About Tipene Mangakahia
Current XP N/A
Male Tulita human bloodrager 3
N Medium humanoid (human)
Init +1 Perception +8
Bloodrage Rounds: (10/day) [x] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Breaking Wave: (3/day) [ ] [ ] [ ]
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 32 (3d10+6+3)
Fort +5, Ref +2, Will +3 (incl. tattoo bonus)
Speed 40 ft./Swim speed 30 ft. while raging
Melee tewhatewha +6 (1d6+4/x2) or w/PA +5 (1d6+7/x2) or raging +8 (1d6+7/x2) or raging w/PA +7 (1d6+10/x2)
Ranged harpoon +4 (1d8+3/x3)
Special Attacks None
Spells Known None
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +6 CMD 16
Exotic Weapon Proficiency (Harpoon):
Survival +7 (+3 rank, +1 WIS, +3 class skill)
Climb +9/+8 in armor (+3 ranks, +3 STR, +3 class skill)
Perception +8 (+3 rank, +1 WIS, +3 class skill, +1 trait)
Swim +9/+8 in armor (+3 ranks, +3 STR, +3 class skill)
Profession (Sailor) +8 (+3 ranks, +1 WIS, +3 class skill, +1 trait)
Racial Modifiers +1 skill rank/level
Totem Tattoo (Dolphin): You bear a tattoo depicting one of the totems of the Three (Whale, Turtle, Dolphin). You gain a +1 trait bonus on Will saving throws. The totem tattoo is not a magical tattoo and does not take up an item slot on the body.
Sailor: Born with an innate love of the sea, you gain a +1 trait bonus on Perception and Profession (sailor). In addition, one of these skills (Profession (Sailor)) is always a class skill for you.
Languages Common (Taldane), Tulita
Combat Gear silver dagger, longbow, normal arrows (20), cold iron arrows (10, silver arrows (10), mw chain shirt, studded leather armor, backpack, bedroll, belt pouch (2), traveler's outfit, flint and steel, sack (2), torch (5), rice paper (20 pcs), ink, pen, twine (50 ft.), whetstone, waterskin, silk rope (50'), 2 days trail rations, alchemist's fire (0) 0 pp, 230 gp, 0 sp, 0 cp
Favored Class: Bloodrager +1 HP L1-L2
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 Powers: Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.
Breaking Wave (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with the force of the tides. For 1 round, your melee attacks with a bludgeoning weapon can knock foes back or to the ground. If you hit, you may also make a trip or bull rush attempt against your target as a free action. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks with bludgeoning weapons have this effect, and this ability no longer requires a swift action to activate.
Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet.
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.
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.