Sylph

Zev Kelevra's page

1,128 posts. Alias of Rysky.


Full Name

Zev Kelevra

Race

| Bloodrage 16/16 | Low Light Vision, Darkvision 60ft

Classes/Levels

Skills:
Escape Artist +8, Lore (Zon-Kuthon) +6, Perception +12(16), Sleight of Hand +8, Stealth +9, Survival +10

Gender

HP: 54/54 | AC: 15/11/14 CMD: 18 | F: +8(12) R: +2(4) W: +5(9) | Initiative: +1

Alignment

LG

Languages

Common, Shadowtongue

Strength 16
Dexterity 12
Constitution 18
Intelligence 8
Wisdom 18
Charisma 7

About Zev Kelevra

Male Witchwolf Bloodrager (Scorned Rager)
Medium Humanoid (Skinwalker, Shapehanger)

When faced with overwhelming hate or betrayal most are laid low, but a scorned rager stands, broken, but not beaten. Anger at the great injustices they've suffered infuse and warp their very being, awakening their eldritch blood and transforming them into beings of pure wrath. Though not mindless their self loathing and vehemence at those who have wronged them make them self-destructive in their onslaught

Vitals:

HP: 54
1=10+4
2=6+4
3=6+4
4=6+4
5=6+4

MaB/CMB: +9(11)
+5 BaB
+3 Strength
(+2 Bloodrage)
+1 magic

RaB: +6
+5 BaB
+1 Dexterity

AC/Touch/Flat-Footed:

CMD: 18
10 base
+4 BaB
+3 Strength
+1 Dexterity

Fortitude: +8(+12)
+4 Bloodrager
+4 Constitution
(+2 Racial)
(+2 Bloodrage)

Reflex: +2(+4)
+1 Bloodrager
+1 Dexterity
(+2 Racial)

Will: +4(8)
+1 Bloodrager
+3 Wisdom
(+2 Racial)
(+2 Bloodrage)

SKILLS
Escape Artist (Dex) +8
+4 Ranks
+3 Class
+1 Dexterity

Perception (Wis) +12(16)
+4 Ranks
+3 Class
+3 Wisdom
+2 Witchwolf
(+4 vs statues)

Stealth (Dex) +9
+4 Ranks
+3 Class
+1 Dexterity
+1 Uskwood

Survival (Wis) +10
+4 Ranks
+3 Class
+3 Wisdom

Background

Lore - Zon Kuthon(Int) +6
+4 Ranks
+3 Class
-1 Intelligence

Sleight of Hand (Dex) +8
+4 ranks
+3 Class
+1 Dexterity

Spells Known
1 - Magic Missile, Barbed Chains

Spell per Day
1 - 3


Special Abilities:

CLASS

Class Skills:A scorned rager adds Escape Artist (Dex) and Stealth (Dex) as class skills, and removes Handle Animal (Cha) and Ride as class skills. This alters the bloodrager’s class skills.

Weapon and Armor Proficiency
A Scorned Rager isn’t proficient with shields. This alters the bloodrager’s weapon and armor proficiencies.

Feral Conviction
Held together only by their rage and unbreakable will a scorned rager is more standoffish and aloof than others who are empowered by their blood. A scorned rager uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of bloodline abilities and class granted Spell-Like Abilities.

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.

Uncanny Dodge (Ex)
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Harrowing Sanctuary (Su)
Beginning at 3rd level a scorned rager’s hatred and intent to kill becomes almost palpable, unsettling those she faces while steadying herself in the process. All enemies adjacent to the scorned rager take a -1 penalty to their saving throws and -1 penalty on attack rolls. This penalty increase to -2 at 9th level and -3 at 18th level.
As long as one creature is under the effect of Harrowing Sanctuary whenever the scorned rager makes a saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely.
At 6th level, her harrowing sanctuary’s range increases its effective area, growing to a 10 ft. radius. At 15th level, this increases again to 20 ft..
This ability alters Blood Sanctuary and replaces the Bloodline feats gained 6th, 9th, 15th, and 18th level.

Vehement Casting
The scorned rager’s malice corrupts and expands their inherent magical ability, making her array of spells much more vicious and cruel. She adds all spells from the antipaladin spell list to her bloodrager spell list. If a spell appears on both the bloodrager spell list and the antipaladin spell list, the scorned rager uses the lower of the two spell levels listed for the spell. The bloodrager treats any antipaladin spells she takes with this ability as bloodrager spells for the purposes of other abilities (such as greater bloodrage).
This ability alters spellcasting.

Blood Casting (Su)
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.

Improved Uncanny Dodge (Ex) At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.

Invite the Hate in (Su): At 7th level a scorned rager’s hate allows her to subtly alter the focus of her opponents’ ire to her liking, granting her the ability to cast Compel Hostility as a spell-like ability a number of times per day equal to 3 + their Wisdom modifier. At 10th level she can instead cast Knight's Calling, and at 13th and 16th level she gains the ability to cast Coward's Lament and King's Castle, respectively.
At 10th level and every 3 levels after the DCs of these spell-like abilities increase by 1.
This ability replaces Bloodline Spells and Damage Reduction.

Rabid Assault: At 12th level the scorned rager throws away all pretense of preservation in an attempt to take down her foe. Whenever the scorned rager charges, she can make a full attack. Whenever she uses this ability, she takes a –4 penalty to her AC until the start of her next turn (in addition to the AC penalty for charging).
A scorned rager may cast a spell with any range other than “personal” in place of one of her attacks while using rabid assault, centered on the target of the charge. If the spell involves an attack roll she can use the bonuses of the attack she gave up. Depending on the spell this may include the scorned rager in the radius. Casting in this manner does not provoke an attack of opportunity and you do not require a free hand in order to cast, the verbal and somatic components are channeled through your attack.
This ability replaces the bloodline power and bloodline feat gained at 12th level.

BLOODLINE

Shadow Vision (Su)
While bloodraging, you gain low-light vision if you don’t already have it. If you already have low-light vision, you gain darkvision to a distance of 30 feet. At 10th level, you gain darkvision with a range of 30 feet, or add 30 feet to the range of your darkvision if you already have it.

Shades of Rage (Su): At 4th level, whenever you enter a bloodrage, the light level within 30 feet of you decreases by one step. Natural light is always affected, but magical illumination dispels this ability if the caster of the light effect succeeds at a caster level check against a DC equal to 10 + your class level.

FEATS & TRAITS

Extra Feature
You are an exceptional shapechanger.
Prerequisites: Con 13, skinwalker.
Benefit: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
Special: You can gain this feat multiple times. Its effects stack.

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.

Eschew Materials
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Ruin Raider
While the mercantile industries of Magnimar appeal to your keen eye for monetary gain, you know that the boldest route to true fortune lays in hunting down rare relics and selling them to the highest bidder. Becoming a Pathfinder seemed like an obvious decision, allowing you to travel throughout Varisia in your search for wealth, so you signed up right away. You brought with you a sharp eye and keen ability to distinguish fakes from the genuine article. You gain a +1 trait bonus on Appraise checks. Additionally, you gain a +4 bonus on Perception checks made to distinguish statue-like creatures (like caryatid columns and gargoyles) from actual sculptures.

Uskwood Hunter
You have served the Umbral Court, discreetly following interlopers through the twilit city streets of Pangolais to pinpoint their locations for the authorities. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Broken, Not Beaten
You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

Umbral Unmasking
You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

RACIAL

Ability Modifiers +2 Con, –2 Int (+2 Wis while shapechanged)
Witchwolf Skill Modifiers +2 Perception, +2 wild empathy
Witchwolf Spell-Like Ability magic fang 1/day
Low-Light Vision (Ex): In dim light, Witchwolves can see twice as far as humans.
Change Shape
A Witchwolf can change shape to and from a bestial form as a standard action. In bestial form, a Witchwolf gains a +2 racial bonus to Wisdom. While in this form, a Witchwolf also takes on an animalistic feature that provides a special effect. Each time a Witchwolf assumes bestial form, she can choose to gain one of the following features:
•Bite attack that deals 1d6 points of damage
•2 claw attacks that each deal 1d4 points of damage
•Darkvision 60 feet
•+2 racial bonus on all saving throws
These benefits last until the Witchwolf returns to her humanoid form as a swift action. A Witchwolf must first return to her humanoid form before changing to bestial form again to change benefits.

Equipment:

Dark Fur Coat 80g
Sword of Ill Omen
2d5 19-20 x3
For now, any time you threaten a crit the blade causes 1 point of bleeding damage for 1d4 rounds afterwards, The bleeding can be cured by a DC 10 heal check or any sort of magic healing.

Additionally with its affinity for both Death and cold... any enchants that have something to do with either of those effects costs 15% less
Lastly... if you are curious as a character anybody skilled in either a Lore check, (or a bard) might be able to give you a more definitive history of the blade. :)