Zadim

Storm Runner's page

1 post. Organized Play character for bzl109.


Race

Suli

Classes/Levels

Bloodrager (1)

Gender

Male

Size

Medium

Alignment

Neutral

Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 8
Charisma 14

About Storm Runner

Male Suli Bloodrager 1
Lawful Neutral
Representing Michael

Stats/Appearance:

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 8 (-1)
Wisdom 8 (-1)
Charisma 14 (+2)
Size: Medium
Height:
Weight:
Eyes:
Hair:
Skin:
Total Hit Points: 12
Speed: 30 ft = 40 ft [base] - 10 ft [AC]
AC/Saves/Modifiers:

Armor Class: 17 = 10 + 5 + 2 [dexterity]
Touch AC: 12
Flat-footed: 15
Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 2 = 0 [base] + 2 [dexterity]
Will save: - 1 = 0 [base] -1 [wisdom]
Attack (handheld): + 5 = 1 [base] + 4 [strength]
Attack (missile): + 3 = 1 [base] + 2 [dexterity]
Combat Maneuver Bonus: + 5 = 1 [base] + 4 [strength]
Combat Maneuver Defense: + 17 = 10 + 1 [base] + 4 [strength] + 2 [dexterity]

Languages:
Weapons/Armor:

Bec de Corbin [1d10, crit x3, 12 lb., two-handed, B or P +2 to CMB to sunder medium/heavy armor]

Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, S]

Kukri [1d4, crit 18-20/x2, 2 lb, one-handed, light, S]

Dagger [1d4, crit 19-20/x2, 10 ft., 1 lb, one-handed, light, P or S]

Pilum [1d8, crit x2, 20 ft., 4 lb., P, loses shield AC if hit]

Kikko [Medium, +5 AC, +4 Max Dex, -3 AC Penalty, 25 lbs]

Traits/Feats/Skills:

Traits:
Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Highlander (Hills or Mountain): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Feats:
Powerful Maneuvers: +2 Bullrush/Hamstring/Overrun/Sunder No AoO

Acrobatics Dex* +3 = +2 +1 +3 -3
Appraise Int -1 = -1
Bluff Cha 3 = +2 +1
Climb Str* 1 = +4 -3
Diplomacy Cha 9 = +2 +1 +1 +3 +2 [suli]
Disguise Cha 2 = +2
Escape Artist Dex* -1 = +2 -3
Fly Dex* -1 = +2 -3
Heal Wis -1 = -1
Intimidate Cha 2 = +2
Knowledge (arcana) Int -1 = -1
Knowledge (remainder) Int -1 = -1
Perception Wis -1 = -1
Ride Dex* -1 = +2 -3
Sense Motive Wis +1 = -1 + 2 [suli]
Spellcraft Int -1 = -1
Stealth Dex* 4 = +2 +1 +1 +3 -3
Survival Wis +3 = -1 +1 +3
Swim Str** 1 = +4 -3
Use Magic Device Cha 2 = +2
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers


Favored class points: Hit points +0; Skill points +1

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Race:

Suli

+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny and charming, but slow-witted.
Native Outsider: Sulis are outsiders with the native subtype.
Medium: Sulis are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sulis have a base speed of 30 feet.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Energy Strike (Su): Once per day as a swift action, a suli can shroud her arms in electricity. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
A suli with this racial trait has a stronger connection to one energy type than to the other three used by sulis. Choose one energy type: acid, cold, electricity, or fire. The suli's elemental assault ability can only deal energy damage of this type. The suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the suli gains an additional ability based on the chosen energy type.
Energy Resistance 5: Sulis have resistance to electricity 5.


Class:

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 previous bloodline to make them conform.

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 don't need to 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 a 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 base 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 base speed.

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 instead.

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 attempt concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; 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. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.

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.

Damage Reduction (Ex): 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.

Greater Bloodrage (Su): At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Will (Ex): At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.

Tireless Bloodrage (Su): At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.

Mighty Bloodrage (Su): At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.

Bloodline:

Arcane
While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bonus Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. (Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk

  • .) This stacks with any levels in fighter you have.

    Bonus Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th).

    Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.

    Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

    Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

    Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

    Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.

    True Arcane Bloodrage (Sp): At 16th level, when entering a bloodrage, you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.

    Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.

  • Light load: 100 lb. or less
    Medium load: 101-200 lb.
    Heavy load: 201-300 lb.
    Lift over head: 300 lb.
    Lift off ground: 600 lb.
    Push or drag: 1500 lb.

    's Equipment:
    88.5 lbs

    Backpack MW
    Bedroll
    Belt Pouch x1
    Rations (1 day) x5
    Waterskins x2
    Flint and Steel
    Silk Rope
    Whetstone
    Wrist Sheathe x2
    Hot Weather outfit
    Armor Ointment
    Shaving Kit
    Pilum x2
    Dagger x2

    Total
    Gps. 111
    Sps. 3
    Cps. 80

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