City Guard

Sarah Wyrmtooth's page

20 posts. Alias of Yokaiboy.


Full Name

Sarah Wyrmtooth

Race

Human

Classes/Levels

Bloodrager 4

Gender

F

Size

Medium

Age

21

Special Abilities

Bloodrage

Alignment

CN

Languages

Common

Occupation

Vaylen Trade Guild

Strength 19
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 13

About Sarah Wyrmtooth

Sarah Wyrmtooth

Chaotic Neutral Female Human Bloodrager 4

crunch:

CN Medium humanoid (human)
Init +1; Senses Perception +5
DEFENSE
AC 18, touch 11, flat-footed 18 (+7 armor, +1 Dex)
hp 33 (4d10+8)
Fort +7, Ref +3, Will +2, +2 trait bonus on saving throws against fear effects,
Defensive Abilities Dragonic heritage(red) fire resistance 5, uncanny dodge;
OFFENSE
Speed 30 ft., Fast Movement
Melee masterwork greatsword (two handed) +9 ((two handed) 2d6+6/19-20)
Melee longsword +8  (1d8+4/19-20)
Ranged sling +5  (1d4+4)
STATISTICS
Str 19, Dex 12, Con 14, Int 10, Wis 10, Cha 13
Base Atk +4; CMB +8; CMD 19
Feats Power Attack, Racial Heritage
Skills Acrobatics +2 , Climb +5 , Craft (Blacksmithing) +4 , Escape Artist -2 , Fly -2 , Handle Animal +5 , Intimidate +10 , Knowledge (Arcane) +5 , Perception +5 , Ride +2 , Spellcraft +5 , Stealth -2 , Survival +7 , Swim +5
Languages Common
SQ bonus feat, fast movement, bloodrage, skilled, weapon and armor proficiency
Combat Gear potion of cure light wounds, potion of cure moderate wounds, torch (10), rations (trail/per day) (5); Other Gear breastplate +1, masterwork greatsword, longsword, sling, amulet ( skill bonus (competence) (intimidate +1)), sling bullets (10), journal, belt pouch, pouch (belt), backpack, blanket, flint and steel, pot (iron), rope (hemp/50 ft.), soap (per lb.), waterskin, 311,9gp

Known spells:
Thunderstomp, Line in the Sand

SPECIAL ABILITIES
bloodrager ~ Uncanny Dodge Bloodrage(16 rounds) Bloodsanctuary, Bloodcasting
Bonus Feat Humans select one extra feat at 1st level.
Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.
Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet.
BloodRage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so.
Bloodline: Dragonic(red)
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.
Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4

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.
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.
Spells: 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 the table above. 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 the table above. 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.
Weapon and Armor Proficiency A bloodrager is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

fluff:

Sarah is the oldest daugter of the Wyrmtooth family, like some Wyrmtooth she exhibits the Dragonic heritage of her Family. Growing up as a tomboyish girl in a small village, she was able to beat up older boys in the brawls she often started by being very defensive about her dragonic heritage.
As she grew older Sarah got into less fights, by virtute of being able to intimidate everyone who even thought about mentioning her Heritage(and pumling almoust every boy in town).
Doing martial work(Adventurer, Bouncer or Caravan Guard) came natural to Sarah. When she saw the hiring note of the Vaylen trade guild she decided to give it a try. Her first asignement send her to Gralton as aditional muscle(and as someone who can survive in the Wild) for a elite delivery team.

Description:

Sarah is a fit young woman with short flaming red hair and red eyes. She is wearing a metal breastplate, which allows glimpses at fine red scales on the back of her hands and neck leading to a large red scaled tail.


Personality:

Sarah is tomboyish, lacks patience and reacts violently to any jokes regarding her Heritage(call her "lizard girl" and you will likely lose some teath or get a chair to the face).
She is also brave, doesn't give up easily and is very loyal to those who earnd it.
Her dragonic heritage also includes a certain eye for treasures and shinys


additional info:

ideals
be strong enough to stand up for yourself. judge people for thair aktions not by thair circumstances of birth.

Goals
collecting a hoard of Shinys

find people who accept her for who/what she is(she doesn't contiously realize that)

Strengths and weaknesses?
she lacks patience, reacts violently to any jokes regarding her Heritage and can be possesiv or even greedy (exspetialy concernig shinys).
She is brave, doesn't give up easily, tries to finish things she started(be it a barbrawl or a taken mission) and is very loyal to those who earnd it.

Hobbies?
polishing her Shinys :) and {secretly}flowerpressing