
Race |
male human air elemental bloodrager 7 | HP 74/74 (95/95), bloodrage 12/18, elemental strike 1/3 | AC 18 (16), T 12 (10), FF 17 (15) | F +8 (+11), R +4, W +5 (+7) | CMB +13, CMD 24 | Spd 40' | Perc +10 | Init +1 |
About pregen Crowe
CROWE
Male human air elemental bloodrager 7
CN Medium humanoid (human)
Init +1; Senses Perception +10
DEFENSE
AC 18, touch 12, flat-footed 17 (+6 armor, +1 deflection, +1 Dex)
hp 74 (7d10+28)
Fort +8, Ref +4, Will +5
Defensive Abilities blood sanctuary, improved uncanny dodge,
uncanny dodge; DR 1/-;
OFFENSE
Speed 40 ft.
Melee +1 furious earthbreaker +14/+9 (2d6+8/×3)
Ranged mwk composite longbow +9 (1d8+5)
Special Attacks bloodline power (elemental strikes), bloodrage
(18 rounds/day)
Bloodrager Spells Known (CL 7th; concentration +9)
2nd (2/day)—glitterdust (DC 14), mirror image Used: 1
1st (2/day)—burning hands (electric damage, DC 13), enlarge
person, expeditious retreat, protection from evil, shield
TACTICS
Bloodraging Statistics When bloodraging, your statistics are
AC 16, touch 10, flat-footed 15, hp 95, Fort +11, Will + 7; Resist
electricity 10;
Melee +1 furious earthbreakerUE +18/+13 (2d6+13/×3);
Ranged mwk composite longbow +9 (1d8+5);
Str 24, Con 21; CMB +15; Skills Climb +10, Swim +10.
Fatigued Statistics When fatigued, your statistics are
Init +0; AC 17, touch 11, flat-footed 16, Ref +3;
Melee +1 furious earthbreaker +13/+8 (2d6+7/×3); Ranged mwk
composite longbow +6 (1d8+4)
Str 18, Dex 10; CMB +12; CMD 22; Skills Acrobatics +9, Climb +7,
Ride +3, Swim +7
STATISTICS
Str 20, Dex 12, Con 15, Int 8, Wis 10, Cha 14
Base Atk +7; CMB +13; CMD 24
Feats Eschew Materials, Furious FocusAPG, Iron Will, Power Attack,
Raging VitalityAPG, Toughness, Weapon Focus (earthbreaker)
Skills Acrobatics +10, Climb +8, Handle Animal +6, Intimidate +13,
Knowledge (arcana) +3, Perception +10, Ride +4, Spellcraft +3,
Survival +4, Swim +8; Armor Check Penalty –1
Traits air-touched, bred for warHoG
Languages Common, Shoanti
SQ blood casting, bloodline (elemental [air]), fast movement
Combat Gear acid, alchemist’s fire, oil of daylight, potion of cure
light wounds, potion of fly, scroll of see invisibility; Other Gear +1
mithral breastplate, +1 furiousUE earth breaker, mwk composite
longbow, cloak of resistance +1, ring of protection + 1, belt of giant
strength +2, wand of cure light wounds (11 charges), sling with 10
bullets, backpack, waterskin, 27 gp
SPECIAL ABILITIES
Air Touched Crowe gains DR 1/- against all creatures and attacks with
the air subtype.
Blood Casting Crowe can cast his bloodrager spells while
bloodraging. He can even cast defensively and concentrate
on these spells.
Blood Sanctuary Crowe receives a +2 bonus to saves
against his own attacks and allies’ attacks.
Bloodrage Crowe can enter bloodrage for up to
eighteen rounds per day, using his bloodraging
statistics. He can’t use abilities requiring
patience or concentration, any Int skill, any
Cha skill except Intimidate, and any Dex
skill except Acrobatics, Fly, and Ride. Once
his bloodrage ends, Crowe is fatigued for
twice the number of rounds he just bloodraged, and he
can’t bloodrage again while fatigued or exhausted.
Elemental Strikes Three times per day as a swift action,
Crowe can cause all his melee attacks to do 1d6 extra
electricity damage for round.
Furious Focus Crowe’s first attack each round suffers no penalty
from Power Attack.
Improved Uncanny Dodge Crowe cannot be flanked unless the
flanker is an 11th-level rogue (or has 11 levels in another class that
grants the sneak attack class feature).
Power Attack Crowe can take a –2 penalty to hit with his earthbreaker
to do +6 damage.
Raging Vitality Crowe can continue his bloodrage even when unconscious.
Uncanny Dodge Crowe is not denied his Dex bonus before he acts in
combat or against invisible opponents.
Burning Hands Crowe deals 5d4 electricity damage to all targets in a
15-foot-cone (Reflex 13 for half damage)
Cure Light Wounds Crowe’s wand heals a touched target for 1d8+1
damage. Crowe needs help to activate his wand, so he also has a
potion for emergencies.
Daylight When smeared on an object, Crowe’s oil creates bright light
for 60 feet and raises the light by one level for the next 60 feet
for 50 minutes. If there is magic darkness in that area, instead the
overlapping area is unaffected by either spell.
Enlarge Person After 1 full round of casting, a humanoid target within
40 feet becomes Large for 7 minutes, gaining +2 Strength, –2
Dexterity, reach, +1 size bonus to CMB and CMD, –1 size penalty to
hit and AC, –4 size penalty to Stealth, –2 size penalty to Fly. Melee
weapons increase in damage (Crowe’s earthbreaker goes up to 3d6)
Expeditious Retreat Crowe’s movement increases to 70 for 7 minutes.
Fly Crowe’s potion grants the drinker a 60 foot fly speed and a +6
bonus to Fly checks (+6 total for Crowe himself) for 5 minutes.
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose
the benefit of invisibility and the like for 7 rounds. They are also
blinded if they fail a DC 14 Will save, but at the end of each of their
turns, they can attempt the Will save again to end the blindness.
Mirror Image 1d4+2 copies of Crowe weave around him for 7
minutes. Any attack requiring an attack roll has an equal chance to
hit and destroy each image, missing Crowe, as it does to hit Crowe
(so with 3 images, there would be a 1 in 4 chance to hit Crowe and
a 3 in 4 chance of destroying an image). An attack that misses by 5
or less also destroys an image. If the enemy can’t see the images,
it is not fooled.
Protection from Evil A touched target gains a +2 resistance bonus
to saves and a +2 deflection bonus to AC against evil creatures
for 7 minutes (in Crowe’s case, he already has +1, so each would
only increase by 1). The target cannot be touched by a nongood
summoned creature and is immune to direct mental control and
possession from evil creatures. If Crowe casts this spell after direct
mental control or possession, instead the target can attempt a new
saving throw at a +2 bonus.
See Invisibility Crowe’s scroll allows Crowe to see invisible and ethereal
things for 30 minutes.
Shield Crowe gains a +4 shield bonus to AC for 7 minutes and becomes
immune to magic missile.
When Crowe was a young man waiting to depart on his first horse
gathering, he had the same dream every night for five weeks. It always
started and ended the same way. Each time the storm came. Each time
the stampede thundered out of the canyon to the south. Each time his
body was trampled to pulp before he woke up soaking with sweat.
Crowe was born under an auspicious sign during a thunderstorm
that scoured the Storval Plateau one burning autumn evening. The
holy ones were reluctant to predict much about the newborn aside
from foretelling that he would one day become a significant force.
From a young age, Crowe was trained to be a perfect groom, and
it was clear that in time he would become a good trainer. He learned
from his mother and father, as well as from his aunts and uncles, for
even among the animal-loving Shriikirri-Quah, his family had a way
with horses. They supplied many a burn-rider of the Sklar-Quah with
their signature steeds, and foreigners came from miles around seeking
to trade for the family’s fearless stallions.
As Crowe grew stronger of frame, he learned the traditional ways
of Shoanti warfare. He trained with the weapons of his ancestors
and learned how to protect his people and their way of life. Crowe
learned the klar, mastered the earthbreaker, and also studied the
natural world and the ways of magic that his mother followed.
Throughout his tutelage, he challenged his elders and was
challenged by his not-so-infrequent gaps in memory. Some
in the tribe thought this was simply an excuse for his
misbehavior, and many blamed his parents for his
violent outbursts.
Though Crowe was still considered to be too young
for a long outing, his father decided that taking his
son on his first horse gathering would teach the
boy discipline. In order to test Crowe’s patience,
his father sent the youth ahead to the canyon’s
mouth to capture a horse of his own.
Crowe crouched upon a flat umber rock, trembling with
terror. All he could hear was the storm in the distance, a low,
rolling rumble that thundered in his eardrums. He was sure
what he heard was his fear, his rage. This was the canyon.
This was the night he would die. The thunder beating in his
ears changed. It wasn’t just internal; it was echoing through the
canyon. The herd was coming. Crowe looked to the sky as dark clouds
rolling in from the south obscured the setting sun. Crowe scrambled
back to his designated post as hundreds of horses filled the canyon,
their hoofbeats driving a pounding echo off the canyon walls.
Then the storm broke. Thunder rumbled and crashed through the
canyon and lightning bathed its rusty walls in flashes of white.
After the storm had passed, Crowe awoke to find his cousin sitting
on his chest and slapping his face, claiming that he was to blame for the
carnage spread all around him. More than a dozen horses lay dead, and
half of the hunting party lay trampled in the riverbed. They said Crowe
was to blame. They said there was no storm. They said he had done it.
Slick with blood, confused, and full of no uncertain amount of
shame, he stumbled through the night. The dawn broke on Crowe’s
new life—a life not burdened by tradition, a life that was numb to fear.
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