Kobold

Vurgan of Kassem's page

36 posts. Organized Play character for Merisal The Risen.


Full Name

Vurgan of Kassem

Race

nagaji bloodrager 7 Blood rager rounds 0/17

Classes/Levels

Normal

Gender

AC 21, touch 12, flat-footed 20 (+7 armor, +1 deflection, +1 Dex, +2 natural) hp 63 (7d10+17) Fort +7 (+2 trait bonus vs. poison), Ref +4, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting

Size

medium

Special Abilities

AC 21, touch 12, flat-footed 20 (+7 armor, +1 deflection, +1 Dex, +2 natural) hp 63 (7d10+17) Fort +7 (+2 trait bonus vs. poison), Ref +4, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting

Alignment

Lawful Good

Deity

Apsu

Location

AC 20, touch 10, flat-footed 19 (+7 armor, +1 deflection, +1 Dex, +3 natural, -2 rage) hp 77 (7d10+31) Fort +9 (+2 trait bonus vs. poison), Ref +4, Will +5; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-a

Occupation

Pathfinder

About Vurgan of Kassem

raging Vurgam:
Vurgan of Kassem
Male nagaji bloodrager 7 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 4 199)
LG Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +0
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Defense
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AC 20, touch 10, flat-footed 19 (+7 armor, +1 deflection, +1 Dex, +3 natural, -2 rage)
hp 77 (7d10+31)
Fort +9 (+2 trait bonus vs. poison), Ref +4, Will +5; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—; Resist draconic resistance, acid 5
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine greatsword +12/+7 (2d6+18/19-20) or
. . club +11/+6 (1d6+12) or
. . mwk sap +12/+7 (1d6+12 nonlethal) or
. . mwk switchscythe +12/+7 (2d4+17/×4) or
. . quarterstaff +11/+6 (1d6+17) or
. . 2 claws +11 (1d6+12)
Ranged javelin +8 (1d6+8)
Special Attacks blood casting, bloodrage (17 rounds/day), claws
Spell-Like Abilities (CL 7th; concentration +10)
. . 1/day—hypnotic gaze[ARG][ARG]
Bloodrager Spells Known (CL 7th; concentration +10)
. . 2nd (2/day)—elemental touch[APG], resist energy
. . 1st (2/day)—phantom blood[ACG], shield, shield, stone fist[APG], touch of the sea[APG] (DC 14)
. . Bloodline Draconic
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Statistics
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Str 22, Dex 13, Con 17, Int 10, Wis 10, Cha 17
Base Atk +7; CMB +11; CMD 23
Feats Arcane Strike, Blooded Arcane Strike[ACG], Cosmopolitan[APG], Eschew Materials, Power Attack, Toughness
Traits jungle resilience, upstanding
Skills Appraise +1, Climb +7, Craft (leather) +12, Diplomacy +11, Intimidate +7, Knowledge (arcana) +10, Linguistics +3 (+8 to understand messages written in incomplete, archaic, or exotic forms), Sense Motive +7, Use Magic Device +9
Languages Azlanti, Common, Draconic, Dwarven, Elven, Nagaji, Varisian
SQ fast movement, resistant
Combat Gear potion of cure moderate wounds, potion of fly, potion of resist fire 20, wand of cure light wounds, wand of cure light wounds (5 charges), wand of magic missile (10 charges); Other Gear +1 dragonhide breastplate, +1 adamantine greatsword, club, javelin (10), mwk sap, mwk switchscythe, quarterstaff, amulet of natural armor +1, bag of holding i, cloak of resistance +1, headband of vast intelligence +2, helm of comprehend languages and read magic, ring of protection +1, sleeves of many garments[UE], bloodrager's kit[ACG], masterwork leatherworking tools, torch (8), 2,613 gp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (17 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Draconic Resistance (Ex) Gain Acid resistance 1 and +5 natural armor.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hypnotic Gaze (1/day, DC 14) (Sp) Hypnotism on a single target using gaze, effect lasts a single round.
Improved Uncanny Dodge (Lv >= 11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
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+4 vs poison (2 trait 2 racial)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Vurgan of Kassem
Male nagaji bloodrager 7 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 4 199)
LG Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 20 (+7 armor, +1 deflection, +1 Dex, +2 natural)
hp 63 (7d10+17)
Fort +7 (+2 trait bonus vs. poison), Ref +4, Will +3; +2 bonus vs. spells cast by self or an ally, +2 vs. mind-affecting effects and poison
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—; Resist draconic resistance
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine greatsword +12/+7 (2d6+7/19-20) or
. . club +11/+6 (1d6+4) or
. . mwk sap +12/+7 (1d6+4 nonlethal) or
. . mwk switchscythe +12/+7 (2d4+6/×4) or
. . quarterstaff +11/+6 (1d6+6)
Ranged javelin +8 (1d6+4)
Special Attacks blood casting, bloodrage (17 rounds/day), claws
Spell-Like Abilities (CL 7th; concentration +10)
. . 1/day—hypnotic gaze[ARG][ARG]
Bloodrager Spells Known (CL 7th; concentration +10)
. . 2nd (2/day)—elemental touch[APG], resist energy
. . 1st (2/day)—phantom blood[ACG], shield, shield, stone fist[APG], touch of the sea[APG] (DC 14)
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 13, Int 10, Wis 10, Cha 17
Base Atk +7; CMB +11; CMD 23
Feats Arcane Strike, Blooded Arcane Strike[ACG], Cosmopolitan[APG], Eschew Materials, Power Attack, Toughness
Traits jungle resilience, upstanding
Skills Appraise +1, Climb +5, Craft (leather) +12, Diplomacy +11, Intimidate +7, Knowledge (arcana) +10, Linguistics +3 (+8 to understand messages written in incomplete, archaic, or exotic forms), Sense Motive +7, Use Magic Device +9
Languages Azlanti, Common, Draconic, Dwarven, Elven, Nagaji, Varisian
SQ fast movement, resistant
Combat Gear potion of cure moderate wounds, potion of fly, potion of resist fire 20, wand of cure light wounds, wand of cure light wounds (5 charges), wand of magic missile (10 charges); Other Gear +1 dragonhide breastplate, +1 adamantine greatsword, club, javelin (10), mwk sap, mwk switchscythe, quarterstaff, amulet of natural armor +1, bag of holding i, cloak of resistance +1, headband of vast intelligence +2, helm of comprehend languages and read magic, ring of protection +1, sleeves of many garments[UE], bloodrager's kit[ACG], masterwork leatherworking tools, torch (8), 2,613 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (17 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Draconic Resistance (Ex) Gain Acid resistance 1 and +5 natural armor.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hypnotic Gaze (1/day, DC 14) (Sp) Hypnotism on a single target using gaze, effect lasts a single round.
Improved Uncanny Dodge (Lv >= 11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
--------------------
+4 vs poison (2 trait 2 racial)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.