch (3), trail rations (4), waterskin, monogrammed wayfinder, whetstone, 404 gp, 7 sp, 5 cp

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Experience
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Dark Archive Prestige

Fame
XP Total

Fighter Class Features/Feats/Traits:

Class Features
The following are the class features of the bloodrager.

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
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.

When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.

The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.

At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.

If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Elemental (Fire) Bloodline[b]
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus.

Bonus Spells: Burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk

  • always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtype of these spells changes to match the energy type of your element.)

    Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power while bloodraging. At first level, you must select an element: air, earth, fire, or water. Once chosen, this cannot be changed. A number of your abilities deal damage and grant resistances based on your element, as noted below.

    [b]Elemental Strikes (Su)
    At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.

    Elemental Resistance (Ex)
    At 4th level, you gain energy resistance 10 against your energy type.

    Elemental Movement (Su)
    At 8th level, you gain a special movement type or bonus based on your chosen element, as indicated on the above table. The Fire Elemental Bloodline grants a 30 foot enhancement bonus to base land speed.

    Power of the Elements (Su)
    At 12th level, the energy damage done by your elemental strikes bloodline ability bypasses resistance to that energy type, and still deals half damage to creatures with immunity to energy of that type.

    Elemental Form (Su)
    At 16th level, once per day when entering a bloodrage you can take an elemental form as elemental body IV.

    Elemental Body (Su)
    At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. You have this benefit constantly, even while not bloodraging.

    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.

    Archtype: Blood Conduit
    Blood conduits learn to channel their arcane might directly through their flesh, without the need for mystical words or gestures.

    Contact Specialist (Ex)
    At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats.

    This ability replaces fast movement and alters bloodline feats.

    Spell Conduit (Su)
    At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack.

    This ability replaces uncanny dodge and improved uncanny dodge.

    Reflexive Conduit (Ex)
    At 14th level, a blood conduit can discharge his power into foes that attempt bodily contact with him. While wearing light or no armor, when the blood conduit is subject to a combat maneuver check made to bull rush, grapple, pin, reposition, or trip him, as an immediate action he can target his attacker with a bloodrager spell that has a range of touch. If the spell would normally require a touch attack, a blood conduit can attempt a combat maneuver check for this attack instead.

    This ability replaces indomitable will.

  • tools:

    Pathfinder ID 130009-8

    [dice=Swish]1d20+6[/dice]

    [dice=Charging Swish]1d20+8[/dice]

    [dice=Damage]2d6+4[/dice]

    [dice=Damage (with Power Attack)]2d6+7[/dice]

    [dice=Fortitude save]1d20+4[/dice]
    [dice=Reflex save]1d20+2[/dice]
    [dice=Will save]1d200[/dice]

    [dice=Acrobatics]1d20[/dice]