Clair Saelos

## Information

*Level*: 16

*HP*:223

*BAB*: +16/11/6/1

*Skill Points*:96

*Speed*: 40ft (50ft if charging,running or withdrawing)

*Initiative*:+3

*Hero Points*:

*Racial Traits*: Prehensile Tail, Fiendish Sprinter

*Traits*: Battlefield Surgeon (I think Barrovaclair could also be be applicable for this trait.): Heal is a class skill and can heal deadly wounds twice per day, Precise Treatment: +1 on Heal checks and use Int not Wis.

*Languages*:

## **Class Features and Feats**

**Crossblooded Undead & Arcane Bloodrager**:

Fast Movement: +10 to move speed

Improved Uncanny Dodge: Cannot be caught flat-footed, Dexterity bonus to AC not lost if the attacker is invisible. Can no longer be flanked. Rogues of +4 lvls can still sneak attack with flank.

Greater Bloodrage: +6 Morale Str & Con, +1 Will, apply 2nd lvl or lower spell to self. 39 rounds/day

Damage Reduction: 4/- DR

Blood Sanctuary: +2 on saves against spells you or allies cast.

Blood Casting: Can cast while bloodraging, can cast defensively, and make concentration checks.

Eschew Materials: Ignore Material components

Cross Blooded Bloodline Powers:

Frightful Charger (lvl1 Undead): Hit with a charge creature is shaken for 8 rounds

Arcane Bloodrage (lvl4 Arcane): When entering a Bloodrage apply blur, protection from arrows, resist energy (choose one energy type), or spider climb.

Greater Arcane Bloodrage (lvl8 Arcane): Apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage

Frightful Strikes (lvl 12 Undead): For 1 round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken become frightened. At 16th level, those who are already frightened become panicked. This is a mind-affecting fear effect.

True Arcane Bloodrage (lvl 16 Arcane): When entering a bloodrage you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), *form of the dragon I*, or *transformation*.

Bloodrager Feats:

Power Attack (lvl 6): -5 to hit, + 15 to dmg (2 handed)

Toughness (lvl 9): +16 hp

Intimidating Prowess (lvl 12): Str to intimidate

Iron Will (lvl 15): +2 to will saves

**Feats**:

Weapon Focus (Ranseur): +1 atk with weapon

Dazzling Display: Full Round Action Intimidate 30 feet.

Shatter Defenses: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn.

Furious Focus: No pwr atk penalties on 1st attack

Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Hurtful: When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

Dreadful Carnage: whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.

Incredible Healer: When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher.

## **Equipment**

### *Weapons*

Modifiers
 Full Attack Chain (Rage) (+pwr atk)

*General Goods*\*:

*Magic Items*:

Belt of Physical Perfection +4 (belt)

Headband of Metal Prowess (Int, Cha) +4 (headband)

+5 Ominous Ranseur

Darkleaf Lamellar Leather +5

Healers Gloves (gloves): +5 Competence Heal

Cloak of Etherealness (shoulder): 10 mins of Etherealness/day

Bracers of Sworn Vengeance (wrists): 1/day on taking dmg gain a +1 competence bonus on weapon attack rolls made against the target of sworn vengeance, and deal an additional 2d6 points of damage on successful weapon attack rolls.

Torc of Bloody Rage (neck): +3 rounds of Rage

Ring of Energy Shield: Energy Protection 10 Cold 1/day cancel dmg from acid, cold, electricity, or fire and cast energy shroud of that type.

Vest of Surgery (chest): 1/day DC 20 heal 1d4 ability point dmg Healers kit always.

*Containers*:

*Currency*: 180 GP

*Carried Weight*:

*\*If quantity is unspecified, assume a quantity of 1*

## **Skills**

\*Armor Check Penalty applies

! Cannot use skill untrained

## Spell List

Level 1 Spells 3/day

Magic Missile

Infernal Healing

True Strike

Windy Escape

Unerring Weapon

Mirror Strike

Line in the Sand

Long Arm

Mount

Level 2 Spells 7 3/day

False Life

See Invisibility

Stone Call

Arcane Disruption

Iron Skin

Protection from Arrows

Reapers Coterie

Defensive Shock

Level 3 Spells 6 2/day

Vampiric Touch

Fireball

Raging Rubble

Twilight Knife

Draconic Malice

Burst of Speed

Rage

Level 4 Spells 5 1/day

Dimension Door

Wreath of Blades

Dimensional Blade

Black Tentacles

Ghost Wolf

Horrific Doubles