Viper

Yelek Hssar's page

361 posts. Organized Play character for Rogar Valertis.


Full Name

Yelek Hssar

Race

Nagaji

Classes/Levels

Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

Gender

Male

Size

Medium

Age

25

Alignment

LN

Languages

Common and Draconic

Strength 19
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 12
Charisma 13

About Yelek Hssar

Appearance:
A tall snakeman with huge fangs and emerald scales. Despite his bestial look Yelek has a somewhat alluring aura around himself

Background:
Yelek was born to be a pathfinder. Literally. In one of their travels through the fabled jungle kingdom of Nagajor the pathfinders who would become Yelek's parents managed to gain the favor of one of the naga matriarchs. In exchange for their service they recieved the egg that would become Yelek. In truth it took the pathfinders a long time to figure out how to hatch the egg, but when they finally did it their reward was a truly superb specimen of the Nagaji race, and they quickly determined the arcane means they had employed to make the hatchling grow had given him some sort of magical resonance. Now, some 20 years later, Yelek has been throughly trained into the Dark Archive's version of pathfinder's creed. Ruthless and efficient Yelek uses whatever means necessary in order to further the pathfinder's society goals... and, of course he's willing to do as much and more for the Dark Archive's agenda...

Nagaji Racial Traits:
-Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
-Resistant (Ex) Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
-Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
-Low-Light Vision: Nagaji have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Destined Bloodline:

Bonus Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus.

Bonus Spells: Shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th).

Bloodline Powers: Your future greatness grants you the might to strike your enemies with awe.

Destined Strike (Su):At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager: At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Bloodrager Class Features:
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.
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.

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.

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: 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

Character Sheet:

Yelek Hssar
Nagaji Bloodrager 04 (Fav. Class = Bloodrager)
LN Medium humanoid (Nagaji)
Init +3; Senses Perception +10
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Defense
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AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +0 Dodge, +1 Natural, +1 luck)
hp 40 (4d10)
Fort +8, Ref +4, Will +4
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Offense
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Speed 40 ft.
Melee Greatsword +8 (2d6+6/19-20/x2)
Melee +1 Large Bastard Sword +7 (2d8+7/19-20/x2)
Ranged /
Special Attacks /
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Spells & Magic
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Spells Known
Lvl 1, DC12, 2 times/day:Long Arm, Shield
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Statistics
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Str 19, Dex 12, Con 14, Int 08, Wis 12, Cha 13
Base Atk +4; CMB +8; CMD 19
Feats: Power Attack, Exotic Weapon Proficency (Bastard Sword)
Class features: Bloodline, Bloodline Power, Bloodrage, Fast Movement, Blood Sanctuary, Blood Casting, Eschew Materials
Traits: Indomitable Faith, Reactionary
Skills: Acrobatics -1, Climb +2, Craft -1, Handle Animal +1, Intimidate +7, Knowledge (arcana) -1, Perception +10, Ride -1, Spellcraft -1, Survival +6, Swim +2, Profession (bounty hunter) +4.
Languages: Common, Draconic
Other Gear: Chain shirt (100gp), +1 Large Masterwork Bastard Sword (2.770 gp), Cold-Weather Outfit (free), Wayfinder, 1 Potion of CLW (50gp), 1 Oil of Bless Weapon (50gp), 1 Potion of Enlarge Person (50gp), Cloak of Resistance +1 (1000gp), wand of CLW (2PP),
Valuables: 2.748gp

PFS INFO:

Pathfinder's Society id:# 100733-8
Faction: Dark Archive
Experience: 9
Prestige: 16
Fame: 18
Gold: 2.748gp
Day Job: [dice=Profession (Bounty Hunter)]1d20+4[/ dice]
Scenarios Played: #05-08:The confirmation; #06-10:The wounded wisp; #07-10:The Consortium Compact; #06-05:Slave Ships of Absalom; #00-13:The Prince of Augustana; #6-06:Hall of the Flesh Eaters; #8-06:Reaping What we Sow; #5-09: The Traitor's Lodge; #5-06: You Have What You Hold;

Boons:
Confirmed Field Agent: Received wayfinder for free
Explore, report, cooperate (x2): As a free or immediate action Yelek can ask the GM how a particular action he's going to take would impact the secondary success conditions for the scenario being played. The options are positively, negatively or with negligible effects. If none of those answers accurately reflects the action's impact then the GM may respond with aphrase of 5 or less words. Cross this boon off the chronicle sheet once used.
Friend of Janira Gavix: While Yelek is inside the Grand Lodge he gets a +1 to any knowledge checks he attempts.
Prized Find: If Yelek fails to aquire a Prestige Point due to failing a success condition he can cross off this boon from his character sheet in order to gain the PP anyway. This is only possible if Yelek has gained 1 xp (or 0,5 due to slow progession)
Inside Knowledge: Yelek gains a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. Yelek can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid’s Recommendation: Yelek gains a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. Yelek can cross this boon off his Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.
Gloomspire Explorer: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.
Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in Thurl’s laboratory. Whether this is to your advantage or detriment is as yet unknown.
Smine's Best: Apply boon to new metal weapon or spend 1 PP to upgrade exisiting weapon. It gains +1 bonus to performance combat and +1 bonus to intimidate checks against creatures proficent with that weapon. In addition the weapon gains 5hp.