Ajibachana

Archa's page

130 posts. Alias of Brainiac.


Gender

Female nagaji cleric 2 | HP 28/28 | AC 19 (21 w/shield)| Fort +7, Ref +5, Will +10 | Perc +8 | Healing Font 0/1 | Hero Point: 2/3

About Archa

Appearance

Female nagaji cleric 2
NG Medium Humanoid (Nagaji)

Senses: Perception +8 (+4 proficiency, +4 Wis); low-light vision

DEFENSE
AC 19 (+4 armor, +4 proficiency, +1 Dex); 21 w/shield raised
HP 28

Fort +7 (+6 proficiency. +1 Con)
Ref +5 (+4 proficiency, +1 Dex)
Will +10 (+6 proficiency, +4 Wis)

Save Bonuses: +1 vs. emotion; +2 vs. grab, restrain, or knock prone

OFFENSE

Melee urumi +7 (d6+4 S, deadly d10, sweep) or tail +7 (d6+3 B)
Ranged sling +5 (d6+1 B)

Divine Spell +8
Spell DC 18

Divine Font-heal 1/day

1st-charm, heal, +1
Cantrips-daze, disrupt undead, divine lance, forbidding ward, stabilize

Spd 20 ft.*

STATISTICS
Str 16 (+3)
Dex 12 (+1)
Con 12 (+1)
Int 10 (+0)
Wis 18 (+4)
Cha 10 (+0)

CLASS FEATURES

Deity: Nalinivati
Edicts: Seek out magic and use it, use poison, heal poisons, bear or adopt children, raise snakes
Anathema: Kill a harmless snake or swan, spurn friends due to jealousy or romantic competition, betray your offspring, separate lovers

First Doctrine (Warpriest)

HERITAGE

Sacred Nagaji: You stand out from most nagaji, with the upper body of a beautiful human and the lower body of a green or white snake. Legends claim your ancestors were faithful snakes uplifted by Nalinivati rather than nagaji created by the goddess. Instead of a fangs unarmed attack, you have a tail attack that deals 1d6 bludgeoning damage, is in the brawling weapon group, and has the finesse and unarmed traits. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Grapple or Trip you. This bonus also applies to saving throws against effects that would grab you, restrain you, or knock you prone.

BACKGROUND

Witchlight Follower: While in a dismal forest or remote swamp, you caught sight of a string of lights bobbing through the trees. You stepped forward for a closer look, and then still further when the lights retreated a few paces. Then you remembered the rumors. Will-o'-wisps, rushlights, corpse lanterns—whatever they're called—such evil creatures lead people to their doom. With a supreme effort of will, you broke free from the alluring enchantment, and you've resolved to never let the strange lights of remote wildernesses claim you again.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and the Wisp Lore skill. You gain the Terrain Expertise skill feat with both swamp terrain and subterranean bodies of water.

FEATS

Ancestry Feats:

1st: Cold-Minded: The subtle strands of beguiling magic leave little impression on your mind. You gain a +1 circumstance bonus to saving throws against emotion effects, and whenever you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Class Feats:

2nd: Emblazon Armament

Undead Slayer Dedication: Your training has prepared you to recognize most undead on sight. You become trained in two Lore skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action.

Slayer's Identification Trigger You roll initiative and can observe a creature you know is undead; Effect You attempt to Recall Knowledge to identify the undead creature with a +1 circumstance bonus. If you're a master in the skill you're using to Recall Knowledge, you gain a +2 circumstance bonus instead.

Skill Feats:

Background: Terrain Expertise (Swamp, Subterranean Water): Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

2nd: Battle Medicine

General Feats:

Doctrine: Shield Block: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

SKILLS
Arcana +4
Athletics +7
Ghost Lore +4
Ghoul Lore +4
Medicine +8
Religion +8
Survival +8 (+9 swamp or subterannean water)
Wisp Lore +4

LANGUAGES
Common, Nagaji

EQUIPMENT
breastplate, steel shield (hardness 5, HP (BT) 20 (10)), urumi, sling, 3 gp, wand of heal (1st)