Created using PCGen 6.06.01 on Oct 30, 2016
Zulbaljin Clanless Allard Chaotic Neutral Gorum 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Bloodrager2 2000 Human Medium / 5 ft. 6' 0" 190 lbs. Low-Light Vision
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
2 5000 0 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
22 +6 22 +6
DEX
Dexterity
13 +1 13 +1
CON
Constitution
18 +4 18 +4
INT
Intelligence
10 +0 10 +0
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
12 +1 12 +1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
28




  
Walk 40 ft.
AC
Armour Class
20 : 11 : 20 = 10 + 4 + 2 + 1 + 0 + 3 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+1 = +1 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+2


35 -4 +4 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+8 = +3 + +4 + +1
+ +0
+ +0
+
Reflex
Dexterity
+2 = +0 + +1 + +1
+ +0
+ +0
+
Will
Wisdom
+1 = +0 + +0 + +1
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
+2 trait bonus on Initiative checks and Reflex saving throws during winter months.
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+8 = +2
+ +6 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+3 = +2
+ +1 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+8 = +2
+ +6 + +0
+ +0
+ +0
+
CMB +8 +8 +8 +8 +8 +8
CMD 19 19 19 19 19 19
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+8
1d3+6
20/x2
5 ft.

*Masterwork Warhammer (Cold Iron)
HAND TYPE SIZE CRITICAL REACH
Primary
B
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +9
+5
+9
+3
+5
-1
 Dam 1d8+6
1d8+3
1d8+9
1d8+6
1d8+6
1d8+3
 Special Properties  30 hp/inch, hardness 10

*Shield, Heavy Steel
TOTAL ATTACK BONUS DAMAGE CRITICAL
-2
1d4+3
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Off-hand
0 ft.

M
 

Dagger
HAND TYPE SIZE CRITICAL REACH
Carried
PS
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +8
+4
+8
+2
+4
+0
 Dam 1d4+6
1d4+3
1d4+6
1d4+6
1d4+6
1d4+3
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +3
+1
-1
-3
-5
 Dam 1d4+6 1d4+6 1d4+6 1d4+6 1d4+6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Chain Shirt
TYPEARMOR BONUSMAX DEX BONUS
Light
+4
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-2
20

SKILLS MAX
RANKS
2/2
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 1 = 1
+ 1
+ -1
  Acrobatics (Jump) DEX 5 = 1
+ 1
+ 3
  Appraise INT 0 = 0
+ 0
+ 0
  Bluff CHA 1 = 1
+ 0
+ 0
  Climb STR 6 = 6
+ 1
+ -1
  Craft (Untrained) INT 0 = 0
+ 0
+ 0
  Diplomacy CHA 1 = 1
+ 0
+ 0
  Disguise CHA 1 = 1
+ 0
+ 0
  Escape Artist DEX -3 = 1
+ 0
+ -4
  Fly DEX -3 = 1
+ 0
+ -4
  Heal WIS 0 = 0
+ 0
+ 0
  Intimidate CHA 5 = 1
+ 1
+ 3
  Perception WIS 5 = 0
+ 2
+ 3
  Perform (Untrained) CHA 1 = 1
+ 0
+ 0
  Ride DEX -3 = 1
+ 0
+ -4
  Sense Motive WIS 0 = 0
+ 0
+ 0
  Stealth DEX -1 = 1
+ 2
+ -4
  Survival WIS 5 = 0
+ 2
+ 3
  Swim STR 6 = 6
+ 1
+ -1
◆ = Useable Untrained
CONDITIONAL MODIFIERS:

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.06.01 on Oct 30, 2016
Player: Allard; Character Name: Zulbaljin Clanless
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Masterwork Warhammer (Cold Iron)
(30 hp/inch, hardness 10)
Equipped
1
5
324
 Shield, Heavy Steel
Equipped
1
15
20
 Outfit (Cold-Weather)
( +5 circumstance bonus on Fortitude saves vs cold weather)
Equipped
1
7
0
 Chain Shirt
Equipped
1
25
100
 Cloak of Resistance +1
Equipped
1
1
1000
 Skis
Equipped
1
20
5
 Snowshoes
Equipped
1
4
5
 Backpack, Masterwork
Equipped
1
4
50
 Bedroll
Backpack, Masterwork
1
5
0.1
 Firewood (Per Day)
Backpack, Masterwork
1
20
0.01
 Climber's Kit
Backpack, Masterwork
1
5
80
 Tent, Hanging
(A small tent with a teardrop shape which hangs from a sturdy anchor rope. Climbing in or out of a hanging tent is a full-round action that requires a DC 10 Climb check. Failure by 5 or more indicates the camper has fallen from the tent.)
Backpack, Masterwork
1
15
20
 Arrows (20)
Backpack, Masterwork
1
3
1
 Grappling Hook, Common
Backpack, Masterwork
1
4
1
 Rope (Silk/50 ft.)
(4 hp, DC 24 Strength check to burst)
Backpack, Masterwork
1
5
10
 Potion of Enlarge Person
(Target's size category increases to next larger category for 1 minute)
Backpack, Masterwork
1
0
50
 Potion of Protection from Evil
(+2 deflection bonus to AC, +2 resistance bonus to saves, gain protection from mental control and summoned creatures for 1 minute. Protects from attacks by evil creatures only.)
Backpack, Masterwork
1
0
50
 Scroll Case
(A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action.)
Equipped
1
0.5
1
ITEM LOCATION QTY WT. COST
 Scroll Case
(A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action.)
Equipped
1
0.5
1
 Scroll (Comprehend Languages)
Scroll Case
1
0.01
25
 Scroll (Disguise Self)
Scroll Case
3
0.01
25
 Scroll (True Strike)
Scroll Case
1
0.01
25
 Scroll (Read Magic)
Scroll Case
2
0.01
12.5
 Scroll (Infernal Healing/Sorcerer/1st/Arcane/Minor)
Scroll Case
7
0
25
 Smoked Goggles
Equipped
1
0
10
 Potion of Cure Light Wounds
(Cures 1d8+1 points of damage)
Equipped
2
0
50
 Roperunner
(Allows sliding down rope, 60 ft./round)
Equipped
1
3
50
 Dagger
Carried
5
1
2
 Earth Breaker
Carried
1
14
40
 Longbow
Carried
1
3
75
 Musical Instrument (Flute)
Carried
1
3
5
 Scroll (Obscuring Mist)
Carried
1
0.01
25
 Boots (Fire-Resistant)
Carried
1
2
20
 Alchemist's Fire (Flask)
(Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)
Carried
1
1
20
 Battleaxe
Carried
1
6
10
 Cleats
Carried
1
2
5
TOTAL WEIGHT CARRIED/VALUE   178.08 lbs. 2413.11 gp
WEIGHT ALLOWANCE
Light 200 Medium 400 Heavy 600

MONEY
Unspent Funds = 86.0

TEMPLATES
Ogrekin

Earth Breaker
HAND TYPE SIZE CRITICAL REACH
Carried
B
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus N/A
N/A
+8
N/A
N/A
N/A
 Dam N/A
N/A
2d6+9
N/A
N/A
N/A

Longbow
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x3
  Range 30 ft.'
100 ft.'
200 ft.'
300 ft.'
400 ft.'
 Bonus +3
+3
+1
-1
-3
 Dam 1d8 1d8 1d8 1d8 1d8
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Carried
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +3
+1
-1
-3
-5
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.

Battleaxe
HAND TYPE SIZE CRITICAL REACH
Carried
S
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +8
+4
+8
+2
+4
-2
 Dam 1d8+6
1d8+3
1d8+9
1d8+6
1d8+6
1d8+3

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common
PROFICIENCIES
Amentum, Atlatl, Axe (Throwing), Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Gaff, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Waraxe (Dwarven), Warhammer, Wushu Dart
Traits
Magical Talent (Spell ~ Ray of Frost) [Paizo Inc. - Advanced Player's Guide, p.329]
     Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast CATEGORY=Internal|Spell ~ Ray of Frost once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
Varki Landspeaker (Varki) [Paizo Inc. - People of the North, p.15]
     You gain a +1 trait bonus on Survival checks in arctic or cold terrain. In addition, while in such terrain, you may query the spirits of the land once per day to gain a +5 trait bonus on a single skill check to follow tracks, forage, or find shelter.
SPECIAL QUALITIES
Bloodrage (Su) [Paizo Inc. - Advanced Class Guide, p.15]
     You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 10 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 4 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. 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 you cast the spell; you must have the spell slot available to take advantage of this effect.
Bonus Feat [Paizo Inc. - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Child of Winter (Ex) [Allard Hoeve - Houserules, p.27]
     You gain the constant benefit of endure elements, but only against cold temperatures. You can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. You can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. You leave no trail in ice or snow, and cannot be tracked (you may choose to leave a trail if you so desire). During winter months, you gain a +2 insight bonus on Initiative checks and Reflex saving throws.
Fast Movement (Ex) [Paizo Inc. - Advanced Class Guide, p.16]
     Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.
Ice Troll Bloodline [Allard Hoeve - Houserules, p.17]
     There is the taint of Baba Yaga's ice trolls in your blood.
Skilled [Paizo Inc. - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Uncanny Dodge (Ex) [Paizo Inc. - Core Rulebook]
     You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon and Armor Proficiency [Paizo Inc. - Advanced Class Guide]
     Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
FEATS
Cleave [Paizo Inc. - Core Rulebook, p.119]
    You can strike two adjacent foes with a single swing.
    As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
Power Attack [Paizo Inc. - Core Rulebook, p.131]
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
    You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Created using PCGen 6.06.01 on Oct 30, 2016
Player: Allard; Character Name: Zulbaljin Clanless
Innate Spell-like Abilities
Ray of Frost
Save: None
Time: 1 standard action, 1/Day
Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: Yes
School: Evocation, WaterSchool
Effect:  A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
Source:  CR p.330
Target Area:   Ray
Caster Level:   2


Created using PCGen 6.06.01 on Oct 30, 2016
Player: Allard; Character Name: Zulbaljin Clanless
Bloodrager Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 0 0 0 0
* = Domain/Specialty Spell


Created using PCGen 6.06.01 on Oct 30, 2016
Player: Allard; Character Name: Zulbaljin Clanless
Racial Innate
Ray of Frost (DC:)