Serpentfolk Spy

Dimlock Blackfang's page

47 posts. Organized Play character for nightdeath.


Full Name

Dimlock Blackfang

Race

| HP: 21/21| AC: 16/10/15|Init: +1| Perc: +2| Fort: +5| Ref: +2| Will: +3| CMB: +4| CMD: 15| L.Spear+4;1d8+4|Spear+2;1d8+3/4|

Classes/Levels

Skills:
Acro:-1| App:+0|Bluff:+1|Clim:+4| Diplo:+7|Disguise:+3|E.A:-2| H.A:+5| Heal:+4| Inti:+3|K.Pla:+4|K.Reli:+4|Ling:+0|Ride:-2|SM:+0|Sleight:-2|Spell:+0|Stealt h:-2| Sur:+6| Swim:+4| UMD:+3|

Gender

Male Nagaji Fighter (Aquanaut) 1 / Oracle of Battle () 1

Size

Medium

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Nagaji,

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Dimlock Blackfang

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[Url [/url]
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76925-46 Tchass Blackfang

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Character Crunch:

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Male Nagaji Fighter (Aquanaut) 1 / Oracle of Battle () 1
Chaotic Good Medium Humanoid
Init +1; Senses DarkVision 30ft Perception +2

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Defense
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AC 16 , touch 10 , flat-footed 15 (+4 armor, +0 Shield, +1 Dex, +1 natural, +0 Trait)
hp 21 (1d10+1d8+4) (+0 Favored)
Fort +5, Ref +2, Will +3
Resist None

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Offense
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Speed 20 ft
Ranged Spear (20ft) +2 ((1d8+3 20/x3))
Melee Longspear +4 (1d8+4 20/x3)
Special Attacks
Spell-Like Abilities

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Statistics
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Str 16 , Dex 12, Con 14 , Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 15
Languages Common, Draconic

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Feats
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Dodge (1)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility (Fighter Bonus Feat 1)
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

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Traits
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Child of Nature (Religion)
The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.

Lunar Birth (Magic)
Born during a lunar eclipse, you were forever marked by the moon’s mysterious and ancient magic. You gain a +1 trait bonus on saving throws against the spells and spell-like abilities cast by humans.

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Class Features
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Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Armor Proficiency:
An aquanaut is proficient with light and medium armor, but not with shields.

This alters the fighter’s armor proficiency.

Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Piercing Focus:
If an aquanaut takes a fighter bonus feat that normally requires selecting a single weapon (except weapon proficiency feats), he can instead apply the feat to all melee piercing weapons with which he is already proficient and that meet all other prerequisites for that feat. This ability counts as having the feat for each such individual weapon for the purpose of meeting prerequisites. This ability also applies to the weapon mastery class feature.

This alters bonus feats and weapon mastery.

Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse. All curses can be found here.

Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

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Skills
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Acrobatics -1 (+1 Rank, +0 trained, +1 Ability, -3 Armor)
Appraise +0 (+0 Rank, +0 trained, +0 Ability)
Bluff +3 (+0 Rank, +0 trained, +3 Ability)
Climb +4 (+1 Rank, +0 trained, +3 Ability, -3 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy +7 (+1 Rank, +3 trained, +3 Ability)
Disable Device -2 (+0 Rank, +0 trained, +1 Ability, -3 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist -2 (+0 Rank, +0 trained, +1 Ability, -3 Armor)
Fly -2 (+0 Rank, +0 trained, +1 Ability, -3 Armor)
Handle Animal +5 (+0 Rank, +0 trained, +3 Ability, +2 Racial)
Heal +4 (+1 Rank, +3 trained, +0 Ability)
Intimidate +3 (+0 Rank, +0 trained, +3 Ability)
Knowledge (Dungeoneering) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Geography) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Nature) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Engineering) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Plane) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Religion) +4 (+1 Rank, +3 trained, +0 Ability)
Linguistics +0 (+0 Rank, +0 trained, +0 Ability)
Perception +2 (+0 Rank, +0 trained, +0 Ability, +2 Racial)
Perform (Oratory) +3 (+0 Rank, +0 trained, +3 Ability)
Profession +0 (+0 Rank, +0 trained, +0 Ability)
Ride -2 (+0 Rank, +0 trained, +1 Ability, -3 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +0 (+0 Rank, +0 trained, +0 Ability)
Stealth -2 (+0 Rank, +0 trained, +1 Ability, -3 Armor)
Survival +6 (+1 Rank, +3 trained, +0 Ability, +2 Trait)
Swim +4 (+1 Rank, +3 trained, +3 Ability, -3 Armor)
Use Magic Device +3 (+0 Rank, +0 trained, +3 Ability)

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level:
Spells (4) Level 0 DC 13
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.

Spells (2) Level 0 DC 14 3+1/3+1
Cure Light Wounds (Oracle selection)
Shield of Faith: Aura grants +2 or higher deflection bonus.
Magic Weapon: Weapon gains +1 bonus.

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Special Abilities
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Bonus Feat:

Oracle Curse - Clouded Vision:
Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Weapon Mastery (Ex):
Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

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Equipment
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Equipment list
Melee Weapons Longspear, Spear x5
Ranged Weapons Spears x 5
Armor Hide
Other Gear Fighter’s kit :This includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Cold Weather Outfit
Explorer's Outfit,
Smelling Salts
Magic Item
Wand of Infernal healing (50/50)
Wand of Cure Light Wounds (46/50)
Wand of Bless (46/50)

Wealth 141gp


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Racial Traits
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Nagaji Racial Traits:

+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
Reptilian: Nagaji are humanoids with the reptilian subtype.
Normal Speed: Nagaji have a base speed of 30 feet.
Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

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Background Story
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Dimlock Blackfang:

Warrior, Seeker, Guardian

These three titles describes Dimlock best.
Not for the hallowed halls of records for Him.
Nor the sanctuary for the blessed clergy.
The back streets of intrigue ill suits him.

What he has is a talent for battle.
And Into battle this Nagaji walks into.

Among his clutch, Dimlock Blackfang excels in battle. With his mastery of the spear and its related family, he makes short work of his foes!