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Female nagaji bloodrager 1 ( Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 4 199)
NG Medium humanoid (reptilian)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 16 (1d10+6)
Fort +4, Ref +2, Will +1; +2 vs. mind-affecting effects and poison
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee lucerne hammer +3 (1d12+3)
Special Attacks bloodrage (6 rounds/day)
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Statistics
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Str 15, Dex 12, Con 15, Int 10, Wis 13, Cha 15
Base Atk +1; CMB +3; CMD 14
Feats Toughness
Traits reactionary, xa hoi soldier
Skills Perception +7, Profession (soldier) +2, Survival +5, Use Magic Device +3; Racial Modifiers +2
Perception
Languages Common, Nagaji
SQ disruptive bloodrage, fast movement, resistant, serpent's sense
Other Gear armored coatAPG, lucerne hammer APG, backpack, belt pouch, blanket APG, flint and steel, pot,
soap, torch (10), trail rations (5), waterskin, 76 gp
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Special Abilities
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Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
I think I kind of like this better than the dragon disciple, I was playing with the build and a crossblooded arcane dragon blooded dragon disciple doenst work so well.
I like the arcane though, she could be bred by the naga to take out enemy spell casters. I wonder if a naginata might not be more appropriate.

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I changed her a bit and added weapons and a new armor:
Maanyatha
Female nagaji bloodrager (crossblooded) 1 ( Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder
RPG Bestiary 4 199)
NG Medium humanoid (reptilian)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 16 (1d10+6)
Fort +4, Ref +2, Will -2; +2 vs. mind-affecting effects and poison
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Offense
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Speed 40 ft.
Melee naginata +4 (1d8+4/×4) or
sansetsukon +4 (1d10+4/19-20)
Special Attacks bloodrage (6 rounds/day)
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Statistics
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Str 16, Dex 12, Con 15, Int 10, Wis 11, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Toughness
Traits reactionary, xa hoi soldier
Skills Acrobatics -1 (+3 to jump), Knowledge (arcana) +4, Linguistics +1, Perception +6, Survival +4;
Racial Modifiers +2 Perception
Languages Common, Draconic, Nagaji
SQ disruptive bloodrage, fast movement, resistant, serpent's sense
Other Gear lamellar (leather) armor UC, naginata UC, sansetsukon UC, backpack, belt pouch, blanket APG, flint
and steel, pot, soap, torch (10), trail rations (5), waterskin, 38 gp
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Special Abilities
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Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.

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Raging:
Female nagaji bloodrager (crossblooded) 1 ( Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder
RPG Bestiary 4 199)
NG Medium humanoid (reptilian)
Init +3; Senses low-light vision; Perception +6
—————
Defense
—————
AC 14, touch 9, flat-footed 13 (+4 armor, +1 Dex, +1 natural, -2 untyped penalty)
hp 18 (1d10+8)
Fort +6, Ref +2, Will -2; +2 vs. mind-affecting effects and poison
—————
Offense
—————
Speed 40 ft.
Melee naginata +6 (1d8+7/×4) or
sansetsukon +6 (1d10+7/19-20)
Special Attacks bloodrage (6 rounds/day)
—————
Statistics
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Str 20, Dex 12, Con 19, Int 10, Wis 11, Cha 15
Base Atk +1; CMB +6; CMD 15
Feats Toughness
Traits reactionary, xa hoi soldier
Skills Acrobatics -1 (+3 to jump), Knowledge (arcana) +4, Linguistics +1, Perception +6, Survival +4;
Racial Modifiers +2 Perception
Languages Common, Draconic, Nagaji
SQ disruptive bloodrage, fast movement, resistant, serpent's sense
Other Gear lamellar (leather) armor UC, naginata UC, sansetsukon UC, backpack, belt pouch, blanket APG, flint
and steel, pot, soap, torch (10), trail rations (5), waterskin, 38 gp
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Special Abilities
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Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.

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I didnt realise you did not see the link, sorry! We've started with the opening.
Join here!

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It's part of Diplomacy.
You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.
Check: You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step.
You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).
Starting Attitude / Diplomacy DC
Hostile 25 + creature's Cha modifier
Unfriendly 20 + creature's Cha modifier
Indifferent 15 + creature's Cha modifier
Friendly 10 + creature's Cha modifier
Helpful 0 + creature's Cha modifier
If a creature's attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature's current attitude to determine the base DC, with one of the following modifiers. Once a creature's attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion.
Request / Diplomacy DC Modifier
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal an important secret +10 or more
Give aid that could result in punishment +15 or more
Additional requests +5 per request
Gather Information: You can also use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.
Action: Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants.
Try Again: You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.
Special: If you have the Persuasive feat, you gain a bonus on Diplomacy checks (see Feats).

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i like some, but not others.
I like that Tumble was combined into a different skill (Acrobatics), but not that it was combined with Jump. I think that Climb, Jump, and Swim would have been a better single "Athletics" skill instead, as the three are not that common for skill checks, and it would have helped the Fighter who actually needed it rather than the Rogue who did not.
Listen, Search, and Spot, on the other hand made into a single Skill is just too good, make Perception the best skill in PF. Maybe better to have Listen and Spot as reactionary perception and Search and Appraise as active skills would have been better, (also keeping 2 for Wis and 2 for Int).
Diplomacy adding in Gather Information makes perfect sense, as does Open Locks and Disable Device.
I dislike the Fly skill.
-Posted with Wayfinder