Shael
Oread/Bloodrager (Rageshaper) /1
LG Medium Native ( Outsider)
Init +1 ; Senses: Darkvision 60’ Perception +5; Sense Motive +1
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Defense
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AC 17, touch11 , flat-footed 16 (+5 Armour, +1 Dex, +1 Natural) 15 raging
HP 16
Fort +5, Ref +1, Will +1 (+2 fort + will during rage)
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Offense
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Speed 20ft.
Melee: Earth-Breaker ; +5 ; 2d6 + 6 B /x3
While raging: +7, 2d6+9 B/x3
Ranged: Sling +1, d3+4, 50’ rng B
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Statistics
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Str 18, Dex 12, Con 15, Int 7, Wis 12, Cha 12
Base Atk +1 ; CMB +5 ; CMD 16
Feats: Toughness
Traits: Resilient, Transmuter of Korada
Languages: Common, Terran
SQ :
Combat Gear: 1gp; Earth-Breaker, Scale-Mail, CLW Potion
Kit: Bloodrager’s Kit (This kit includes a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), trail rations (5 days), and a waterskin.)
Other:
Alchemical:
Wands:
Skills: Perception (1) +5, Swim (1) + 4
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Special Abilities
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Spells:
Race:
Granite Skin: Rocky growths cover the skin of Oreads with this racial trait. They gain a +1 racial bonus to natural armour.
Earth Affinity: Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.
(Boon) Genie Heritage (Tyranny of Winds Part1); Oread Bloodragers with the elemental (Earth)Bloodline and Oread Sorcerors with the Deep Earth or Shaitan Bloodlines treat their Charisma score as 2 higher for all Sorceror and Bloodrager Spells/ class abilities.
Magic Stone, Spell-like Ability: Spell-Like Ability: Magic stone 1/day (caster level equals the oread's total level; DC 11 + Charisma modifier).
Class:
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.
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.
Bloodline:
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.
Traits:
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Transmuter of Korada: You learned the secrets of transmutation from a follower of the empyreal lord Korada. Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.
Feats:
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have morethan 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).