Belkzen War Alchemist

Yashnarz's page

205 posts. Alias of Nickadeamous.


Classes/Levels

HP 30/30 AC 17, Touch 12, Flatfooted 15, CMD 18, Saves F +9, R +6, W +8 [+2 vs. enchantments]; Perception +7, Sense Motive +1; Init +2 | Status: Normal

About Yashnarz

Gear Wish List:

Major
Giant hide armor
bloodthirsty armor enhancement

Minor
Furious greataxe
boots of swift fury
Deathless armor enhancement
flame of rage
Helm of Fearsome Mien
tribal war paint
Any strength boosting item
Ring of Ancestral Blood Magic
mule back cords
pages of spell knowledge
handy haversack

the Soul Keeper, the Spirit Walker
Male Half-Orc
Bloodrager {ancestral harbinger, primalist} 3
Oracle {possessed, spirit guide} 3
CG medium humanoid (human, orc)
17 years old, 6’2”; 248 lbs
Init +2; Senses Normal Vision; Perception +6
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Defense
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AC 17, touch 12, flat-footed 15
(+2 Dex, +5 Armor, +0 Dodge, +0 Natural, +0 Shield)
CMD 18
Hp 30 (3d10+6)
Fort +8 Ref +5, Will +7 [+2 vs. enchantment; ]
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Offense
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Speed 30 ft. (30 base + fast movement - medium armor)
Base Atk +3; CMB +6
Melee bone dagger +6 (1d4+1/19+) [piercing]
Melee mw greataxe +7 (1d12+4/x3) [slashing]
Melee {Raged} mw greataxe +9 (1d12+7/x3)
Ranged bone dagger +6 (1d4+1/19+) [piercing] {10 ft.}
Combat Options rage 10 rounds/day;
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Statistics
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Str 17, Dex 14, Con 14, Int 7, Wis 12 Cha 16
Feats Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Endurance, Deny the Reaper , Splintering Weapon, Mad Magic,
Skills (12 class, -6 int, 3 race, 4 bg) [ACP: -4]
[+6] Acrobatics (1 rank, 3 class, 2 dex)
[+3] Climb (3 str)
[+8] Craft {alchemy} (2 bg, 3 class, 3 cha)
[+3] Diplomacy (3 cha)
[+7] Handle Animal (1 bg, 3 class, 3 cha)
[+7] Heal (1 rank, 3 class, 1 wis, 2 feat)
[+7] Intimidate (1 rank, 3 class, 3 cha)
[+0] Knowledge {arcana}
[+7] Knowledge {geography} (1 bg, 3 class, 3 cha)
[+7] Knowledge {history} (1 bg, 3 class, 3 cha)
[+7] Knowledge {religion} (1 rank, 3 class, 3 cha)
[+7] Perception (3 ranks, 3 class, 1 wis)
[+5] Profession {sailor} (1 bg, 3 class, 1 wis)
[+0] Ride (2 dex)
[+1] Sense Motive (1 wis)
[+0] Spellcraft
[+6] Survival (2 ranks, 3 class, 1 wis)
[+0] Swim (3 str)
Languages Common, Orc
Traits Fate’s Favored (Faith), Focused Mind (Magic), Balanced Education (Regional)
Drawback Occult Bargain
Curse Haunted
Mystery Ancestors
Bloodline Arcane
Deity Pharasma
Favored Class Bonus Oracles (spells)
Consumables
Other Gear 3302.09gp; mw greataxe {12 lbs}, mw backpack {4 lbs}, bone daggers x10 {10 lbs}, lamellar (horn) {30 lbs}, bandolier x2 {0 lbs}, spell component pouch {2 lbs}, blanket {3 lbs}, bedroll {5 lbs}, silk rope {5 lbs}, whetstone {1 lbs}, belt pouch x2 {1 lbs}, explorer's outfit {8 lbs}, grappling hook {4 lbs), mess it {1 lbs}, orc trail rations x3 {3 lbs}, barbarian chew x3 {0 lbs}, wooden holy symbol of pharasma (0 lbs),
Encumbrance 100/200/300; [Current Weight: 81 lbs; Light Load]
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Magic
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Oracle Spells Known [CL: 2nd; concentration +6]
1st - [6-1/day] - cure light wounds, divine favor, ironbeard, shield of faith, ventriloquism
Orisons - create water, detect magic, ghost sound, light, mage hand, mending, purify food and drink, read magic, spark, stabilize
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Special Abilities
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Balanced Education (Trait) - Your upbringing focused on strengthening mind and body in equal measure. Once per day, you can draw on this training to apply a physical ability modifier to a skill check instead of its usual mental ability modifier, or apply a mental ability modifier to a skill check instead of its usual physical ability modifier. You can only exchange ability modifiers between the following pairings: Strength with Intelligence, Dexterity with Wisdom, and Constitution with Charisma.

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.

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.

Disruptive Bloodline (Su) - At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat. [Bloodline Power]

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.

Orc Blood - Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo - Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Shadowhunter - Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-orcs can take this trait in place of weapon familiarity.

Shaman’s Apprentice - Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Skilled - Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Spirit Guide (Su) - At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects.

Wisdom of the Ages (Su) The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks. (Ancestor Spirit)

Spirit Guardian (Sp) - At 2nd level, an ancestral harbinger can call upon her ancestors to aid her in combat, summoning a weapon of force that functions as per spiritual weapon. At 6th level, her ancestral spirit can take the form of a savage creature, functioning as per summon nature’s ally II (this can’t be used to summon multiple creatures from the summon nature’s ally I list). At 12th level, her ancestor can manifest physically as a ghostly figure, functioning as per spiritual ally. At 18th level, her ancestral spirit can manifest either as a single powerful creature or as multiple lesser ancestors, functioning as per summon nature’s ally VI. The harbinger chooses which spell this ability functions as at the time of casting, and can use this ability while in a bloodrage. The ancestral harbinger can use this ability once per day, plus an additional time per day for every 4 bloodrager levels she possesses beyond 2nd. This ability replaces uncanny dodge and the bloodline feats gained at 6th and 18th levels.

Two Minds (Su) - You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse. [Revelation]