Actually, since we already know a good bit about Pisca and we'll have him as a temporary party member for this matter, could we have the Charsheet?
Sure. Here you go guys:
Name: Sir Pisca Fahlspar
Alignment: CN
Age: 34
Race: Human
Level: 8
Class: Bloodrager 8 [
Steelblood Archetype.]
Feats: Noble Scion (Karthis)B, Iron Will, Weapon Focus (Heavy Blades),
Furious Focus,
Armor Focus (Fullplate),
DisruptiveB
Traits: Fast Talker,
Child of Oppara
Class Features: Bloodline (
Arcane), Bloodrage (22 Rounds/day), Indomitable Stance, Armored Swiftness, Blood Sanctuary, Blood Casting, Eschew Materials, Armor Training, Blood Deflection
HP: 75/75
AC: 10 +9 (Fullplate) +1 (Armor Focus) +1 (Dex) +2 (Shield) = 23
Initiative: +3 (Charisma)
Movement: 25ft (foot)
Spell DC: 10+ Spell Level +3 (Cha)
Attack:
+8 (Bab) +3 (Str) +2 (Enh) +1 (WF) = +14/+9 (2d6 +6) 19-20x2
In Rage:
+8 (Bab) +5 (Str) +2 (Enh) +1 (WF) = +16/+11 (2d6 +9) 19-20x2
//With Power Attack he takes -3 to AB but +9 to damage. With Furious Focus he ignores the penalty to AB for the first attack each round, so basically he can freely use that +9 damage.
STATS:
16 (+3) Strength)
12 (+1) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
8 (-1) Wisdom
14 +2 (Race) = 16 (+3) Charisma
SAVES:
FORTITUDE: 6 +2 (CON) +2 (Resistance) = 10
REFLEX: 2 +1 (Dex) +2 (Resistance) = 5
WILL: 2 +2 (Iron Will) -1 (Wis) +2 (Resistance)= 6 (+2 While Bloodraging)
SKILLS:
Appraise: 11 +1 (INT) +1 (Trait) = 13
Diplomacy 11 +3 (Cha) = 14
Bluff: 11 +3 (Cha) +1 (Trait) = 15
Knowledge (Arcana): 11 +1 (Int) = 12
Knowledge Nobility: 11 +1 (INT) +1 (Trait) +2 (Feat) = 15
Perception: 11 -1 (Wis) = 10
Spells Known (Bloodrager CL 8)
1st (2/day):
Magic missileB,
Celestial Healing,
Cheetah's Sprint,
Enlarge Person,
Mount
2nd (2/day):
Defensive Shock,
Eagle's Splendor,
Mirror Image
Special abilities:
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.
At 7th level, as an
immediate action a steelblood can sacrifice a bloodrager spell slot to gain a
deflection bonus to AC equal to the level of the spell sacrificed. The
deflection bonus lasts until the start of his next turn. This ability can be applied after an
attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the
deflection bonus is high enough.
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.
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself:
blur,
protection from arrows,
resist energy (choose one energy type), or
spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.
At 8th level, when entering a bloodrage, you can choose to apply the effects of either
displacement or
haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.
Equipment: Fullplate, Guardian Runeblade
Guardian Runeblade:
Description: This ancient Greatsword is etched with runes that a historian might match to mid-Atzlanti or early Thassilonian enchantment work, cherished though the early years of Taldor and kept into the Empire. A mark of high esteem for the young Pisca... and the only piece of spell-work he's ever carried that he hasn't pawned off to pay his many debts.
Ability: For any wielder, it functions as a +2 weapon, however with a ritual known to few mages among Taldan nobility (possible to reconstruct with high Arcana and History skills) the weapon can be bonded to a wielder, afterwards protecting him with an invisible forcefield that grants a +2 Shield bonus on AC and a +2 Resistance bonus on all saves, while the weapon is wielded (but not while it is merely carried).Further, once per day the wearer can use a
Rune of Rule on himself by pressing his palm against the correct rune along the blade for one minute, later activating it as a swift action as usual.