Bloodrager Test: Level 10


Playtest Feedback


So, after running the Arcanist through a number of encounters I thought I would give the bloodrager a go. Rather than setting him against a full AP/Scenario I am going to use my initial same game test, so 3 encounters against an equal CR each time.

Our Bloodrager is an arcane version.

Bloodrager:
Havoc
Angel-Blooded Aasimar (Angelkin) Bloodrager 10
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +18

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Defense
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AC 22 (20), touch 13(11), flat-footed 20 (+9 armor, +1 deflection, +2dex)
hp 114 (144) (10d10+80)
Fort +13(18), Ref +8, Will +8(10)
Defensive Abilities improved uncanny dodge; DR 2/—; Resist acid 5, cold 5, electricity 5

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Offense
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Speed 40 ft.
Melee +1 furious greatsword
+17/+12 (2d6+13/19-20/×2) (arcane strike)
+17/9 (2d6+22/19-20/x2) (power attack and arcane strike)
+21/13 (2d6+27/19-20/x3) (power attack, arcane strike, rage)

Ranged Composite Longbow
+10/5 (1d8+9/10/x3) (arcane strike)

Special Attacks bloodrage (24 rounds/day)

Spell-Like Abilities
1/day—alter self

Bloodrager Spells Known: (CL 9th; concentration +10):

3rd (2/day)— heroism, fly
2nd (2/day)— mirror image, see invisibility, invisibility, false life, stone call
1st (3/day)—shield, expeditious retreat, magic missile, burning hands (DC 14), enlarge person (DC 14), feather fall (DC 14)

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Statistics
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Str 22 (26), Dex 14, Con 16 (22), Int 8, Wis 10, Cha 16
Base Atk +10; CMB +16 (18); CMD 29

Feats: Arcane Strike, Eschew Materials, Furious Focus, Improved Initiative, Iron Will, Power Attack, Raging Vitality, Toughness

Traits: magical knack, reactionary

Skills: Acrobatics +5 (+9 jump), Climb +10, Heal +2, Intimidate +10, Knowledge (arcana) +3, Perception +18, Spellcraft +3, Survival +4 (+6 to avoid becoming lost), Swim +10, Use Magic Device +13; Racial Modifiers +2 Heal

Languages: Celestial, Common

Special Qualities: blood casting, disruptive bloodrage, fast movement, arcane bloodrage, bloodlines (arcane), improved uncanny dodge

Gear: Oil of daylight, Potion of cure moderate wounds, Wand of cure light wounds, +3 Mithral Agile breastplate, +1 Furious Greatsword, Belt of giant strength +4, Cloak of resistance +3, Eyes of the eagle, Feather step slippers, Headband of alluring charisma +2, Ioun stone (clear spindle), Ring of protection +1, Wayfinder (1 @ 0 lbs)


OK, these are the three encounters from the same game test.

Quote:

SET UP

The Necromancer Perfidious has not been seen in over 200 years. Many people have speculated on the location of her Tower but now you have found it. It is said to contain many treasures, gold and gems extorted from those who feared her power, a spellbook with numerous necromantic spells, many of them developed by the necromancer herself and potent magic items crafted by her hand.

Whatever the truth you have arrived at the small town of Gainford. The locals know of the tower which sits on a small bluff but have never heard of any Necromancer. It is half falling down and had been used by the local militia as a watchpost. Some weeks ago however a Hill Giant came down from the mountains and slew the watchmen. Now it demands tribute and food from the town under threat of being demolished. The people are desperate to be free of the tyrannical creature.

Quote:

ENCOUNTER 1: The Abandoned Tower

The tower sits on a bluff overlooking the forest below. A small river runs past it plunging over the cliff to a deep pool below. It offers a great view of the surrounding countryside and is in very poor repair. The roof is partially collapsed and the walls are breached in several sections, though choked with rubble and brush. The Hill Giant removed what remained of the old rotted gates which provide a clear approach to the courtyard.

The Giant spends most of its time on the ground floor. The upper floors are not readily accessible due to the collapse of the staircase and sagging floors which cannot hold his weight. He has brought a pair of dire wolves as his companions and they tend to remain in the yard outside.

Giant:
CE Large humanoid (giant)
Init –1; Senses low-light vision; Perception +6
AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
Fort +11, Ref +2, Will +3
HP 85 (10d8+40)

Special Attacks rock throwing (120 ft.)
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)

Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
Ranged rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.

Statistics
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24

Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)

Skills Climb +10, Intimidate +12, Perception +6

Languages Giant

Wolves:
N Large animal
Init +2; Senses low-light vision, scent; Perception +10
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
HP 37 (5d8+15)

Fort +7, Ref +6, Will +2
Speed 50 ft.

Melee bite +7 (1d8+6 plus trip)
Space 10 ft.; Reach 5 ft.

Statistics
Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)

Feats Run, Skill Focus (Perception), Weapon Focus (bite)

Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

Challenge 1 wrote:

CHALLENGE 1: The Secret Door

If the Giant is dealt with our trusty adventurer is free to search the ruins of the Tower. Careful searching at the back of the crumbling cellar will find a secret door (DC25 to spot). Of course it cannot be quite so simple and those who would disturb the Necromancers rest attract her curse. The door is trapped with Bestow Curse (DC29 to spot or disable, DC16 Will save or -4 to attacks, saves, ability checks and skill checks).
Quote:

Encounter 2: The False Crypt

With the door open a narrow stairway leads down into pitch blackness. At the bottom sits a large crypt covered in dust but not a cobweb in sight, no living creature treads these halls. A sarcophagus carved with the likeness of Perfidious sits on large stone bier in the middle of the room. Fourteen armoured figures fill niches in the walls. Anyone opening the stone sarcophagus awakens the creatures set to guard this place as does attacking any of the figures.

The Mummy takes one round to explode out of the sarcophagus if it is not opened. The crypt is 40 feet long and 30 feet wide. The ceiling is only 10 feet high so flying creatures cannot avoid enemies here. The sarcophagus is at the far end and the figures spaced evenly around the walls. All are dressed identically making it impossible to distinguish between the Wights and Skeletons, at least at first.

Mummy:

LE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +16
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)

AC 20, touch 10, flat-footed 20 (+10 natural)

HP 60 (8d8+24)
Fort +4, Ref +2, Will +8

DR 5/—; Immune undead traits

Weaknesses vulnerable to fire
Speed 20 ft.

Melee slam +14 (1d8+10 plus mummy rot)(12/d8+16 with power attack)

Statistics
Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
Base Atk +6; CMB +13; CMD 23

Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (slam)

Skills Perception +16, Stealth +11

Languages Common

Wight:

LE Medium undead

Init +1; Senses darkvision 60 ft.; Perception +11
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)

HP 26 (4d8+8)
Fort +3, Ref +2, Will +5

Defensive Abilities undead traits

Weaknesses resurrection vulnerability
Speed 30 ft.

Melee slam +4 (1d4+1 plus energy drain)

Special Attacks create spawn, energy drain (1 level, DC 14)

Statistics
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15

Feats Blind-Fight, Skill Focus (Perception)

Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth

Languages Common
SQ create spawn

Skeleton:
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)

HP 4 (1d8)
Fort +0, Ref +2, Will +2

DR 5/bludgeoning; Immune cold, undead traits
Speed 30 ft.

Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2)

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14

Feats Improved Initiative


Quote:

CHALLENGE 2: Lies and Deception

The sarcophagus contains a variety of apparent treasure but it is largely copper painted gold (DC25 Perception or DC20 Appraise) and items enchanted with permanent magic aura to appear magical. There is a spellbook but it is one of her early ones and contains no unique spells or spells above level 3. Clearly this is not the true crypt.

The true entrance lies beneath the stone bier. It is cleverly concealed (DC25 to spot) and, barring magic, the bier must be shoved aside to gain access (DC25 Strength check). Once access is gained it reveals a perfectly smooth pitch black pit, some 5' in diameter. Carved out through the use of disintegrate this shaft descends some 200 feet into the earth.

The bottom of the shaft is protected by a Symbol of Pain which will catch anyone using a light source to navigate in the darkness. The Chamber below lies within the radius of the Symbol so the penalties will persist within the chamber as well.

Quote:

ENCOUNTER 3: The True Crypt

The true crypt is a tiny room only some 10 feet in diameter and 10 feet high. In it lies the carved ebony coffin which houses the last remains of Perfidious. Unusually for a Necromancer she chose not to cheat death, instead allowing her soul to journey through the Planes beyond. However she was a jealous creature who could not abide sharing her wealth and so placed a powerful curse on her last resting place. Anyone opening her tomb calls forth a Soul Eater which will pursue them wherever they go unless they destroy the creature first. This trap can be detected but not dispelled.

Advanced Soul Eater:
NE Medium outsider (evil, extraplanar)
Init +12; Senses darkvision 60 ft., all-around vision; Perception +12

DEFENSE
AC 25, touch 21, flat-footed 18 (+8 Dex, +1 dodge, +6 natural)
HP 104 (11d10+44)
Fort +7, Ref +15, Will +9
DR 10/magic; Immune critical hits, paralysis, poison, sleep, stunning

OFFENSE
Speed 30 ft., fly 100 ft. (perfect)
Melee 2 claws +20 (1d6+3/19–20 plus 1d6 Wisdom damage)
Special Attacks find target, soul drain

STATISTICS

Str 17, Dex 26, Con 18, Int 16, Wis 15, Cha 15
Base Atk +11; CMB +14; CMD 32 (can’t be tripped)

Feats Dodge, Flyby Attack, Improved Critical (claw), Improved Initiative, Weapon Finesse, Weapon Focus (claw)

Skills* Acrobatics +22 (+8 jump), Escape Artist +22, Fly +30, Intimidate +16, Knowledge (planes) +17, Perception +16, Stealth +22 (+30 darkness or smoke)
Languages Abyssal, Infernal
SQ caster link (irrelevant here)

SPECIAL ABILITIES

Find Target (Su)
When a soul eater’s conjurer orders it to find a creature, it can do so unerringly, as though guided by a locate creature spell that has no maximum range and is not blocked by running water. The conjurer must have seen the desired target and must speak the target’s name.

Soul Drain (Su)
If the Wisdom damage from a soul eater’s claw attacks equals or exceeds an opponent’s actual Wisdom score, rendering the victim helpless, the soul eater can devour that creature’s soul as a standard action that provokes an attack of opportunity. This attack kills the victim. The dead victim can resist having her soul eaten by making a (DC 19) Fortitude save; success means she is still dead, but can be restored to life normally. If she fails this save, her soul is consumed by the soul eater. A victim slain in this manner cannot be returned to life with clone, raise dead, or reincarnation. She can be restored to life via resurrection, true resurrection, miracle, or wish, but only if the caster can succeed on a DC 32 caster level check. If the soul eater is killed within 120 feet of its victim’s corpse, and the victim has been dead for no longer than 1 minute, the victim’s soul returns to her body and restores her to life, leaving her unconscious and at –1 hit point. This is a death effect. The save DC is Constitution-based.

Wisdom Damage (Su)
A creature hit by a soul eater’s claw must succeed on a DC 19 Fortitude save or take 1d6 points of Wisdom damage. The save DC is Constitution-based.


Quote:

Encounter 1:

So, our hero approaches the old crumbling tower. Once it is in sight he will cloak himself in invisibility using one of his precious few spell slots. With his new effective stealth skill of 21 he can sneak inside undetected by the Wolves. While he cannot ID them as dire wolves he can be sensible enough to realise they might sniff him out if he gets too close. He moves into charge range, draws his weapon and unleashes! He gets a surprise round.

Initiative: 16 20 13

Havoc 22 (Dex 14)
Wolf 1 22 (Dex 15)
Wolf 2 15

Surprise Round:

Havoc: Enters rage (gains haste and blur), charges wolf 1, hitting for 25 damage.

Round 1:
Wolf 1: Bites for 7 damage after DR, fails to trip

Havoc: Full attack, first attack kills Wolf 1, he 5' steps into range of wolf 2 and 2 hits kills it.

Round 2:

The Giant emerges from the tower at the end of round 1 and rolls initiative. With its -1 modifier it is going second.

Havoc: Casts Shield and moves out of charge range

Giant: Throws a rock and lumbers forward. Misses with a 24, Blur would have saved him anyway.

Round 3:

Havoc: Moves up and attacks, he doesn't want the -2 AC from charge and shouldn't need the attack bonus. Hits for 38 damage.

Giant: Takes a swing with his club against AC25, misses with both attacks

Round 4:

Havoc: Full attack the Giant hitting twice for 68 damage and killing him.


Quote:

Challenge 1:

Exploring the ruins (taking 10) Havoc eventually locates the secret door hidden in the cellar. He has no means of detecting the trap so sets it off but he makes the will save.
Quote:

Encounter 2

He emerges into the deeply suspicious looking crypt but doesn't have much choice but to press ahead. He carefully leaves the bodies in the alcoves alone and investigates the sarcophagus. It is old and dusty. He draws his blade and heaves the lid from the stone coffin activating the guardians. I give the Mummy a surprise round given it is hidden in the coffin.

Fight!:
Initiative: 11 14 12 8

Havoc: 17
Mummy: 14
Wights: 13
Skeletons: 14

Surprise Round:

Mummy: Rises from its resting place striking terror into the hearts of mortals. DC16 paralysis aura, he passes or this would have been one short adventure. The clear spindle arguably protects him anyway. Takes a swing, hitting for 21 after DR. He easily saves against mummy rot

Round 1:

Havoc: Rages, takes haste and blur, attacks the mummy. It takes all three hits but it goes down.

Skeletons: Rushes by a dozen charging skeletons. Only 8 can reach him at any one time. His AC is currently 21 so they hit on a 20 pretty much. All miss

Wights: Advance towards Havoc but cannot reach due to the skeletons.

Round 2:

Havoc: Destroys 3 skelletons

Skeletons: 3 more plug the gap and all attack. They are all flanking now but it is giving them no benefit. They switch to claw attacks. They do all of 7 damage.

Wights: still stuck waiting

Round 3:

Havoc: Destroys another 3 skeletons, only 6 remain.

Skeletons: Still animated by some malign intelligence they begin to try and grapple him to let the wights get in. The first provokes an opportunity attack and explodes. The next 5 all still need a 20 and all miss

Wights: there is space for them now and they move in to energy drain. One hits but only just, both would have hit if not for uncanny dodge. He takes no damage due to DR but 1 negative level. Blur fails to save him.

Round 4:

Havoc: Full attack trying to take out the wights now they have shown themselves. He cuts down both wights and another skeleton.

I will call it there, there are only 4 normal skeletons left and they cannot really do anything to him. He does have a negative level which he currently has nothing he can do about.


Quote:

Challenge 2:

He is not fooled by the fake treasure and some searching around discovers the slight scuff marks which suggest the hidden area. He heaves the sarcophagus aside after a few goes to reveal the pitch black shaft leading into the darkness. He draws a continual flame stone on a chain from around his neck, jumps off the edge and casts Feather Fall to slow his decent into the darkness. Unfortunately this means he triggers the symbol trap at the bottom. This wouldn't normally be an issue as it is a fortitude save but a 1 is always a fail. He takes -4 to pretty much everything. Wracked with pain and very angry he heaves open the coffin looking for the rumoured riches.
Quote:

Encounter 3:

Fight:
Initiative: 5 20

Havoc: 11
Soul Eater: 32

Round 1:

Soul Eater: Attacks and then flies into the air taking the opportunity attack. It hitd for 2 damage but Havoc makes his save. He misses.

Havoc: His enemy is flying and well away from him. He rages gaining haste and blur and casts fly.

Round 2:

Soul eater: Flyby attack, he hits but Blur negates the attack. The opportunity attack misses.

Havoc: Moves upwards to the soul eater. He cant charge as he is unlikely to make the DC20 fly straight up check (+6 to fly). Makes a single attack which hits for 30 damage.

Round 3:

Soul eater: Tired of playing cat and mouse it tries to feed on his soul. Two attacks, both would hit but one is negates by blur. He passes the wisdom drain save as its fortitude.

Havoc: Full attack but only one hit for 33 damage

Round 4:

Soul Eater: 2 claw attacks, both hit for 8 damage and he makes both fortitude saves. Things are looking dicey.

Havoc: Full attack gives another two hits for 68 damage which leaves it on 3hp.

Round 5:

Soul eater: Just needs these claw attacks to land. A couple of bad saves could still give him the win. 2 hits give him a mighty 8 damage and the raginc on boost means his just avoids wisdom drain.

Havoc: 3 attacks versus 3 remaining HO means only triple 1's will mean his loses. It doesnt happen


With the last tomb guardian dead he takes his loot and flies out to tell the villagers he has dealt with their problem. He may need a cleric to get rid of his negative level but otherwise is fine. Of course this ended up being the much easier CR8 challenge, I will see how he does against the CR10 version another time.

Edit: of course at the end I realise that I completely forgot to apply the effect of the symbol of pain so the encounter would have been much nastier. I blame extreme tiredness.


OK, time to have a look at the CR10 set of encounters.

Quote:

SET UP

The town of Gainford sits on the road through the Giantsbane Mountains. A high narrow pass cuts through the range allowing trade between the two neighbouring Kingdoms. Conflicts have sparked of late with skirmishes on the border and organised piracy. Seeking to avoid a war an Ambassador was dispatched to negotiate a treaty. Unfortunately he never arrived and both sides blame each other for his disappearance. Tensions are rising and armies are mobilising. You have been sent by your Lord to find out what really happened to the Ambassador and salvage the situation. You have three days to learn the truth before the opposing armies clash and the situation becomes unsalvageable.

Unknown to the governments involved a secret cabal of merchants, the Iron League, has been working behind the scenes to send the neighbours to war and thereby profiteer during the chaos. They hired a group of mercenaries to kidnap the Ambassador and interrogate him for sensitive government information. That group is currently hiding out in caves which run deep into the mountain. They have left some of their number in the pass to discourage the curious. Godric, an Iron League council member is also waiting in Gainford for news of their success.

Quote:

CHALLENGE 1: Discover what happened to the Ambassador

This is an open ended challenge to discover what happened to the ambassador. Asking around Gainford can alert characters to a number of leads. Several caravans have passed through the pass in the last week as has a band of mercenaries. Rumours of war are circulating and some claim a Dragon has been seen in the pass (an illusion used to scare people away). Divinations may assist to discover what happened. Anyone being too obvious will attract the attention of the Iron League who will warn their minions via sending.

Quote:

CHALLENGE 2: Discover the Traitor

Events are being manipulated by the nefarious Iron League. If they are to be stopped then our hero must identify who is at the heart of this plan and acquire sufficient evidence to uncover their misdeeds. Of course they could just kill them when they discover who they are but that still leaves the rest of the League intact. Better to expose one of their council members and and use them against the rest.Information about Godric can be obtained in a variety of ways:

Ixiel knows who he is but will not divulge the information without some form of magical compulsion, bound as she is by the Planar Ally spell

Morgan knows of the existence of the League and that one of their higher ups is in town.

Camulus knows the identity of Godric, having secretly followed him once after a briefing but will not divulge the information unless he must to spare his own life. He doesn’t care about the rest of his group.

Plenty of other methods may well discover more information about him. Gordic lacks magical protection against divination spells but he has covered his tracks around town. Any attempts to locate information about him by mundane means face a DC of 25.

Quote:

ENOUNTER 1: The Ambush

Ixiel is an Erinyes Devil summoned to this world by Godric (a Cleric in the service of Asmodeus) and he has sent her with the mercenaries to keep him up to date on events. She is his eyes and ears on the ground although he avoids getting directly involved to remain free of suspicion. With her is Morgan, a local guide and scout who often works for the League although he knows little of their true motivation. He does know there is a more senior member somewhere in Gainford. With them they also have a Boreal Manticore, an ally of Morgan.

Erinyes:
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16

DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)

Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)

STATISTICS
Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 31

Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

Morgan:
Morgan is CR6 due to having PC level wealth.
Male Human (Ulfen) Ranger 6
LN Medium Humanoid (human)
Init +7; Senses Perception +11

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Defense
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AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 46 (6d10+6)
Fort +7 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +11, Will +5

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Offense
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Speed 30 ft.
Melee Masterwork Greatsword +7/+2 (2d6+3/19-20/x2)
Ranged +1 Composite longbow (Str +2) +9/+9/+4 (1d8+7/x3)
Special Attacks favored enemies (evil outsiders +2, humans +4)

Ranger Spells Prepared (CL 3):
1 (2/day) Aspect of the Falcon, Aspect of the Falcon

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Statistics
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Str 14, Dex 21, Con 12, Int 12, Wis 14, Cha 7
Base Atk +6; CMB +6; CMD 23

Feats Deadly Aim -2/+4, Endurance, Point Blank Master (Longbow), Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Traits Goldfinger (Disable Device), Reactionary

Skills Acrobatics +10, Bluff -2 (+2 vs. humans, +0 vs. evil outsiders), Climb +8, Diplomacy +4, Disable Device +16, Escape Artist +4, Fly +4, Handle Animal +2, Heal +6, Knowledge (dungeoneering) +5 (+9 vs. humans, +7 vs. evil outsiders), Knowledge (geography) +10 (+14 vs. humans, +12 vs. evil outsiders, +12 while in mountainous terrain), Knowledge (nature) +10 (+14 vs. humans, +12 vs. evil outsiders), Perception +11 (+15 vs. humans, +13 vs. evil outsiders, +13 while in mountainous terrain), Ride +4, Sense Motive +2 (+6 vs. humans, +4 vs. evil outsiders), Sleight of Hand +6, Stealth +13 (+15 while in mountainous terrain), Survival +11 (+13 to avoid becoming lost when using a Mapmaker's Kit as you travel, +15 vs. humans, +13 vs. evil outsiders, +13 while in mountainous terrain, +14 to track), Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages Common, Skald, Varisian

SQ combat styles (archery), favored terrain (mountainous +2), hunter's bonds (companions), track, wild empathy

Combat Gear Wand of cure light wounds; Other Gear Mithral Agile breastplate, +1 Composite longbow (Str +2), Arrows (100), Cold Iron Arrows (50), Masterwork Greatsword, Silver Arrows (50), Belt of incredible dexterity +2, Cloak of resistance +1, Handy haversack (106 @ 72.64 lbs), Climber's kit, Grappling hook, Mapmaker's kit, Ranger's kit, Spell component pouch, Thieves' tools, masterwork
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Special Abilities
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Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Manticore:
LE Large magical beast (cold)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 63 (6d10+30)
Fort +10, Ref +7, Will +3
Immune cold
Weaknesses vulnerable to fire

OFFENSE
Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +11 (1d8+6 plus 1d6 cold), 2 claws +11 (2d4+6 plus 1d6 cold)
Ranged 4 spikes +8 (1d6+5 plus 1d6 cold)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 22, Dex 15, Con 20, Int 7, Wis 12, Cha 9
Base Atk +6; CMB +13; CMD 23 (27 vs. trip)

Feats Flyby Attack, Hover, Weapon Focus (spikes)

Skills Fly –3, Perception +9, Stealth –2 (+2 in snow), Survival +4 (+8 in snow or when tracking); Racial Modifiers +4 Perception, +4 Stealth (in snow), +4 Survival (in snow or when tracking)
Languages Common

SQ trackless step

SPECIAL ABILITIES
Spikes (Ex)
With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.

Trackless Step (Ex)
A boreal manticore does not leave a trail in snow and cannot be tracked. It can choose to leave a trail if it so desires.


Quote:

ENCOUNTER 2: The Ambassador

Camulus is a renegade sorcerer who has been hired by the Legion to try and break the Ambassadors will and pry any secret knowledge he possesses from him. Unfortunately the Ambassador is proving to be more resilient than anyone expected and so far he has held out. He is supported by three Faceless Stalkers disguised as human guards and used as enforcers and infiltrators by the League. If the Ambassador will not break one of them is ready to assume his shape and take his place.

Camulus:
Camulus
Male Human Sorcerer 10
LE Medium Humanoid (human)
Init +7; Senses Perception +6

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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 62 (10d6+20)
Fort +7, Ref +6, Will +10; +4 bonus vs. poison
Resist fire 10

--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hellfire (1/day) (dc 21)

Sorcerer Spells Known (CL 10):
5 (4/day) Summon Monster V
4 (6/day) Charm Monster (DC 24), Dimension Door, Confusion, Arcane Eye
3 (7/day) Tongues, Dispel Magic, Haste, Fireball (DC 19), Suggestion (DC 21), Fly
2 (8/day) Resist Energy, Mirror Image, Glitterdust (DC 18), Scorching Ray, Invisibility, Alter Self, Blindness/Deafness (DC 18)
1 (8/day) Protection from Good, Shield, Silent Image (DC 17), Infernal Healing, Protection from Evil, Mage Armor, Memory Lapse (DC 19), Charm Person (DC 21)
0 (at will) Arcane Mark, Disrupt Undead, Message, Light, Mage Hand, Ghost Sound (DC 16), Detect Magic, Mending, Prestidigitation (DC 16)

--------------------
Statistics
--------------------
Str 7, Dex 12, Con 14, Int 12, Wis 12, Cha 23
Base Atk +5; CMB +3; CMD 14

Feats Eschew Materials, Greater Spell Focus (Enchantment), Improved Initiative, Persistent Spell, Extend Spell, Skill Focus (Diplomacy) (Focused Study), Skill Focus (Sense Motive) (Focused Study), Spell Focus (Enchantment), Spell Penetration
Traits Reactionary, Suspicious

Skills Bluff +19, Diplomacy +25, Fly +5, Intimidate +10, Knowledge (arcana) +8, Perception +6, Sense Motive +21, Spellcraft +5, Use Magic Device +10
Languages Common, Draconic

SQ bloodlines (infernal), corrupting touch (5 rds) (9/day)

Combat Gear Sorcerer's robe (3/day),Cloak of resistance +2, Headband of alluring charisma +2

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Special Abilities
--------------------
Corrupting Touch (5 rds) (9/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 5 rounds.
Hellfire (1/day) (DC 21) (Sp) 1/day, Hellfire column deals10d6 damage, and shakes good creatures for 10 rounds, range 60', 10' burst.
Infernal +2 DC on Charm spells.
Infernal Resistances (Ex) You gain fire resistance 10 and +4 to saves vs. poison.
Sorcerer's robe (3/day) As a swift action, add 1st-level bloodline power to spell cast.

Faceless Stalker:

CE Medium aberration (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +2

DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +6
DR 5/piercing or slashing

OFFENSE
Speed 30 ft.
Melee mwk longsword +8 (1d8+4/19–20), slam +2 (1d6+2 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks blood drain (1 Con), sneak attack +2d6
Spell-Like Abilities (CL 5th; concentration +8)
Constant—tongues

STATISTICS
Str 18, Dex 17, Con 18, Int 13, Wis 15, Cha 16
Base Atk +3; CMB +7 (+11 grapple); CMD 20

Feats Combat Reflexes, Deceitful, Improved Initiative

Skills Bluff +10, Disguise +14 (+24 when using change shape), Escape Artist +19, Sleight of Hand +8, Stealth +11 Racial Modifier +4 Disguise, +8 Escape Artist Languages Aquan, Common; tongues

SQ change shape (Medium humanoid, alter self), compression, faceless

SPECIAL ABILITIES
Change Shape (Su)
A faceless stalker can assume the form of a Medium humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a swift action and gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A faceless stalker gains a +10 bonus on Disguise checks when they are used in conjunction with this ability.

Faceless (Su)
In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.

Quote:

ENCOUNTER 3: The Traitor Revealed

Revealing the identity of Godric as the traitor is not simple. As, in effect, a fallen Angel he is careful and cunning and has had plenty of time to insinuate himself into the area. However if he is cornered then he will fight for his freedom. Our hero needs to do more than just kill Godric. He must be exposed as a traitor, the part of the League in kidnapping the Ambassador must be revealed and if possible information on the rest of the League should be obtained. If he cannot be exposed then both sides will assume the whole thing is a trick to allow a pre-emptive strike and the war will be on.

Godric:
Godric
Male Garuda-Blooded Aasimar (Plumekith) Cleric (Separatist) 11
LE Medium Outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +18

--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+9 armor, +2 Dex)
hp 80 (11d8+22)
Fort +12, Ref +8, Will +14
Defensive Abilities copy cat (su) (7/day), master's illusion (11 rounds/day) (dc 19); Resist acid 5, cold 5, electricity 5

--------------------
Offense
--------------------
Speed 20 ft.
Masterwork Longspear +14/+9 (1d8+19/x3)
Special Attacks charming smile (9 rounds/day) (dc 18), dazing touch (7/day)

Spell-Like Abilities Charming Smile (9 rounds/day) (DC 18), Copy Cat (Su) (7/day), Dazing Touch (7/day), Master's Illusion (11 rounds/day) (DC 19), See Invisibility (1/day)

Cleric (Separatist) Spells Prepared (CL 11):
6 (1/day) Mislead, Summon Monster VI
5 (2/day) Summon Monster V, Summon Monster V, Charm Monster (DC 19)
4 (4/day) Blessing of Fervor (DC 18), Blessing of Fervor (DC 18), Confusion (DC 18), Magic Weapon, Greater, Magic Weapon, Greater
3 (5/day) Magic Vestment (x2), Invisibility Purge, Dispel Magic, Daylight, Nondetection
2 (5/day) Surmount Affliction, Resist Energy, Invisibility, Grace, Grace, Grace
1 (5/day) Divine Favor, Divine Favor, Divine Favor, Shield of Faith, Shield of Faith, Disguise Self
0 (at will) Guidance, Stabilize, Detect Magic, Create Water

--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 12, Wis 18, Cha 7
Base Atk +8; CMB +13; CMD 25

Feats Augment Summoning, Combat Reflexes (3 AoO/round), Improved Initiative, Power Attack -3/+6, Sacred Summons, Spell Focus (Conjuration)

Traits Reactionary, Underbridge Dweller (Magnimar)

Skills Acrobatics +1 (-3 jump), Appraise +5, Climb +2, Diplomacy +12, Escape Artist -1, Fly +1, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +9, Perception +18, Ride -1, Sense Motive +18, Spellcraft +5, Stealth -1, Swim +2; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common, Varisian

SQ aura, cleric channel negative energy 6d6 (1/day) (dc 13), domains (trickery), forbidden rites (charm), spontaneous casting, variant channeling (rulership variant channeling [±3 profane])

Combat Gear Wand of cure light wounds; Other Gear Masterwork Breastplate, Masterwork Longspear, Longsword, Belt of giant strength +2, Cloak of resistance +3, Headband of inspired wisdom +2, Cleric's kit, Holy symbol, iron (Asmodeus), Holy symbol, iron (Asmoeus), Spell component pouchx2

--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Charming Smile (9 rounds/day) (DC 18) (Sp) Use Charm Monster as a melee touch attack.
Cleric (Separatist) Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric (Separatist) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 6d6 (1/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Copy Cat (Su) (7/day) (Sp) Create a single mirror image duplicate
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (7/day) (Sp) Melee touch attack dazes target.
Master's Illusion (11 rounds/day) (DC 19) (Sp) Use veil as a spell-like ability.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rulership Variant Channeling (±3 Profane) Diplomacy bonus/dazed
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action

Summoned Erinyes:
SMVI Erinyes, standard action to summon
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16

DEFENSE
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 112 (9d10+63)
Fort +13, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19

OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +17/+12 (1d8+10/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)

Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)

STATISTICS
Str 24, Dex 23, Con 25, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +16; CMD 33
Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

Summoned Xill:
SMV, Standard Action
LE Medium outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
hp 85 (9d10+36)
Fort +10, Ref +10, Will +6
SR 17

OFFENSE

Speed 40 ft.
Melee short swords +15/+15/+10 (1d6+5/19–20), claw +15 (1d4+5 plus grab), bite +9 (1d3+2 plus paralysis), or 4 claws +15 (1d4+5 plus grab), bite +14 (1d3+5 plus paralysis)
Ranged 2 longbows +13 (1d8/×3)
Special Attacks implant, paralysis (1d4 hours, DC 18)

STATISTICS

Str 21, Dex 18, Con 18, Int 15, Wis 12, Cha 11
Base Atk +9; CMB +14 (+18 grapple); CMD 28

Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, short sword)

Skills Acrobatics +16, Bluff +12, Intimidate +12, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +14
Languages Common, Infernal

SQ multiweapon mastery, planewalk

SPECIAL ABILITIES

Implant (Ex)

As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Multiweapon Mastery (Ex)

A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.


So, I had a chunk of the level 10 test done and lost the lot when the page crashed. Sigh. Anyway my impressions from that test are:

1. The class performs fine when it can get into melee. Much like most martial characters it can take out a roughly equal CR opponent in a single round if it gets a full attack.

2. This creates problems in two areas, getting full attacks and flying opponents. This class has no native way of getting Pounce until level 13 and Monstrous Physique II (assuming you can find an appropriate monstrous humanoid).

3. Flying opponents are really rough on this class. He has some ranged options but the combination of low caster level, late access and very limited spells known and spells per day make them unlikely to be much use. The level 10 bloodrager here has real problems with just a single Erinyes which can effectively kite him with greater teleport and better archery. He could probably do with Fly as a class skill but he is likely to have few skill points.

4. Unlike say, a Fighter, this class doesn't really have enough feats to be able to effectively switch hit.

5. My main concern is the ability of this class to contribute outside of fights. It gets 4 skill points but Int is very likely to be this classes main dump stat. It needs Strength to hit things, it needs some Charisma and dumping any of Dex, Con or Wis is generally a bad idea. Its class skill list isn't great with little in the way of knowledge or social skills. I would have expected to see Bluff in there given the Sorcerer heritage.

6. The Bloodlines are wildly variable in their effectiveness with Arcane and Abyssal being the most obvious ones to grab.


Always write in Word and copy/paste!

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