Wednesday Daud's page

1,960 posts. Alias of Rysky.


The Waxworks 2/2 Harrow Points | Bloodrage 3/6 | Radiance 4/4 | Venegance 2/2 | Darkvison 60ft


Perception +15 Heal +13 Handle Animal +11 Knowledge (Arcana/Religion) +10 Stealth +13 Survival +11


HP 68/68 | AC/T/FF 17/12/15 CMD 20 | Fort +9 Ref +7 Will +5 | Init +2

Strength 15
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 12

About Wednesday Daud


CG Native Outsider Ranger 7/Bloodrager (Angelic) 1

HP: 60
1 +10+2
2 +6+2
3 +6+2
4 +6+2
5 +6+2
6 +6+2
7 +6+2
8 +6+2

Fort: +9
+5 Ranger
+2 Bloodrager
+2 Constitution

Ref: +7
+5 Ranger
+0 Bloodrager
+2 Dexterity

Will: +5
+2 Ranger
+0 Bloodrager
+3 Wisdom
(+2 Raging)

Perception: +15
+7 ranks
+3 Class
+2 Racial
+3 Wisdom

Heal: +13
+7 Ranks
+3 Class
+3 Wisdom

Handle Animal: +11
+7 Ranks
+3 Class
+1 Charisma

Knowledge (Arcana): +10
+7 Ranks
+3 Class
+0 Intelligence

Knowledge (Religion): +10
+7 Ranks
+3 Class
+0 Intelligence

Stealth: +12
+7 Ranks
+3 Class
+2 Dexterity

Survival: +11
+5 Ranks
+3 Class
+3 Wisdom

Total Skill Points: 47

Hated Foe (Human) +4

Bloodrage 6/day
Radiance 4/Day
Vengeance 2/Day
SLA - Daylight, Flare Burst, Searing Light,Wandering Star Motes

1st Level Spells (2)

2 Level Spells (1)

Special Abilities:


Ranger (Forlorn Avenger)
Rangers specialize in hunting a particular kind of monster. Some monsters are more subtle than others, however. When it comes to hunting those who have wronged them, particularly in matters of love, rangers can be particularly driven and cruel.

Sometimes we lose those closest to us. A Forlorn Avenger is such a character - driven by hatred to seek out those who took the one he loved, an Avenger eschews all other foes but those who have harmed him or those he loves.

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Hated Foe (Ex)
At 1st level, a Lost-Love Avenger selects either a creature type from the ranger favored enemy list or an organization within the campaign setting (which might include, but is not limited to a thieves guild, mage school, the followers of a particular deity, a political faction, or the military of a specific nation). The Avenger gains +2 to Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth, and Survival checks against his selected type. Likewise, he gains a +2 to hit and damage rolls against them. Finally, is the Avenger is facing his hated foe in combat, he gains a +2 bonus on his initiative roll.
At 5th level, and every five levels thereafter, this bonus increases by +2.
This ability replaces Favored Enemy. Furthermore, any ability that references Favored Enemy instead functions off of Hated Foe.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.
•If Core Rules only: archery or two-weapon combat.
•If Advanced Player's Guide allowed: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Two-Handed Weapon
If the character selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat:
Cleave, Power Attack, Pushing Assault, and Shield of Swings.
•At 6th level, he adds Furious Focus and Great Cleave to the list.
•At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

A ranger gains Endurance as a bonus feat at 3rd level.

Vengeance (Ex)
At 3rd level, the Avenger learns to focus his seething hatred onto a target who has wronged him. Once per day, when a target has done harm to the Avenger or one of his allies, friends, family, or lovers, the Avenger may, as a swift action, declare vengeance against that target. For the next 24 hours, the Avenger applies his Hated Foe bonuses to this target, even if that target is not the type or organization he chose at first level.
At 8th level, and every five levels thereafter, the Avenger can declare vengeance an additional time per day.
At 11th level, if the Avenger declares vengeance against a creature that is already his Hated Foe, he can also denote it his quarry as a swift action.
This ability replaces Favored Terrain.

Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.


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.

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 former 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 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.

Angelic Attacks (Su)
At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

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.

Feats & Traits
Angelic Blood (Aasimar) Your blood is infused with holy power.
Prerequisites: Con 13, aasimar.
Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Heavenly Radiance (Aasimar) x3
Your heavenly light can be used in a variety of ways.
Prerequisites: Aasimar, daylight spell-like ability, sufficiently high level (see below).
Benefit: You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as a spell-like ability. To select a spell, you must meet the minimum character level for its listing in the table. The save DC for this spell is Charisma-based.
3rd - Flare Burst
5th - Searing Light
7th - Wandering Star Motes

Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Love Lost
Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one's finger. Whoever murdered your loved one stole that ring—you're convinced of it. You've done some investigation on your own and recently found the ring for sale at a local merchant's shop. To your great frustration, you can't yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.
Choose one of the following benefits.
All Alone: The murder victim was a lover. With your lover's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Adrift You never felt like you belonged in your family. You were different, an outsider, and you grew up unable to bond with the people around you. Now, as an adult, you are still a little odd and others have a hard time understanding what makes you tick. Benefit: You receive a +1 trait bonus on saving throws made to resist charm and compulsion effects.


Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Spell-Like Ability (Sp) Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.