Male Elf Bloodrager 9
Spd 50 ft. (40 ft in armor)
Str 16 (+3) 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (0), Wis 10 Cha 14 (+2)
Bluff: 9 rank +2 Cha +3 FCB +2 trait = 16
Handle Animal: 7 rank +2 Cha +3 FCB = 12
Intimidate: 9 rank +2 Cha +3 FCB = 14
Knowledge (arcana): 2 rank 0 Int +3 FCB = 5
Knowledge (geography): 2 rank 0 Int = 2
Linguistics: 9 rank 0 Int = 9
Perception: 9 rank + 3 FCB +2 racial = 14
Sense Motive: 3 rank = 3
Spellcraft: 4 rank 0 Int +3 FCB = 7
Survival: 9 rank + 3 FCB = 12
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.
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.
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.
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.
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.
One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways.
Bonus Feats: Combat Reflexes,
Bonus Spells: entangle(7th), hideous laughter (10th), haste (13th), confusion (16th).
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.
Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.
Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you were under the effects of haste.
One with Nature (Su): At 16th level, creatures of the animal or plant types don't attack you unless they're compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You have these benefits constantly, even while not bloodraging.
Fury of the Fey (Su): At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane.
Traits: Marked: You were marked for assassination by the Red Mantis. In order to survive, you became an expert at blending in and convincing others you were someone that you weren’t. You receive a +2 trait bonus on Bluff and Disguise checks and one of them is a class skill for you. In addition, once per week, you may roll twice for a Bluff or Disguise check and take the better result. The extra roll must be made before the result(s) of the check are declared.
Veteran of Battle (Gorum): You have fought in several battles, and each time felt the presence of your god guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
Languages: Common, Elven, Orc, Dwarven, Goblin, Sylvan
potion of invisibility, oil of keen edge (x3)
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Arcane Focus: Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Weight: 29+30+8+3+3+1+1 = 75 (46 without backpack, )
Uruelleth, aka Urug'dash the Twice-killed:
Drifting, silent, lonely. Thought is sparse in this place of nothingness. Infrequently, bitter memories ebbed and flowed laced with anger and hate. Like a dream bordering on a nightmare, one face appeared over and over -- a red-and-black mask designed to look like a mantis.
A familiar voice calls from a great distance, and he heeds it. As the chanting grows steadily louder, he feels the sensation of life once more. A heartbeat. Muscles twitch. Air rushes into new lungs. Eyes open, and light spills into his world.
Urug'dash sits up in shock, looking around the sylvan glade. He immediately spies his mother, her familiar weathered, toothy countenance not looking especially pleased. "Last time was better," she croaks in Orcish.
"What do you--" he begins, but his mouth felt strange mouthing the words. The gutteral sounds hurt his throat. His fangs were... absent. He looks down and sees soft, pinkish skin instead of his last form, which had powerful muscles under shaggy fur, and before that, a scar-riddled greenish gray that proudly showed the chiseled muscles beneath. "No," he begins, shaking his head.
"You are elf now," his mother spits. She pushes herself wearily to her feet. "Maybe this will keep the bugs away from you, but perhaps not. They found you as gnoll."
"No, no, NO!" he rails, standing himself. He towers over his mother now, seeing perfectly in the dim light of the glade. A red-rimmed rage overtakes him, and he punches a moss-covered menhir. It cracks and falls over, though he manages to mangle his hand in the process. He calms down some, panting, the fire of pain clearing his head.
His mother tsks and applies some magical healing to his hand. "You still channel the Iron God's ferocity, I see. But elf warchief? I think you do not go back to Belkzen."
"Where should I go? The elf lands? Should I live in their trees and drink their sweet wines? Mother! This is... this is..." he buries his face in his hands.
"This is life. This is another chance to die in battle, not to another knife while you sleep," she answers simply, cutting through to the heart of the matter.
Urug'dash lifts his head, nodding in agreement. He would continue to fight. He may have to fight as an elf, but they have their warriors too. He could do it, and maybe avoid these accursed cowards who wait until their enemy is asleep before slicing their blade across his throat. The rage nearly bubbles to the surface, but he keeps it at bay with the comfort of knowing that it was there.
"You are right," he says as he sorts through the pile of old belongings that his mother brought along with her. She had clearly retreated into the Northern Fangwood to perform her ritual, and couldn't carry everything. It didn't matter, he realizes. His old armor wouldn't have fit, anyway.
He begins to cover the hated elven skin with his garments, finding the fabric coarse and unpleasant. He tests the weight of his mighty falchion, thankful both that his mother recovered it and that it wasn't entirely unwieldy in his smaller hands.
"I will need to head for Lastwall," he tells his mother, who nods sagely.
The orc druid gathers her ritual objects, and collects the head of the gnoll that had been used to call his soul back to be reincarnated. "I will be wolf. Guard you. Watch you. Elves like wolves, I think."
Urug'dash smiles. "This one will."
They travel along the outskirts of the Fangwood, completely unaware that the Red Mantis had managed to find the ritual site. They had lost track of the druid as she passed effortlessly through the woods, but managed to pick up the trail once she was joined by her reincarnated son.
As night descended upon the Fangwood, Urug'dash's mother settled down and was soon asleep. The new elf, however, found sleep elusive. The coarse bedroll irritated and scratched his blemish-free new skin. The filtered moonlight through the trees made the glade as bright as day to his new eyes unlike the comforting black-and-white of his old darkvision.
He got up and began to pace. His life as a gnoll had been very similar to his life as an orc. He had adapted to it quite quickly, and come to enjoy its fierce visage. He was able to get the remnants of his wartribe to accept him as their leader rather quickly. This body, however, was never going to find acceptance among the orcs of Belkzen. He was uncertain if he would ever accept it himself.
A whisper and a snap of a twig catches his attention. He realizes that in his reverie, he had wandered several paces away from where his mother slept. Looking back to the small glade, he sees two red-clad figures over her, one of them in the middle of drawing a blade across her throat.
The rage was upon him instantly, and with a roar he bounded over the underbrush and launched himself into battle. Completely unafraid of death, his fury singing in his blood that he would die in battle against the cowards who almost deprived him of joining Gorum in the endless battles of his afterlife, Urug'dash threw himself into reckless melee.
Yet he was not to die that night. His battle ferocity, coupled with some strange verdant energy that empowered his rage, completely overwhelmed the pair of Red Mantises. When his rage subsided, they were dead, along with his mother.
He built a pyre, burning his mother and leaving the assassins' bodies to the scavengers. He collected the few items of value from them and his mother, and continued his trek to Lastwall.
As it turned out, there was a bounty for the head of the gnoll chieftain, so Urug'dash was able to turn in his own head for a sizable reward, which allowed him to outfit himself with some armor and clothes that fit his new elven frame.
Taking the elven name Uruelleth, he traveled through Lastwall to the shores of Lake Encarthian. Still unsure of whether the Red Mantis chased him, he booked passage on a sailing vessel to Kyonin, hoping that their reach would not be as far as the elven homeland.
Settling for a time in Erages, he quickly learned about the Mantisbane Pact and immediately traveled to Iadara to sign up. Knowing that each time he falls asleep may be the last, he made his decision. He did not fear facing the Red Mantis in battle, so would take the fight to them. The orcish fury and his mother's fey influence still sang in his blood, and the followers of Achaekek would spill theirs upon his blade.
Uruelleth tugged at his 'tunic,' the light, airy shirt that hung loose across his chest but did not chafe like the rough-spun fabric he had been used to in his previous lives. Soft. He hated the feeling of it, afraid it was making him soft.
Never. I'll never let that happen, he thought as he stared at the receding shoreline from the sterncastle of the large vessel on which he had brokered passage. Lastwall dwindled in the distance, and far beyond it, the Hold of Belkzen, his home for the last 45 years.
He wished for the weight of his armor, but walking around the decks of a ship with a heavy breastplate on was foolish and drew attention. So the armor, bought with the gold he received by turning in the bounty on his own head, rested in a pack along with his other belongings. His falchion, however, remained on his hip. He would not be parting with that, regardless of the stares.
"Is that an orc sword?" came a high voice from behind in Elven. He was again grateful that he had spent a great deal of effort learning the languages of his enemies. He turned and saw a elf child, no more than thirty-five, he surmised, staring at the wicked blade he bore.
He eyed the youth, probably a boy, considering his interest in weapons, though still possibly a girl. He was going to have to figure out how to tell the difference. "It is a sword, yes. But an orc sword? Do I look like an orc?" he asked, turning it around on him.
The youth beamed. "Well of course not! But my father says the orcs use swords like that: big, heavy and slow. Did you kill an orc to get that sword?"
Uruelleth folded his arms and leaned back against the railing. "I've killed orcs," and other things, "but not to get this sword. And it can be faster than your father thinks. Don't assume just because something is big it cannot be fast."
The youth nodded, absorbing the lesson. "Did you fight in Belkzen?"
Uruelleth could not help the smile that grew on his face. "Yes, for many years."
"My aunt and uncle fought for Lastwall. They said the orcs kill each other as much as we kill them." he said matter-of-factly. "How many orcs have you killed?"
His smile faded. "I... didn't keep count."
"More than a hundred?"
Uruelleth's face soured. "More than twenty. But I killed other things, too."
The youth brightened. "Oh! Like ogres and trolls?"
And Elves and Humans and Dwarves... "Something like that." To change the subject, he drew his falchion with a flourish. Then he flipped it around and presented it hilt-first to the child. "Would you like to feel what an orc carries into battle?"
Wide-eyed, the youth took the sword into hand, but the curved blade dropped immediately to the deck with a thunk. Uruelleth snorted and reclaimed the blade.
He was just about to sheathe the blade when a shout from across the deck caught his attention. "Elledel! Where have you--? Oh."
Uruelleth's breath caught and his adrenaline surged as he realized he stood over an elf child with a naked blade. But when the elven adult appeared from below decks, he seemed unconcerned. "Elledel, food is ready in the galley. Go now," the adult ordered, sending the youth scurrying off. The two elves eyed each other. "Belkzen?"
Uruelleth cleared his throat. "Yes."
"Thank you for your service to Lastwall. I hope Elledel didn't bother you overmuch."
He shook his head. "No, he was fine."
"Good. Well, home is only a few days away. I'm sure you're anxious to see Kyonin. Well met."
Uruelleth nodded as the elf headed below decks. Home. Yes, it's a few days away. And getting farther away by the second.