About Usgar~ ~ ~ CN Male Medium Humanoid Shapeshifter Race - Eberron version: Gorebrute Shifter
Bloodrager 4 (Blood Conduit & Primalist, Arcane Bloodline) _________________________________________________________________ -- STATS -- Str: 19 [Level 4: +1], Dex: 12, Con: 18*, Int: 7, Wis: 12, Cha: 12 * 16 if not in wereboar form.
–– SAVES –– Fortitude: +8 (Con +4, Bloodrager +4)
_________________________________________________________________ –– COMBAT –– Ranged to hit: +5 (BAB +4, Dex +1)
Bot me in combat:
Full Attacks incl. rage:
Full Attacks 2 rounds after rage ended:
CMB: +8 (BAB +4, Str +4) Speed: 30 ft. Initiative: +1 (Dex +1) _________________________________________________________________ –– AC / CMD –– • AC 17, T 11, FF 16 (Dex +1, Breastplate +6) • Armor Check Penalty - 4: Breastplate -4 • CMD: 19 (BAB +4, Str +4, Dex +1) _________________________________________________________________ –– SKILLS –– • Acrobatics +2 (Rank 2, Class +3, Dex +1, ACP -4)
Skill Points Lvl 1 to 4 - Bloodrager: 3 = 1 lvls x 3 (4 Bloodrager - 2 Int + 1 Favored Class Bonus) TOTAL: 3 * 4 = 12 Skill Points
–– BACKGROUND SKILLS ––
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2 skill points per level with 2 Background Skill Points per level TOTAL: 2 * 4 = 8 Skill Points
–– LIMITED ABILITIES–– • Bloodrager RAGE rounds: 14 = 4 + Con +4 + 3 (Bloodrager Lvl beyond Lvl 1) x 2 –– HIT POINTS –– Lvl 1: 14 Hit Points: 10 Bloodrager + Con +4
_________________________________________________________________ –– BLOODRAGER SPELLS KNOWN ––
• Concentration check: +5 = Cha +1 + CL 4 _________________________________________________________________ –– GOLD –– :
1000 gp remaining / 5000 gp spent (6000 gp Level 4 starting gold)
–– GEAR ––
Backpack
_________________________________________________________________ –– TRAITS ––
_________________________________________________________________ –– FEATS ––
_______________________________________________________________ –– CLASS 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. • 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. • Contact Specialist (Ex): At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats. This ability replaces fast movement and alters bloodline feats. • Bloodline Familiar: Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline. This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would. For example, a sorcerer with the aberrant bloodline who takes a bloodline familiar would not gain the acidic ray bloodline power, and she would gain her first bonus spell at 4th level, her second bonus spell at 6th level, and so on. GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below.
• 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 make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); 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 Table 1–3. In addition, he receives bonus spells per day if he has a high Charisma score (Table 1-3: Ability Modifiers and Bonus Spells). 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 Table 1–4. 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. • 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. • Spell Conduit (Su): At 5th level, as long as a blood conduit is wearing light or no armor, he can deliver bloodrager spells with a range of touch through bodily contact. When he succeeds at a combat maneuver check to bull rush, grapple, pin, reposition, or trip an opponent, or makes an unarmed strike against an enemy, he can as a swift action cast a touch spell on the creature that he affected with the combat maneuver, requiring no further touch attack roll. If this spell would usually require a successful touch attack, his successful combat maneuver check counts as this attack. This ability replaces uncanny dodge and improved uncanny dodge. _________________________________________________________________ — SKINWALKER Wereboar-Kin (Ragebred) RACIAL TRAITS -- These skinwalkers are known for their fiery tempers and stubborn streaks, features that have earned them respect in remote corners of Garund, Cheliax, and Varisia as freedom fighters. • Str: +2 Strength, –2 Charisma (+2 Constitution while shapechanged)
• Change Shape (Su): A skinwalker can change shape to a bestial form as a standard action. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain one of the available bestial features. These benefits last until the skinwalker returns to his humanoid form as a swift action. A skinwalker must first return to his humanoid form before changing to bestial form again to change benefits.
• LANGUAGES: Skinwalkers all begin play speaking Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). –– BACKGROUND –– :
Usgar lived in the Eldeen Reaches and was part of a small shifter community of Gorebrutes, those shifters which are loud and aggressive even for their kind. These shifters even are more likely to threaten violence than most other shifter individuals … maybe that is because of their connection to the Wereboars of the past. During the war no side was left untouched and thus Usgar was forced to leave his village with a band of other shifters to fight as mercenaries in Cyre! Usgar was on a mission in the north of Cyre, exactly where today the Mournland touches against the Cyre River coming off of Scions Sound when the mourning hit!! Nobody knows what exactly happened to Usgar but he was gone for almost two weeks before he was found by fellow shifters that helped him return to his home village. The amnesia that Usgar suffered from the magical force that hit him, gave Usgar the powers associated with his arcane bloodline and everyone also saw the extraordinary rage that flowed through him. All the uncertainty forced Usgar to eventually leave his home only months after he arrived in the Eldeen Reaches because he had to escape the unbearable environment where everyone believed to know Usgar although he did not know himself anymore. Usgar still feels an anger inside of him because the loss of his memories and that is sometimes hard to control but that is also paired with an uncontrollable lust to travel and seek something beyond his reach. But Usgar also was clearly advised that beyond his community he has to control himself because the past crusade of the silver flame makes it especially important for him to not constantly escalate situations so that that those that are still feeling uneasy among shifters don’t continue the prosecution of his race instead of chasing real lycanthropes. Although he has no clue about religion, something inside of him feels that the Traveler is pushing him onwards … where to … he does not know but he always remains ready for the journey yet to come! One of these journeys also led him to Sharn a couple of months ago. He had heard a lot about Sharn … and there was something special about this city. He was initially homeless and effectively lived on the street but his brute muscles helped me to find employment as an enforcer or bodyguard. Recently, he has been seeking a more adventurous task and is actively looking for new opportunities. -----------------------------------------------------------------
–– ATTITUDE –– :
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------------------------------------------------ –– FAMILIAR –– 'Tiiggh', the HEDGEHOG Familiar (Protector Archetype), N Diminutive animal
- Protector Archetype: Protector familiars are so devoted that they would give their lives for their masters. A tumor familiar can’t be a protector. - Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion.
--Further Familiar Stats --:
- Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance. - Defense
Offense
Ecology
Special Abilities
Description
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