Saturday, January 23, 2016

Ruby Red (Half-Orc Female Bloodrager: Steelblood)

Fear the Cute
I like some of the 'adaptions' I've seen out there. Chris Mullican, one of my online buds, has this AWESOME Oread Brawler (based off a certain stoney formed former Yancy Street resident by the name of Benjamin Grim), and I've heard rumors of several 'Captain America' clones (I got one my self.. Simon Clarkson, 'Captain Taldor') as well as other members of the Avengers and such.
One of my favorite series is one called RWYB, put out by the same guys who do Red vs. Blue (a series that saved my sanity while I was in service).  An idea came to mind instead of fishing though the well tapped pool of Marvel and DC Comics, why not tap the girls of RYWB? Several of them fit RIGHT into a class or two. Others look to be skirting two classes to pull off the same feel as the series. So the first choice, of course, will be Ruby. A small petite bundle of mayhem. First off, I looked for a way to alternate her from her half-sister in some way. Hence the choice of half-orc





Ruby Red
Female half-orc bloodrager (steelblood) 1 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +6, Ref +4 (+1 bonus vs. trample attacks), Will +2
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Offense
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Speed 30 ft.
Melee switchscythe +3 (2d4+7/×4)
Ranged javelin +3 (1d6+3)
Special Attacks bloodrage (7 rounds/day)
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +4; CMD 16 (17 vs. overrun)
Feats Power Attack
Traits almost human, fate's favored
Skills Acrobatics +5, Disguise +5 (+9 on checks to pass as human), Intimidate +7, Linguistics +2, Perception +4; Racial Modifiers +2 Intimidate
Languages Common, Halfling, Kelish, Orc
SQ destined strike +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 93 gp
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Special Abilities
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Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +1 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Fate's Favored Increase luck bonuses by 1.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Now a TRUE blend of Bloodrager/Gunslinger but I'm just wanting the mix of mayhem and rampant destruction of Ruby. (That and there is no Scythe-Musket out there). Starting off slow with only 7 rounds of Bloodrage, she has a nasty weapon in the Switchscythe. She hits for 2d4+7 with power blow and can pop in a +1 insight bonus to hit with a single attack 3/day.I put in Almost Human, combined with a goodly disguise skill, to make her do the 'cute little thing' till the mayhem starts. The Fate's Favored trait doesn't come into play too much this early in the build but will come up later. A lot of things have luck bonuses to later on, as well as her 'Fated Bloodrager' class feature later.
A fun appearance to role-play with is to make her short, small and cute. Flick the scythe out at the last moment to go from 'sheep herder' to 'killer munchkin'.

Ruby Red
Female half-orc bloodrager (steelblood) 4 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, +2 luck, -2 untyped penalty)
hp 44 (4d10+16)
Fort +10, Ref +5 (+1 bonus vs. trample attacks), Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
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Offense
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Speed 30 ft.
Melee switchscythe +7 (2d4+13/×4)
Ranged javelin +6 (1d6+5)
Special Attacks blood casting, bloodrage (16 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 4th; concentration +5)
   1st (2/day)—enlarge person (DC 12), line in the sand[ACG]
   Bloodline Destined
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Statistics
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Str 21, Dex 14, Con 18, Int 12, Wis 10, Cha 13
Base Atk +4; CMB +8; CMD 22 (23 vs. overrun)
Feats Eschew Materials, Intimidating Prowess, Power Attack
Traits almost human, fate's favored
Skills Acrobatics +8, Disguise +5 (+9 on checks to pass as human), Intimidate +15, Knowledge (arcana) +5, Linguistics +2, Perception +7, Spellcraft +6, Stealth +2, Survival +4, Swim +8; Racial Modifiers +2 Intimidate
Languages Common, Halfling, Kelish, Orc
SQ destined strike +2, fated bloodrager +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (16 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +2 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Now we are looking at Ruby at 4th level, she's got a plus to Fate Bloodrager (+2 AC thanks to Fate's Favored) as well any other luck bonuses out there. For example a Lucky Horseshoe gives a +2 to all saving throws that stacks with a Cloak of Resistance when she uses it. Which could make for a really nice bonus to saving throws.
Spells can be fun.. Enlarge Person is definitely a nice quick buff for her. Moving 2d4 to 2d6, adding another +1 to strength bonus. Note: The 21 strength is with blood rage going. Destined Strike is now +2 up to 3/day. The other spell can be a vast variety of choices, Line in the Sand is fun because it adds to your AoOs, because a 2d4+13 with blood raging is fun and able to add 1 extra attack (assuming you haven't gotten a +2 headband bonus to charisma to make it 2 AoOs). I could easily add in other choices like Blade Lash, Blurred Movement, or other buffing/enhancing spells.

Ruby Red #3
Female half-orc bloodrager (steelblood) 7 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Large humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 13, touch 10, flat-footed 12 (+3 armor, +1 Dex, +2 luck, -1 size, -2 untyped penalty)
hp 74 (7d10+28)
Fort +11, Ref +5 (+1 bonus vs. trample attacks), Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
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Offense
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Speed 30 ft.
Melee switchscythe +13/+8 (2d6+18/×4)
Ranged javelin +7 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, bloodrage (25 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 7th; concentration +8)
   2nd (1/day)—bull's strength, false life
   1st (2/day)—enlarge person (DC 12), expeditious retreat, line in the sand[ACG], long arm[ACG], shield
   Bloodline Destined
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Statistics
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Str 27, Dex 12, Con 18, Int 12, Wis 10, Cha 13
Base Atk +7; CMB +15; CMD 28 (29 vs. overrun)
Feats Endurance, Eschew Materials, Intimidating Prowess, Outflank[APG], Power Attack, Weapon Focus (switchscythe)
Traits almost human, fate's favored
Skills Acrobatics +11, Climb +12, Disguise +5 (+9 on checks to pass as human), Intimidate +21, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (local) +4, Linguistics +3, Perception +10, Spellcraft +6, Stealth -1, Survival +4, Swim +12; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Halfling, Kelish, Orc, Osiriani
SQ armor training 1, blood deflection, destined strike +3, fated bloodrager +1, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (25 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destined Strike +3 (3/day) (Su) As a free action, gain insight bonus to one melee attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +1 (Sp) Gain luck bonus to AC and saving throws when raging
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Just to give a taste of the bonuses, this version is blood raging, Bull's Strength and Enlarge Person. A berserker running through the books. 2d6+18 is pretty nasty. While it doesn't show, she'd definitely have a headband by now (giving access to 2nd level spells). Working with a partner regularly, her outflank can be useful moving her flanking bonus to +4 and IF she crits her flank buddy gets an AoO. Partner with a high crit flank body like a rapier wielding swashbuckler she gets a nasty AoO.
Abilities like Blood Deflection, and Fated Bloodrager  make up for a bit of the rage penalty to AC. Sacrifice a second level spell and add in Fated Bloodrager and you got a +4 bonus to AC. Armor training expands the scope of armor you get your full dex bonus on and it's pretty awesome. 
For the weapon you could go adamantine, keen and furious among other options. Fun note: If one of your party members is a skald gifting you with rage powers, a furious weapon grants an enhancement to the powers as well. 

Ruby Red #4
Female half-orc bloodrager (steelblood) 12 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Large humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 17, touch 13, flat-footed 15 (+3 armor, +1 Dex, +1 dodge, +4 luck, +1 natural, -1 size, -2 untyped penalty)
hp 149 (12d10+73)
Fort +21, Ref +14 (+1 bonus vs. trample attacks), Will +12; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Immune fear
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Offense
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Speed 60 ft.
Melee switchscythe +23/+23/+18/+13 (2d6+27/×4)
Ranged javelin +17/+17 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks blood casting, greater bloodrage (39 rounds/day)
Bloodrager (Steelblood) Spells Known (CL 12th; concentration +14)
   3rd (1/day)—fly, haste, rage, greater thunderstomp[ACG]
   2nd (3/day)—blur, bull's strength, false life, ironskin, mirror image, resist energy
   1st (3/day)—blurred movement[ACG], enlarge person (DC 13), expeditious retreat, feather fall, line in the sand[ACG], long arm[ACG], shield
   Bloodline Destined
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Statistics
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Str 30, Dex 12, Con 20, Int 12, Wis 10, Cha 14
Base Atk +12; CMB +25; CMD 38 (39 vs. overrun)
Feats Diehard, Endurance, Eschew Materials, Improved Initiative, Intimidating Prowess, Ironhide[APG], Outflank[APG], Power Attack, Toughness, Weapon Focus (switchscythe)
Traits almost human, fate's favored
Skills Acrobatics +20 (+32 to jump), Appraise +5, Bluff +6, Climb +19, Diplomacy +6, Disguise +14 (+18 on checks to pass as human), Escape Artist +5, Fly +3, Heal +4, Intimidate +33, Knowledge (arcana) +11, Knowledge (dungeoneering) +6, Knowledge (local) +8, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +7, Perception +19, Ride +5, Sense Motive +4, Spellcraft +11, Stealth +3, Survival +8, Swim +18; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Halfling, Kelish, Orc, Varisian
SQ armor training 2, blood deflection, certain strike, defy death, destined strike +6, fated bloodrager +3, indomitable stance, orc blood
Other Gear studded leather, javelin (5), switchscythe, bloodrager's kit[ACG], 93 gp
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Special Abilities
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Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (39 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Certain Strike (1/rage) (Su) Reroll one attack before the results are revealed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defy Death (1/day) (Su) DC 20 Fort save to ignore damage from attack or spell that would kill you.
Destined Strike +6 (5/day) (Su) As a free action, gain insight bonus to one melee attack.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fate's Favored Increase luck bonuses by 1.
Fated Bloodrager +3 (Sp) Gain luck bonus to AC and saving throws when raging
Immunity to Fear (Ex) You are immune to all fear effects.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
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Spells/Abilities in Play: Bull's Strength, Bloodrage, Enlarge Person, Haste, Greater Heroism

Here she is at 12th, with suitable abilities/spells in play for a final encounter. The 'Cute Monster' at her worse. 9 feet tall (assuming you role-play her as minimum height for race) wielding a 2d6
+27 death hitter that can run around at 60 ft a round. Now add in some good armor, a massive built weapon and some wondrous items and you can round out the stats pretty good. One very important item would be a +4 Charisma headband. 

Closing out
Sources: Advanced Class Guide, Advanced Player's Guide, Advanced Race Guide, Monstrous Codex, Ultimate Campaign

Notes: This is an old build I had laying around. With some of my new outlook in class design I might revise Ruby later on. 

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