Mira Harveldi - The 6th Ruler

LEVEL 30: Level 20 Bloodrager, Level 10 Barbarian, Chaotic Evil

Bio: Mira is the governing champion of the Imalli tribe that wanders the Blithe Wastes. Until she was 26 years old, her husband, Ragnov Harveldi, maintained their clan. After he was killed by another clan, Mira took over. Madness consumed her after his death. With simple trickery she destroyed those had killed her husband. As a peace offering, the other tribe was instructed that each member should give two of their messenger birds to her tribe. They did and Mira instructed all her people to attach burning twine and straw to their legs then send them back. The other camp was engulfed in flames while Mira and her warriors dispatched any survivors. Her prowess as a warrior and sheer cunning maintains the position of leader among her peers. Now, she maintains her dominance by smashing in the heads of any who go against her orders. 

Picture taken from here.


She has three children: Amox (the eldest son), Suyunay (only sister) and Chronom (youngest). 



 
















               Amox : Bio                                                                                           Suyunay : Bio                         






Chronom : Bio









:MIRA'S STATS:

INT: 17 - +4 

CHR: 12 - +1
DEX: 16 - +3
WIS: 13 - +1
CON: 16 - +3
STR: 19 - +5

HP: 450

BAB: +30/ +20+10/+5
Flat Footed: Can't be
Touch: 18
CMB: 25
CMD: 37
AC: 30

Attack: +37/+27/+17/+12 (+12 while raging)

Damage: 5 D10 +5, paralyze imbued (Fort save: DC = 34, paralyzed 4 1d4 rounds) (+12 while raging)

INIT: +7 

WILL: +6 (+10 when raging, +4 [stack] against enchantments while raging)
FORT: +12 
RFLX: +6 (+10 to sunder attempts)

Height: 9 ft
Weight: 250 lbs

Armor: Full Plate, +9, -6 Armor Check penalty. 

Weapon: Impervious War Hammer +5 ATK & DMG, Crit = x3 (18-20), 5 D10


Extra Spell Cast On Self Before Bloodraging via Mighty Bloodrage: Blood Salvation, While under the effect of this spell, you're immune to any damaging area spells you cast. You can dismiss this spell as an immediate action when you are caught within the area of someone else's damaging area spell; if you do, you're immune to that particular casting of that spell as well. If you have the blood casting class feature, you can cast this spell as a swift action instead of a standard action while you're in a bloodrage.

Rage Rounds: 88

Languages: Orc, Common, Goblin


Special Abilities:

  • 45ft Movement
  • Darkvision 60ft
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • +1 to rage rounds as Barbarian
  • +1 to CMD against grapple checks & +1/2 attempts allowed to stunning attack 
Spells:

  1. Level 1 Spells (6)
    1. Chill Touch: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strengthdamage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.
    2. Ray of Enfeeblement: A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject'sStrength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
    3. Quicken Spell: Quicken one spell, it takes up the slot of a spel 4 levels higher than it.
    4. Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. (5 Missiles)
    5. Mirror Strike: You briefly alter the flow of time to split a melee attack into two attacks. Before the end of your next turn, when you make your next melee attack roll, compare the result to the AC of two opponents within your reach. If the selected opponents are flanking you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see below). If you hit both enemies, you can deal half damage to each. Hitting only one opponent allows you to deal that opponent normal damage for your attack. On a critical threat, you can make only one attack roll to confirm the critical hit against both opponents. If you confirm against both, you deal half your critical hit damage to each. Your hit is a normal hit rather than a critical if you confirm against only one opponent. If you fail to use the effect before the end of your next turn, the spell ends.
    6. Sundering Shards: You channel power into a melee weapon. If the weapon's wielder destroys an item with a successful sunder combat maneuver, she can release the extra power in the weapon, shattering the sundered item into jagged shards that deal 1d6 points of piercing and slashing damage to the creature that was wearing, carrying, or wielding the now-shattered item. Any creature (other than the wielder of the weapon targeted by this spell) adjacent to that creature must succeed at a Reflex saving throw or take 1d6 points of piercing and slashing damage from flying shards. The shards also count as whatever special materials the sundered item was made of (for example, the shards from a shattered cold iron weapon are cold iron). Once the weapon's extra power is unleashed, the spell is discharged.
  2. Level 2 Spells (6)
    1. Burning Gaze: Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance. As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a Reflex save or catch fire. Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gazeNote that this spell does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.
    2. Final Sacrifice: You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of the summoning spell that conjured the target. This damage is fire damage unless the target creature has the cold or water subtype, in which case it's cold damage. Creatures caught in this explosion take half damage if they succeed at their Reflex saves against this spell's DC. Final sacrifice can detonate a summoner's eidolon, though an eidolon receives a +4 bonus on its Fortitude save unless the spell is cast by theeidolon's own summoner. If this spell targets an eidolon, creatures within 20 feet of the eidolon take an amount of damage equal to 1d4 + 1/2 the caster level of the summoner who controlled the eidolon.
    3. Wild Instinct: You become aware of sounds and smells you would normally overlook, and even retain the ability to detect threats when soundly asleep. For the duration of the spell, you gain a +5 bonus on Perception checks to act in asurprise round. Additionally, you don't take a penalty on Perception checks while sleeping, and can choose to wake if you notice a threat while asleep.
    4. Touch of Idiocy: With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1. This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.
    5. Jealous Rage: You fill the target with a sense of entitled self-importance, making the subject unable to bear the indignity of another creature getting something that it doesn't have. Whenever an ally of the target receives a harmless spell or spell-like ability, beneficial supernatural effect, or assisting action (including the aid another action, first aid using the Heal skill, etc.) that doesn't also include the target, the target is driven into a murderous rageagainst either the producer of that effect or the nearest creature that benefited from that effect, whichever is closer. The target must attack that creature on its next turn. Any ability that deals lethal damage is considered an attack for this purpose. Once the target deals lethal damage to the object of his jealous rage, the compulsion to attack that creature ends.
    6. Disfiguring Touch: With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured. The physical appearance of the deformity is subject to the caster’s whim (most demon worshipers choose deformities that reflect their Abyssal patron’s shape or form). The target takes one of the following penalties. 
        1. –2 decrease to an ability score (minimum 1) 
        2. –2 penalty on attack rolls or saving throws.
        3.  Land speed reduced by 5 feet. 
        4. You may also invent other effects, but they should be no more powerful than those described above.
  3.  Level 3 Spells (6)
    1. Wind Wall: An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
    2. Cloak of Winds: The subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the subject per level of the caster. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.
    3. Find Fault: You instantly learn many of the target’s weaknesses, as if you had made an appropriate Knowledge skill check with a result equal to 20 + your caster level. Additionally, your first melee or ranged attack roll against the creature before the end of your next turn gains a +5 insight bonus. If the creature is polymorphed, disguised, or hidden by an illusion and you are not aware of it’s true form, this spell fails as if the target has spell resistance you failed to penetrate (the GM may have you attempt a caster level check to conceal the true reason for the spell’s failure).
    4. Howling Agony: You send wracking pains through the targets’ bodies. Because of the pain, affected creatures take a –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal to the DC of this spell) to cast spells. However, if an affected creature spends a move action screaming as loudly as possible, it can act without any other penalties for the remainder of its turn. “Screaming,” for the purposes of this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell.
    5. Runic Overload: This spell charges magical runes to an explosive degree. If cast on a creature with magical runes on its body, such as a rune giant or a runescarred creature, it deals 1d6 points of sonic damage per caster level (maximum 20d6) to the target and stuns the target for 1 round. When the spell is cast in this way, it must overcome the target's spell resistance. A successful Will save halves the damage and negates the stun effect.The spell can also be cast on other magical runes, such as those from arcane mark or explosive runes. In this case, the resulting explosion deals 1d8 points of sonic damage per 2 caster levels (maximum 10d8) to all creatures within a 5-foot radius. Creatures in the area that succeed at a Reflex save take half damage. This spell doesn't destroy runes; targeted runes continue to function normally. Mundane runes, such as ones in writing or runic tattoos, cannot be affected by this spell.
    6. Protection From Energy: Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
  4. Level 4 Spells (5)
    1. Bestow Curse: You place a curse on the subject. Choose one of the following.
      1. -6 decrease to an ability score (minimum 1).
      2. -4 penalty on attack rolls, saves, ability checks, and skill checks.
      3. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. 
      4. You may also invent your own curse, but it should be no more powerful than those described above.
    2. Caustic Blood: You imbue your blood with corrosive acid. Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid damage per caster level (maximum 15d6,Reflex half). This spurt travels in a 10-foot line, damaging the first creature or object it touches, with no splash damage. After it contacts a creature or object, your acidic blood continues to burn that creature for 1 round, dealing 1d6 points of acid damage per 2 caster levels (maximum 7d6). A second successful Reflex save negates this additional damage.
    3. Phantasmal Killer: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.
    4. Wreath of Blades: The daggers serving as focus of this spell take on a deadly sharpness as they animate and spin around you, creating a 5-foot-radius emanation of spinning mithral blades that moves with you. Any creature that starts its turn within the area of the spinning blades takes 1d4 points of damage for every two caster levels (maximum 10d4 at 20th level) and the damage bypasses DR/silver. Furthermore, the daggers ward off some attacks, in a way similar to the warding weapon spell. While subject to this spell, you do not provoke attacks of opportunity for casting spells, even from creatures with the Disruptive feat. Creatures with the Spellbreaker feat can easily bypass this defensive property, though they still take damage from the spell. Your casting (even failing to cast defensively) still provokes attacks of opportunity from creatures with that feat. Lastly, the blades that serve as the focus for this spell can be enchanted for greater effect. When all of the blades share the same enhancement bonus and special weapon qualities, a creature that is damaged by this spell is also treated as if hit by one of these weapons. For example, if a 12th-level magus casts this spell using four +1 frost mithral daggers as focus, the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as long as the daggers were commanded to be sheathed in ice. No matter the modifications made to the focus weapons, they must always be mithral daggers. No other type of weapons can serve as a focus for this spell.
    5. Shout: You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.


Class Features (Barbarian):
  • Fast Movement: +10 to movement speed (Barbarian)
  • Rage: A barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any CHA, DEX, or INT based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. 
  • Rage Powers: (Fiend Branch)
    1. Lesser Fiend TotemWhile raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack).
    2. Fiend Totem, While raging, the barbarian sprouts dozens of wicked barbs from her body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.
    3. Greater Fiend TotemWhile raging, the barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of slashing damage at the beginning of the barbarian’s turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected. 
    4. Unexpected StrikeThe barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity.1/rage use.
    5. Good For What Ails YouWhile raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her : blindedconfuseddazzleddeafened, exhaustedfatigued,  frightened, nauseatedpanickedshaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.



  • Uncanny Dodge & Improved: a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. (Improved: a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels)
  • Trap Sense: , a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter. Trap sense bonuses gained from multiple classes stack. (+3)
  • Damage Reduction: 1/attack

Class Features (Bloodrager):

  • Bloodline - Forgeborn
    • Shifting Blades: (Alter & Greater Alter Weapon) Shift weapon to another of choice (melee becomes melee, must be proficient in it) becomes magical to overcome damage reduction, can change every round. 
    • Diamond Strikes: Attacks ignore an amount of hardness, AC, and damage reduction (damage reduction of a construct creature) equal to your bloodrager level. (+20 to attack)
    • Resilient steel: +4 against transmutation, 25% chance to avoid critical hits or sneak attack used against you. Weapons, armor, and battle related objects gain Impervious. An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
    • Forged Bloodrage: When raging you can choose to gain the ability of constructed anatomy spell. Cracking flames and grinding gears are heard, you look different; you flesh shimmers like steel and you moves are more calculated. +2 bonus on saving throws against diseasemind-affecting effects, poison, and effects that cause either exhaustion or fatigue. You do not need to breathe, eat, or sleep for the duration, unless you want to gain some beneficial effect from one of these activities. 1/min per level (20min)+2 size bonus to Strength and a +2 bonus to natural armor, as well as low-light vision and darkvision 60 feet.
    • Sundering Skin: while bloodraging you can shatter weapons that are used against you. Once per round when you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 +1/2 your bloodrager level + your Constitution modifier) to avoid having the weapon crack and shatter, reducing it to half hit points and giving it the broken condition. If the weapon already has the broken condition, it instead shatters into pieces and is completely destroyed.
    • One With The Forge: You gain immunity to critical hits, sneak attacksparalysis, and poison. You have these benefits constantly, even when not bloodraging.
  • Blood Rage: 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 deah.
  • Fast Movement: +10 to movement 
  • Blood Sanctuary: +2 saving throws against spells by self and allies.
  • Blood Casting: A bloodrager can cast bloodrager spells even while raging.
  • Eschew Materials: 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.
  • Spell Casting: Can cast bloodrager spells
  • Damage Reduction 5/melee
  • Greater Bloodrage: When a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect. Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.
  • Indominable Will: +4 to will saves against enchanments
  • Tireless Bloodrage: Cannot become fatigued after end of bloodrage
  • Mighty Bloodrage: When a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.

Feats: 

  • Raging VitalityWhenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.
  • Improved Initiative: +4 bonus on initiantive
  • Weapon Focus & Greater: Warhammer +2 on ATK rolls
  • Weapon Focus & Greater: Great Sword +2 on ATK rolls
  • Weapon Focus & Greater: Great Axe +2 on ATK rolls
  • Armor Proficiency, Heavy
  • Power Attack
  • Bull Rush: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver. If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).
  • Improved Bull Rush: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
  • Greater Bull Rush: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
  • Bullying Blow: As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.
  • Bull Rush Strike: Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.

Skills:

  • Intimidate: +27
  • Acrobatics: +21
  • Climb: +24
  • Craft: +23
  • Handle Animal: +25
  • Knowledge (Nature): +23
  • Perception: +25
  • Ride: +21
  • Knowledge (Arcana): +33
  • Spell Craft: +33
  • Survival: +30
  • Swim: +34
  • Sense Motive: +30
  • Bluff: +27
Items:
  • Poisons:
    • Black Lotus Extract: Type poison, contact; Save Fortitude DC 20
      Track Constitution (special); Onset 1 minute; Frequency 1/round for 6 rounds
      Effect Healthy—Weakened—Disabled—Dead
      Cure 2 consecutive saves
    • Insanity Mist: Type poison, inhaled; Save Fortitude DC 15
      Track WisdomFrequency 1/round for 6 rounds
      Cure 1 save
    • Deathblade: Type poison, injury; Save Fortitude DC 20
      Track ConstitutionFrequency 1/round for 6 rounds
      Cure 2 consecutive saves
  • Rope, 100ft
  • Ring of Protection +5 
  • Amulet of Natural Armor +1
  • Full Plate Armor
DROPS:
  • Robe of Eyes
  • 300,000 gp
  • An ion stone
  • All Items, weapons, and armor



                 

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