Sylph

Ysabella's page

39 posts. Alias of The Pale King.


Race

Status - | Suli

Classes/Levels

Bloodrager (Arcane) 1 | HP 13/13 | AC 15/13 | FF 14/12 | T 11/9 | F: 4 | R: 1 | W: 1/3 | Perc +5 | Init +1 | Bloodrage 6/6

About Ysabella

YSABELLA
Suli Bloodrager 1
CG Medium Humanoid (Human) and Outsider (Native)
Init +1 (+1 DEX), Senses Low-light vision, Perception +5
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DEFENSE
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AC 15/13, touch 11/9, flat-footed 14/12
HP 13 (1d10 + 2 CON +1 FCB)
Bloodrage HP 15 (1d10 + 4 CON + 1 FCB)
Fort +4 (+2 Base +2 CON), Ref +1 (+0 Base + 1 DEX), Will +1 (+0 Base + 1 WIS) Bloodrage Will +3 (+0 Base + 1 WIS + 2 Rage)
Resistances Acid, Cold, Electricity, Fire 7
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OFFENSE
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Melee Attack - Greatsword Attack: +4 Damage 2d6+4 Crit 19-20x2
Power Attack - Greatsword Attack: +3 Damage 2d6+7 Crit 19-20x2
Bloodrage Attack - Greatsword Attack: +6 Damage 2d6+7 Crit 19-20x2
Bloodrage Power Attack - Greatsword Attack: +5 Damage 2d6+10 Crit 19-20x2
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STATISTICS
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Str 17/21, Dex 12, Con 14/16, Int 10, Wis 12, Cha 14
Speed 30 ft. (30ft base + 10 fast movement - 10 hide armour)
BAB +1; CMB +4 (+1 BAB +3 STR); CMD 15 (+1 BAB +3 STR +1 DEX)
Feats Power Attack
Skills Intimidate +6, Knowledge (Arcana) +4, Perception +5, Spellcraft +4
Background Skills Artistry (literature) +4, Lore (Winter Witches) +4
Traits Unscathed, Warded Against Witchery
Languages Common

Bloodrage Rounds Per Day
6/6

Favoured Class Bonuses
1st - +1 HP

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SPECIAL ABILITIES
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Suli:

Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.

Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Elemental Assault(Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Low-light Vision

Mostly Human: A few sulis have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages.

Bloodrager:

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 (Arcane)
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: Bloodrager. 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
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.

Disruptive Bloodrage (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.

Fast Movement
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.

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried - 62 lbs
Money 19 GP 0 SP 0 CP
Greatsword - 8 lbs
Hide Armour - 25 lbs
Explorer's Outfit - 8 lbs
Scrivener's Kit - 1 lbs
Ranger's Kit - 28 lbs
Journal - 1 lbs