Caru BhatMale Mandragoran Bloodrager 8/Mandragoran Paragon 2
CN Medium humanoid (mandragoran)
Init +3;
Senses low-light vision; Perception +11
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Defense--------------------
AC 21, touch 16, flat-footed 18 (+4 armor, +3 Dex, +1 natural, +1 deflection, +2 untyped)
hp 73 (8d10+2d8+20)
Fort +8,
Ref +5,
Will +7; +2 vs. spells cast by you or an ally, +10 vs poisons.
Defensive Abilities improved uncanny dodge;
DR 1/—
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Offense--------------------
Speed 40 ft.
Melee +1 silver longsword +11/+6 (1d8+3/19-20) and
. . +1 silver shortsword +11 (1d6+1/19-20) and
. . masterwork cold iron shortsword +11 (1d6+1/19-20) and
. . masterwork cold iron shortsword +11 (1d6+1/19-20)
Ranged masterwork light crossbow +13/+8 (1d8/19-20)
Special Attacks bloodrage
Spell-Like Abilities. . 1/day—
CLWBloodrager Spells Known (CL 7th; concentration +9):
3rd (1/day)—
fireball (DC 15), fly2nd (2/day)—
bear's endurance, fire breath (DC 14), mirror image, see invisibility1st (3/day)—
burning hands (DC 13), color spray (DC 13), jump, magic missile, shocking grasp, stone fist--------------------
Statistics--------------------
Str 16,
Dex 16,
Con 14,
Int 10,
Wis 14,
Cha 14
Base Atk +9;
CMB +12 (+14 disarm);
CMD 28 (30 vs. disarm)
Feats Eschew Materials, Hallucinogenic Pollen, Multiweapon Fighting, Power Attack, Prehensile Head-Vine, Thrashing Head-Vine Defense
Skills Acrobatics +11 (+15 jump), Bluff +3, Climb +9, Diplomacy +3, Disguise +0, Escape Artist +4, Fly +6, Handle Animal +6, Intimidate +10, Linguistics +2, Perception +11, Spellcraft +9, Stealth +11 (+15 while in marshes or forested areas.), Survival +10
Languages Mandrasengali, Polyglot, Strix, Sylvan
SQ +2 charisma, +2 wisdom, blood casting, blood sanctuary, camouflage, disruptive bloodrage, fast movement, arcane bloodrage, bloodlines (arcane), head-vine tails, poison leaf skin, poison resistance, spore scent, spore thought, woodland stride
Combat Gear alchemist's fire (5), alkali flask (5), antitoxin (5), heartstake crossbow bolt (5), Healer's kit (10/10 uses remaining), holy water (5), liquid ice (5), moonrod (5), smokestick (5), sunrod (10), thunderstone (5);
Other Gear +1 leaf armor, +1 silver longsword, +1 silver shortsword, cold iron crossbow bolts (50), heartstake crossbow bolt (5), crossbow bolts (25), masterwork cold iron shortsword, masterwork cold iron shortsword, masterwork light crossbow, silver crossbow bolts (50), amulet of natural armor +1, ring of protection +1, backpack, masterwork, climber's kit, flint and steel, powder (5), spell component pouch, spider's silk rope, tindertwig, 2119 GP, 9 SP, 9 CP
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Special Abilities--------------------
+2 Charisma (Ex) +2 Wisdom (Ex) Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary (Su) +2 to save vs spells cast by you or an ally.
Bloodrage (20 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Camouflage (Ex) You gain a +4 bonus on Stealth checks in marshes or forested areas.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greater Arcane Bloodrage (2 spells) (Ex) Apply two spells on yourself when entering bloodrage.
Hallucinogenic Pollen (2/day) The mandragoran’s pollen spores contain a hallucinogenic compound.
Prerequisites: Con 13, Mandragoran only.
Benefit: A number of times per day equal to the Constitution bonus, all creatures within range of the mandragoran’s spore
Head-Vine Tails You can retrieve small stowed objects with your head-vines.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Leaf Skin A number of times per day equal to her Constitution modifier (minimum 1/day), a mandragoran with this ability can exude a mildly poisonous irritant from her skin that causes anyone touching her to receive a -1 penalty to all ability checks, skill che
Poison Resistance You recieve a +10 bonus on saves vs poison.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Prehensile Head-Vine Mandragorans learn to use their head-vines to manipulate objects.
Prerequisites: Mandragoran only, four or less head-vines.
Benefit: The mandragoran may use head-vines to manipulate objects or to attack with as if they were one ha
Spore Scent You receive bonuses to Bluff, Diplomacy and Handle Animal to creatures within 30 feet at the expense of a penalty on disguise.
Spore Thought You can communicate empathically through your spores.
Thrashing Head-Vine Defense Mandragorans with prehensile head-vines are able to thrash them about, forming a wall of spinning head-vines that shield them from direct harm.
Prerequisites: Mandragoran only, Dex 13, Prehensile Head-Vines.
Benefit: The mandragor
Woodland Stride (Ex) Move through undergrowth at normal speed.
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