SIMMONS | LEVEL 11 |
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Male tiefling bloodrager 11
CN Large outsider (native)
Init +4+0 Dex plus +4 Improved Initiative; Senses darkvision 60 ft.; Perception +14
DEFENSE |
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AC 22, touch 12, flat-footed 22 (+9 armor, +2 deflection, +1 natural); +1 vs. slashing
hp 147 (11d10+6611d10 bloodrager, +33 Con, +11 Favored Class, +11 Toughness feat, +11 ring of vigor)
Fort +10+7 base, +3 Con, Ref +5+3 base, +0 Dex, +2 resistance cloak of starlight evasion, Will +4+3 base, +1 Wis; +2 vs. spells cast by you or allies
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 2/; Resist acid 5, cold 5, electricity 5, fire 5
OFFENSE |
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Speed 30 ft.40 ft. base, -10 ft. armor (40 ft. without armor) (6 squares)
Melee
+1 hurtful impressive ornate weighted greataxe +16/+11/+6BAB plus +3 Str plus +1 enhancement plus +1 Weapon Focus (1d12+7+5 [1.5x] Str plus +1 enhancement plus +1 hurtful enhancement/19-20/x3 plus 3 plus demoralize) or
Furious Focus Power Attack +1 hurtful impressive ornate weighted greataxe +16/+8/+3BAB plus +3 Str plus +1 enhancement plus +1 Weapon Focus (1d12+13+5 [1.5x] Str plus +1 enhancement plus +1 hurtful enhancement plus +6 Power Attack/19-20/x3 plus 3 plus demoralize) or
+1 flanged mace +15/+10/+5BAB plus +3 Str plus +1 enhancement (1d8+4+3 Str plus +1 enhancement/19-20)
Special Attacks greater bloodrage (294 plus Con modifier plus 22 (bloodrager level x2) rounds/day), claws (2, 1d8+2, treated as magic weapons)
Spell-Like Abilities (CL 11th; concentration +1411 caster level plus Cha modifier plus +1 trait Desperate Resolve [+22 casting grappled, +18 casting defensively, entangled, pinned, or in violent weather])
1/daydarkness
Bloodrager Spells Known (CL 11th; concentration +1510 caster level plus Cha modifier plus fiendish sorcerer plus +1 trait Desperate Resolve [+23 casting grappled, +19 casting defensively, entangled, pinned, or in violent weather])
3rd (2/day)blade song, hasty fireball (DC 16)
2nd (2/day)bull's strength, fire breath (DC 15), mirror image, snake's swiftness, spider climb
1st (3/day)ear-piercing scream (DC 15), expeditious retreat, protection from good, ray of enfeeblement (DC 15), rhino's rush, shield
Bloodline abyssal
STATISTICS |
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Str 1613 base, +0 race, +1 level, +2 enhancement belt of physical might, Dex 108 base, +2 race, +0 level, Con 1614 base, +0 race, +0 level, +2 enhancement belt of physical might, Int 1210 base, +2 race, +0 level, Wis 1212 base, +0 race, +0 level, Cha 1415 base, -2 race, +1 level
Base Atk +11/+6/+1; CMB +14+11 BAB, +0 size, +3 Str; CMD 2610 +11 BAB, +0 size, +3 Str, +0 Dex, +2 deflection, +0 dodge
Traits Desperate Resolve, Fiend Blood
Feats Armor Proficiency (light, medium), Combat Casting, Eschew MaterialsB, Furious Focus, Improved Critical (greataxe), Improved Initiative, Martial Weapon Proficiency (all), Power AttackB, Shield Proficiency (all except tower shield), Simple Weapon Proficiency (all), ToughnessB, Vital Strike, Weapon Focus (greataxe)
Skills +1511 ranks, +0 Dex, +3 class skill, -4 armor, +5 competence boots of elvenkind (+17 to slow a fall), Appraise +10 ranks, +1 Int, Bluff +73 ranks, +2 Cha, +2 racial, Climb +31 ranks, +3 Str, +3 class skill, -4 armor, Diplomacy +20 ranks, +2 Cha, Disguise +20 ranks, +2 Cha, Escape Artist -40 ranks, +0 Dex, -4 armor, Fly -40 ranks, +0 Dex, -4 armor, Handle Animal +72 ranks, +2 Cha, +3 class skill, Heal +10 ranks, +1 Wis, Intimidate +1711 ranks, +2 Cha, +3 class skill, +1 trait Fiend Blood (+19 to demoralize when using greataxe), Knowledge (arcana) +106 ranks, +1 Int, +3 class skill, Linguistics +21 ranks, +1 Int, Perception +1511 ranks, +1 Wis, +3 class skill, Perform (sing) +1311 background ranks, +2 Cha, Perform (string) +1311 background ranks, +2 Cha, Ride +01 ranks, +0 Dex, +3 class skill, -4 armor, Sense Motive +10 ranks, +1 Wis, Spellcraft +51 ranks, +1 Int, +3 class skill, Stealth -20 ranks, +0 Dex, +2 racial, -4 armor, Survival +106 ranks, +1 Wis, +3 class skill, Swim +31 ranks, +3 Str, +3 class skill, -4 armor; Racial Modifiers +2 Bluff, +2 Stealth
AcrobaticsLanguages Abyssal, Common, Giant, Goblin
SQ blood casting, demonic bulk, fast movement, fiendish sorcery
Combat Gear potion of cat's grace, potion of cure serious wounds (3), potion of fly (2), potion of invisibility, potion of neutralize poison (2), potion of remove curse, potion of remove disease (2), potion of remove paralysis, potion of water breathing, wand of magic missiles (CL 3rd; 30 charges), wand of shield (CL 3rd; 40 charges)
Other Gear +1 hurtful impressive ornate weighted greataxe, +1 flanged mace, +3 gliding reinforced (slashing) ring mail armor, amulet of natural armor +1, belt of physical might +2 (Str, Con), boots of elvenkind, cloak of starlight evasion, helm of glorious recovery, ring of vigor, true strike gauntlets, spell component pouch, 816 pp, 64 gp
SPECIAL ABILITIES |
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Blood Casting (Su) Cast bloodrager spells even while bloodraging, even defensively and can make concentration checks. Spells from other classes cannot be cast during bloodrage.
Claws (Su) You grow claws as natural weapons while bloodraging. Can make two claw attacks as full attack using full base attack bonus. Considered magic weapons for purpose of overcoming DR.
Demonic Bulk (Su) When entering bloodrage, grow one size (as enlarge person), even if you aren't humanoid.
Equipment Descriptions
cloak of starlight evasion 1/dayAs standard action, gain benefit of blur spell for 3 minutes. Gain +2 deflection bonus on AC and +2 resistance bonus on Reflex saves.
gliding mastercraft template Gain +2 competence bonus on Acrobatics checks to slow a fall.
helm of glorious recovery 1/dayAs standard action, heal self of 4d8+7 damage.
hurtful special weapon ability Weapon's enhancement bonus to damage is +1 higher.
impressive special weapon ability As free action, when you score critical hit with this weapon, make immediate Intimidate check to demoralize that opponent. Enhancement bonus of weapon is added to your check.
ornate mastercraft template When wielding this weapon, gain +2 competence bonus to Intimidate checks to demoralize an opponent.
ring of vigor Gain +1 enhancement bonus hp per level or HD. Must be worn a week before this benefit is gained, and if removed another week is required.
true strike gauntlets 1/dayAs swift action, gain +20 insight bonus on next attack you make before the end of your next turn.
weighted mastercraft template Gain circumstance bonus to damage rolls on a successful critical hit equal to critical multiplier of the weapon. Damage is added to total and never multiplied.
Eschew Materials Cast any spell with a material component costing 1 gp or less without needing that component.
Fast Movement (Ex) A bloodrager wearing heavy armor or carrying a heavy load loses his extra speed.
Fiendish Sorcery (Ex) Treat Charisma score as 2 points higher for all sorcerer class abilities if you have the Abyssal or Infernal bloodline.
Furious Focus When wielding a two-handed weapon or a one-handed weapon with two hands and using Power Attack, you do not suffer the penalty on attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Greater Bloodrage (Su) As free action, bloodrage and gain +6 morale Str and Con, +3 morale Will, and -2 penalty to AC. Gain 3 hp per HD which disappear when rage ends. Upon entering rage, apply effects of one 2nd-level or lower touch or personal bloodrager spell upon yourself; if duration is longer than 1 round, it lasts duration of rage. Consumes spell as if cast. Cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability requiring patience or concentration. Can end rage as free action, and fatigued number of rounds equal to twice bloodrage duration. Cannot enter bloodrage when fatigued or exhausted.
Improved Uncanny Dodge (Ex) Cannot be caught flat-footed, flanked, nor lose Dex bonus to AC if attacker is invisible. Still loses Dex bonus to AC if immobilized or if opponent successfully uses feint. An attacker must have at least four more rogue levels than you to gain sneak attack on a flank.
Power Attack Take -3-1 plus -1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +62 plus +2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit but are added to the total.
Height 6'5"; Weight 230 lbs.; Hair Black; Eyes Red; Skin White; Age 29; Religion Revelry; Homeland Refuge; Favored Class Bloodrager
Defeated Enemies None
Defining Characteristic Rejoices in battle.
SESSION NOTES |
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Pathfinder® Roleplaying Game Phoenix Gaming Club 2023 | DM Charles W. Plemons III 0 Games Played | Last Played xx/xx/xxxx | Created 04/05/2023 | Mercenary |