Falconer

Carinthia Sunsong's page

43 posts. Alias of Thron.


Classes/Levels

Bloodrager 7 | HP 66/66(healthy) | AC 18 t 12, ff 16| F+5, R+3, W+2, +2 vs Evil, Resist Cold 5, Acid 5, Electricity 5 | Perception +10, 60’ darkvision, Initiative +3

Active Buffs:
Shield, Mirror Image

About Carinthia Sunsong

Tracking:
Daylight 1/day: 1/1
Rage: 18/18 (+6 Str, +4 Con, +2 Will, -2 Dex, -3 AC, -1 Attack, +14 HP, Large)

Spells:
1 (1/2): Shocking Grasp, Shield, Expeditious Retreat, Ray of Enfeeblement, Magic Missile
2 (1/2): Mirror Image, Scorching Ray

Name
: Carinthia Sunsong
Sex: Female
Race: Aasimar
Class: Bloodrager 7
Age: 18
LG Medium Humanoid (Outsider) 

Init +3; Perception +10
Darkvision 60’

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DEFENSE

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AC: 18 , touch 12, flat-footed 16 (+2 Dex, +5 Armor, +1 Nat Armor) 

HP: 66 (7d10 + 2 Con/LVL {6 + 2 + 1/LVL})

Fort +5, Ref +3, Will +2 (+2 to Saves vs Evil)
Resistances: Cold 5, Acid 5, Electricity 5
DR: 1/-

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OFFENSE 

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Speed 40 ft. 

Melee: +1 Glaive +11/+7 (1d10 + 5, x3)
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SPECIAL ABILITIES:

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.


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RACIAL BONUSES:

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.



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SPELLS

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1 (2/2): Shocking Grasp, Shield, Expeditious Retreat, Ray of Enfeeblement, Magic Missile
2 (2/2): Mirror Image, Scorching Ray

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STATISTICS

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Str 16, Dex 14, Con 14, Int 10 Wis 12, Cha 
17
Base Atk +7/+2; CMB +9; CMD 
20

Feats
Eschew Materials
Angelic Blood
Arcane Strike (+2 Damage, +1 every 5 Caster Levels)
Weapon Focus
Toughness
Blooded Arcane Strike

Traits:
Reactionary: +2 Initiative
Child of the Temple: +1 Knowledge (Religion), Class Skill

Skills (4 ranks, +2 Background):
Perception +11 (7 Ranks, 1 Wis, 3 Class)
Diplomacy +10 (7 Ranks, 3 Cha)
Knowledge (Religion) +11 (7 Ranks, 0 Int, 1 Trait, 3 Class)
Ride +10 (7 Ranks, 1 Dex, 3 Class -1 ACP)
Handle Animal +13 (7 Ranks, 3 Cha, 3 Class)
Perform (Song) +10 (7 Ranks, 3 Cha)

Languages: Common (Taldane), Celestial, Draconic

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GEAR/POSSESSIONS

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Worn/Carried:
+1 Leather Lamellar Armor
+1 Glaive
Belt of Physical Might +2 (Str, Dex)
Ring of Sustenance
Amulet of Natural Armor +1

Carrying Capacity Light: 76 lbs. Medium: 77-153 lbs. Heavy: 154-230 lbs.
Lift Over Head: 230 lbs.
Lift Off Ground: 460 lbs.
Drag or Push: 1,150 lbs.
Currency: 0 gp, 0 sp, 0 cp
Total Weight: 36 lbs

Appearance
Height: 5’11"
Weight: 115 lbs.
Hair: Red
Skin: Caucasian
Eyes: Green

Reference Image

Personality:
Carinthia is timid and anxious. She seems like she wants to try and connect with people, but is afraid to...