Lizardfolk Sorcerer

Captain Kullan's page

47 posts. Alias of Nomadical.


Race

♥️ 43 / 43 | AC 20| F +7 R +8 W +7

Classes/Levels

Male Nagaji (Titan) Commander 3

About Captain Kullan

Male Nagaji (Titan) Commander 3
Default Exploration Activity = Defend

STR +3 DEX +2 CON +2 INT +3 WIS 0 CHA 0

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Defense

HP 43
AC 20 (10 +5(T) +4(I) +1(D))
Titan Nagaji scale armor, +4
Steel Shield with shield boss attached. AC +2, Hardness 5, HP (BT) 20 (10)

Fort +7 T
Ref +8 E
Will +7 E * **

*Cold Minded: 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.

**Banner: As long as your banner is visible, you and all allies in 30-foot emanation gain a +1 status bonus to Will saves and DCs against fear effects.

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Offense
Speed: 25
Perception +7 E
Initiative: Warfare Lore +10 E
Can use Warfare Lore for Initiative if observing at least one opponent.

Melee ◆ +1 Trident +9 (Thrown 20 ft.) Damage 1d8+3 P
Melee ◆ Shield Boss +8 (Attached) Damage 1d6+3 B
Melee ◆ Hatchet +8 (Agile, Sweep, Thrown 10 ft) Damage 1d6+3 S
Melee ◆ Fangs +8 (Unarmed, Finesse) Damage 1d6+3 P

Ranged ◆ Hatchet +6 (Thrown 10 ft) Damage 1d6+3 S

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Commander:
Class DC = 18

Commander’s Banner
A commander needs a battle standard so their allies can locate them on the field. You start play with a custom banner that you can use to signal allies when using tactics (see below) or to deploy specific abilities. Your banner can be affixed to a weapon or shield you are wielding, or held in one hand and attached to a simple pole. Feats and abilities with the banner trait require you to be holding your banner or wielding a weapon or shield it is attached to.

As long as your banner is visible (such as by being affixed to your weapon or worn attached to a pole alongside your backpack), you and all allies in a 30-foot emanation gain a +1 status bonus to Will saves and DCs against fear effects. You pause or resume this effect as part of any action you would typically use to stow or retrieve your banner, such as Interacting to stow it. If your banner is destroyed or stolen, allies within 30 feet become frightened 1. This effect has the aura, commander, emotion, mental, and visual traits.

Some abilities allow you to place your banner in a specialized manner; as long as you have placed your banner in this way, any banner abilities originate from your banner’s space instead of your own.

[Banner Trait]
The banner trait indicates an ability that involves you waving or otherwise actively displaying your banner. To use an ability that has the banner trait, you must be holding your banner in one hand or wielding a weapon it is attached to.
{Note that the class feature quoted above also includes shields. Also note that none of his selected Tactics or Class feats have the Banner trait.}

Tactics
By studying and practicing the strategic arts of war, you can guide your allies to victory. You begin play with a folio containing four tactics from the list on pages 6-7. These are combat techniques and coordinated maneuvers you can instruct your allies in, enabling them to respond to your signals in combat. As you increase in level, you gain the ability to learn more potent tactics. When you gain the expert tactician class feature, you gain the ability to add expert tactics to your folio, when you gain the master tactician class feature you can add master tactics to your folio, and when you gain the legendary tactician class feature you can add legendary tactics to your folio.

Form Up
You signal your team to move into position together. Signal all squadmates affected by your commander’s banner; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura.

Naval Training
Your instructions make it easier for you and your allies to swim through dangerous waters. Signal all squadmates; until the end of your next turn, you and each ally gains a swim Speed of 20 feet.
Special: If you have this tactic prepared, you can use Warfare Lore in place of Athletics for checks you make to Swim.

Pincer Attack
You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

Shields Up
You signal your allies to ready their defenses. Signal all squadmates affected by your commander’s banner; each can immediately Raise a Shield as a reaction. Squadmates who are wielding a parry weapon can instead position that weapon defensively as a free action.

Preparing and Changing Tactics
Each day during your daily preparations, you prepare two tactics from your folio and drill in them alongside your allies, enabling you to use these tactics until your next daily preparations. When you drill, you can instruct a total number of allies equal to 2 plus your Intelligence modifier (5 = 2 + 3 INT), enabling these allies to respond to your tactics in combat; these allies are referred to as your squadmates. A squadmate always has the option not to respond to your tactical signal if they do not wish to. The tactic trait is explained in more detail in the key terms sidebar on page 4.

You can change which tactics you have prepared from those in your folio by spending 10 minutes to drill, replacing all previously prepared tactics and allies. This does not prevent your allies from performing their own activities during this time frame.

Squadmates [definition]
The allies whom you instruct when you prepare your tactics during your daily preparations are known as squadmates. Only you and your squadmates can benefit from your tactics.

[Tactics Trait]
Tactics are special abilities that involve you signaling your allies to perform predetermined maneuvers. To use a tactic ability, you must have one or more willing allies you have instructed beforehand during your daily preparations. Your squadmates must also be able to perceive your signal, either when you speak or shout it (in which case the tactic action gains the auditory trait), or by physically signaling them, typically by waving your banner (in which case it gains the visual trait). While you can use multiple tactic actions a round, a character cannot respond to more than one tactic per round, regardless of source.

Drilled Reactions
Your time spent training with your allies allows them to respond quickly and instinctively to your commands. Once per round, when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic, and is lost if not used.

Shield Block
Trigger: While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.

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.

Combat Assessment {Class feat 1} ◆ 
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.

Defensive Swap {Class feat 2} ↺
Trigger: You or an adjacent willing ally are the target of an attack roll.

You and your allies work together selflessly to protect each other from harm. You and the required ally immediately swap positions with each other, and whichever of you was not the target of the triggering attack becomes the target instead.

Warfare Expertise
Your knowledge of war and strategy grows and guides your decisions in battle. You gain expert proficiency in Warfare Lore. You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation. In addition, as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll.

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Skills
Acrobatics +6 T
Athletics +8 T
Diplomacy +5 T
Crafting +8 T
Society +10 E
Stealth +6 T
Survival +5 T

Pathfinder Society Lore +8 T (granted)
Sailing Lore +8 T (Background)
Warfare Lore +10 E (Class)

Skill Feats:

Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. (Background)

Streetwise You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, (Absalom per backstory) you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

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General Feats, Ancestry Feats, and Misc Abilities

Titan [Heritage]: You were raised to be a warrior or a bodyguard, and your specialized diet and bulging muscles have made your scales as strong as armored plates. Your scales are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and have the comfort trait. You can never wear other armor or remove your scales. You can etch armor runes onto your scales.

Cold Minded: [Ancestry] 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.

Toughness: (General feat 3) Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Low light vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Ancestry Languages: Common, Nagaji, +3 Aklo, Aquan (Thalissac), Draconic

Home Region Language: Tien

Fangs Your mouth contains either rows of hooked, needle-sharp teeth or a pair of vicious serpent fangs. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.

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Items: +1 Trident (potency rune is granted level 2 item), marvelous mini (ladder) (granted level 1 item), adventurers pack, hatchet, steel shield with shield boss

Botting

Since it’s a playtest, and I’m not that familiar with how he’d play in combat, it’s tough to say.

If it’s the first attack against an enemy, use Combat Assessment: ◆ Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The Recall Knowledge uses Warfare Lore and allows him to learn “whether (an enemy) can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak.”

[dice=Strike, +1 Trident]d20+9[/dice]
[dice=damage, P, magic]d8+3[/dice]
[dice=Combat Assessment, Warfare Lore]d20+10[/dice]

Other Action would either be an appropriate Tactic or a Stride or Step as needed, or second Strike with Shield Boss
[dice=Strike, Shield Boss]d20+8-5[/dice]
[dice=damage, B]d6+3[/dice]

Then Raise Shield.