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Ugimmo

Vronim's page

66 posts. Alias of Edward Sobel.


Full Name

Vronim

Race

Nagaji

Classes/Levels

Witch 2 / Socerer 1

Gender

Male

Size

M

Alignment

TN

Languages

Azlanti, Common, Draconic, Nagaji, Thassilonian

Strength 17
Dexterity 16
Constitution 15
Intelligence 15
Wisdom 12
Charisma 17

About Vronim

Vronim:

VRONIM CR 2
Male Nagaji Sorcerer 1 Witch 2
NN Medium Humanoid (Reptilian)
Init +9; Senses Low-Light Vision; Perception +8
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+2 armor, +3 Dex, +1 natural)
hp 22 (3d6+6)
Fort +2, Ref +3, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
. . Dart +4 (1d4+3/20/x2) and
. . Masterwork Katana +5 (1d8+3/18-20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Special Attacks Elemental Ray (6/day), Evil Eye (DC 13)
Sorcerer Spells Known (CL 1, +4 melee touch, +4 ranged touch):
1 (4/day) Expeditious Excavation (DC 14), Shield (DC 14)
0 (at will) Disrupt Undead, Acid Splash, Read Magic (DC 13), Detect Poison
Witch Spells Prepared (CL 2, 4 melee touch, 4 ranged touch):
1 (3/day) Cure Light Wounds(DC 13), Burning Hands (DC 13), Ray of Enfeeblement (DC 13)
0 (at will) Stabilize, Daze (DC 12), Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 17, Dex 16, Con 15, Int 15, Wis 12, Cha 17
Base Atk +1; CMB +4; CMD 17
Feats Eschew Materials, Exotic Weapon Proficiency: Katana, Spit Venom (2/day) (DC 13)
Traits Elemental Pupil: Acid, Reactionary
Skills Intimidate +8, Knowledge (Arcana) +6, Knowledge (History) +6, Knowledge (Nature) +6, Linguistics +3, Perception +8, Sense Motive +3, Spellcraft +8
Languages Azlanti, Common, Draconic, Nagaji, Thassilonian
SQ +4 to Initiative checks, Cackle, Elemental: Earth, Empathic Link with Familiar (Su), Resistant (Ex), Scabbard of Vigor (1/day), Serpent's Sense (Ex), Share Spells with Familiar
Combat Gear +1 Haramaki, Dagger, Dart (4), Masterwork Katana; Other Gear Adventurer's Sash (empty), Bedroll, Fishhook (2), Flint and steel, Mug/Tankard, clay, Pouch, belt (empty), Scabbard of Vigor (1/day), Sewing needle, String (50'), Thread (50 ft.), Waterskin, Whetstone, Whistle, Signal, Vermin Repllent x3
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Dart - 0/4
Elemental Ray (6/day) (Sp) - 0/6
Scabbard of Vigor (1/day) - 0/1
Vermin Repellent - 0/3
--------------------
SPECIAL ABILITIES
--------------------
+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle Extend the duration of other hexes.
Elemental Pupil: Acid +1 dam when cast damaging spells of chosen element.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Acid damage
Elemental: Earth You may change any energy spell to use [Acid] energy.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evil Eye -2 (5 round(s)) (DC 13) (Su) Inflict penalties with a glance.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Resistant (Ex) +2 racial saving throw bonus against mind-affecting effects and poison.
Scabbard of Vigor (1/day) Once per day, as part of the action of drawing forth the weapon held by the scabbard, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.
Bonus Duration
+4 1 round
+3 3 rounds
+2 5 rounds
+1 10 rounds

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 900 gp
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Spit Venom (2/day) (DC 13) Spit poison up to 10 feet as a ranged touch att to blind foe 1d6 rds (Fort neg).

--------------------

Familiar:

Klicktak
ARCANE FAMILIAR CR 1
Male Dinosaur, Compsognathus
NN Tiny Magical Beast ((Animal))
Init +6; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 14. . (+2 Dex, +2 size, +2 natural)
hp 11 (1d8+2)
Fort +4, Ref +4, Will +5
--------------------
OFFENSE
--------------------
Spd 40 ft., Swimming (20 feet)
Melee Bite (Dinosaur, Compsognathus) +2 (1d3-1/20/x2) and
. . Unarmed Strike +2 (1-1/20/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Poison: Bite - injury (DC 12)
--------------------
STATISTICS
--------------------
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Fly +6, Intimidate -1, Linguistics -1, Perception +6, Spellcraft +1, Stealth +10, Swim +7
Languages
SQ Improved Evasion (Ex)

character picture:

basic background:

Vronim hails from the deep underground caverns under Zom Kullan. A sect of subterranean Nagaji that have been dormant and hidden for eons, since before the age of Darkness.

Now, the last nation of the Homo Reptilia has come to the surface once again seeking to rebuild the Ancient Naga Nation to its former glory, eliminating the Serpentfolk. However it is soon discovered that new tribes of Nagaji and their Naga lords have settled the lands. Vronim lead his expedition to the surface to broker an alliance to merge the nations together and begin to reclaim the world that they feel is rightfully theirs now that the ancient races have all but disappeared.

Vronim was successful in his mission, he now has decided to journey the world to see what can be learned of this new era his people must now deal with.

Vronim is very distrustful of surface races calling the humans the hairless apes and are nothing more than animals at heart. He holds the dragons in high regard since they are as ancient as the Nagaji are.

XP:

current: 4450
needed: 6000


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