![]() About Aasi MisraAasi Misra
SQ Bloodline Arcana (Poison Resistance (+1), Poison Use, Weapon Familiarity (blowgun, kukri, shuriken) Combat Gear Blowgun 1 lb., 2 gp, Blowgun darts (60) --, 3 gp, Blowgun darts, alchemical silver (20) --, 7 gp, Blowgun darts, cold iron (20) --, 2 gp, Cestus, alchemical silver 1 lb., 25 gp, Kukri, cold iron 2 lbs., 16 gp, Armoured kilt 10 lbs., 20 gp; Other Gear Bandolier (2) --, 1 gp, Bell --, 1 gp, Belladonna --, 2 gp, Belt pouch 0.5 lb., 1 gp, Candle (10) --, 0.1 gp, Chalk (10) --, 0.1 gp, Earplugs --, 0.03 gp, Garlic (5) --, 0.5 gp, Hot Weather Outfit 4 lbs., 0 gp, Keros Oil (3) [30] --, 15 gp, Powder (5) 3 lbs., 0.06 gp, Sack 0.5 lb., 0.1 gp, Salt tablets (10) --, 1 gp, Scarf, pocketed 0.5 lb., 8 gp, Scarf, reinforced 1 lb., 10 gp, Twine 50' 0.5 lb., 0.01 gp, Vial, steel (16) --, 16 gp, Weapon cord (2) --, 0.2 gp, Whetstone 1 lb., 0.01 gp, Wolfsbane (2) --, 1 gp, Wristsheath, spring-loaded (2) 2 lbs., 10 gp
Weight 30.4
Racial Features:
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light. Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks. Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks. Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice. Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison. Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Class Features:
Pestilence Class Skill: Heal Pestilence Bloodline Arcana: Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-affecting spells affect them. Serpentine Class Skill: Diplomacy Serpentine Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language. Serpentine Bloodline Power: Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Feats:
Spell Focus (Enchantment) Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Traits:
Boarded in Varisia: Traveling from lands far to the north, you likely have little experience with the jungle, its denizens, or its strange forces. Just as the lands of Garund are wild and exotic to you, so are you to them. This oddity manifests in one of two ways. Choose to gain either a +2 trait bonus on all Bluff checks made against inhabitants of the jungle, or treat your spells with the mind-affecting descriptor as being +1 caster level higher when cast against creatures and natives of the jungle. Born Under the Green Star: Requirement(s) Castrovel
Language Dependent Spells:
0th level Message 3rd level
4th level
6th level
Mind Affecting Spells:
0th level Daze Sotto Voce 1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
|