CROWE
Male human air elemental bloodrager 4
CN Medium humanoid (human)
Init +1; Senses Perception +7
DEFENSE
AC 18, touch 12, flat-footed 17 (+6 armor, +1 deflection, +1 Dex)
hp 40 (4d10+12)
Fort +7, Ref +3, Will +2
Defensive Abilities blood sanctuary, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 earthbreakerUE +9 (2d6+7/×3)
Ranged sling +5 (1d4+4)
Special Attacks bloodline power (elemental strikes), bloodrage
(12 rounds/day)
Bloodrager Spells Known (CL 4th; concentration +6)
1st (2/day)—enlarge person, shield
TACTICS
Bloodraging Statistics When bloodraging, your statistics are
AC 16, touch 10, flat-footed 15, hp 52, Fort +10, Will + 4; Resist
electricity 10;
Melee +1 earthbreaker +11 (2d6+10/×3); Ranged sling +5 (1d4+6);
Str 22, Con 21; CMB +11; Skills Climb +7, Ride +1, Swim +7.
Fatigued Statistics When fatigued, your statistics are
Init +0; AC 17, touch 11, flat-footed 16, Ref +2;
Melee +1 earthbreaker +8 (2d6+5/×3); Ranged sling +4 (1d4+3)
Str 16, Dex 10; CMB +8; CMD 18; Skills Acrobatics +4, Climb +4,
Swim +4
STATISTICS
Str 18, Dex 12, Con 15, Int 8, Wis 10, Cha 14
Base Atk +4; CMB +9; CMD 20
Feats Eschew Materials, Furious FocusAPG, Power Attack,
Raging VitalityAPG
Skills Acrobatics +5, Climb +5, Handle Animal +6, Intimidate +7,
Knowledge (arcana) +3, Perception +7, Ride +2, Spellcraft +3,
Survival +4, Swim +5; Armor Check Penalty –3
Traits air-touched, bred for warHoG
Languages Common, Shoanti
SQ blood casting, bloodline (elemental [air]), fast movement
Combat Gear acid, alchemist’s fire (2), potion of cure light wounds;
Other Gear mwk breastplate, +1 earth breaker, cloak of resistance
+1, ring of protection + 1, wand of cure light wounds (10 charges),
sling with 10 bullets, backpack, waterskin, 56 gp 9 sp
SPECIAL ABILITIES
Air Touched Crowe gains DR 1/- against all creatures and attacks with
the air subtype.
Blood Casting Crowe can cast his bloodrager spells while bloodraging.
He can even cast defensively and concentrate on these spells.
Blood Sanctuary Crowe receives a +2 bonus to saves against his own
attacks and allies’ attacks.
Bloodrage Crowe can enter bloodrage for up to twelve rounds per
day, using his bloodraging statistics. He can’t use abilities requiring
patience or concentration, any Int skill, any Cha skill except
Intimidate, and any Dex skill except Acrobatics, Fly, and
Ride. Once his bloodrage ends, Crowe is fatigued for twice
the number of rounds he just bloodraged, and he can’t
bloodrage again while fatigued or exhausted.
Elemental Strikes Three times per day as a swift
action, Crowe can cause all his melee attacks to do
1d6 extra electricity damage for round.
Furious Focus Crowe’s first attack each round
suffers no penalty from Power Attack.
Power Attack Crowe can take a –2 penalty to
hit with his earthbreaker to do +6 damage.
Raging Vitality Crowe can continue his
bloodrage even when he is unconscious.
Uncanny Dodge Crowe is not denied his Dex bonus before he
acts in combat or against invisible opponents.
Adopted - Warrior of Old As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on initiative checks.
Berserker of the Society: Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability.
Benefit: You may use your rage ability for 3 additional rounds per day.
Class Features:
Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her 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 barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex):
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier (9 rounds/day). At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.